<?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="P:Godot.Aabb.Volume">
            <summary>
            The volume of this <see cref="T:Godot.Aabb"/>.
            See also <see cref="M:Godot.Aabb.HasVolume"/>.
            </summary>
        </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.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>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="idx"/> is less than 0 or greater than 7.
            </exception>
            <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.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.HasSurface">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.Aabb"/>
            has a surface or a length, and <see langword="false"/>
            if the <see cref="T:Godot.Aabb"/> is empty (all components
            of <see cref="P:Godot.Aabb.Size"/> are zero or negative).
            </summary>
            <returns>
            A <see langword="bool"/> for whether or not the <see cref="T:Godot.Aabb"/> has surface.
            </returns>
        </member>
        <member name="M:Godot.Aabb.HasVolume">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.Aabb"/> has
            area, and <see langword="false"/> if the <see cref="T:Godot.Aabb"/>
            is linear, empty, or has a negative <see cref="P:Godot.Aabb.Size"/>.
            See also <see cref="P:Godot.Aabb.Volume"/>.
            </summary>
            <returns>
            A <see langword="bool"/> for whether or not the <see cref="T:Godot.Aabb"/> has volume.
            </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)">
            <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).
            </summary>
            <param name="with">The other <see cref="T:Godot.Aabb"/> to check for intersections with.</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.IsFinite">
            <summary>
            Returns <see langword="true"/> if this <see cref="T:Godot.Aabb"/> is finite, by calling
            <see cref="M:Godot.Mathf.IsFinite(System.Single)"/> on each component.
            </summary>
            <returns>Whether this vector is finite or not.</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.Callable">
             <summary>
             Callable is a first class object which can be held in variables and passed to functions.
             It represents a given method in an Object, and is typically used for signal callbacks.
             </summary>
             <example>
             <code>
             public void PrintArgs(object ar1, object arg2, object arg3 = null)
             {
                 GD.PrintS(arg1, arg2, arg3);
             }
            
             public void Test()
             {
                 // This Callable object will call the PrintArgs method defined above.
                 Callable callable = new Callable(this, nameof(PrintArgs));
                 callable.Call("hello", "world"); // Prints "hello world null".
                 callable.Call(Vector2.Up, 42, callable); // Prints "(0, -1) 42 Node(Node.cs)::PrintArgs".
                 callable.Call("invalid"); // Invalid call, should have at least 2 arguments.
             }
             </code>
             </example>
        </member>
        <member name="M:Godot.Callable.From(System.Action)">
            <summary>
            Constructs a new <see cref="T:Godot.Callable"/> for the given <paramref name="action"/>.
            </summary>
            <param name="action">Action method that will be called.</param>
        </member>
        <member name="M:Godot.Callable.From``1(System.Action{``0})">
            <inheritdoc cref="M:Godot.Callable.From(System.Action)"/>
        </member>
        <member name="M:Godot.Callable.From``2(System.Action{``0,``1})">
            <inheritdoc cref="M:Godot.Callable.From(System.Action)"/>
        </member>
        <member name="M:Godot.Callable.From``3(System.Action{``0,``1,``2})">
            <inheritdoc cref="M:Godot.Callable.From(System.Action)"/>
        </member>
        <member name="M:Godot.Callable.From``4(System.Action{``0,``1,``2,``3})">
            <inheritdoc cref="M:Godot.Callable.From(System.Action)"/>
        </member>
        <member name="M:Godot.Callable.From``5(System.Action{``0,``1,``2,``3,``4})">
            <inheritdoc cref="M:Godot.Callable.From(System.Action)"/>
        </member>
        <member name="M:Godot.Callable.From``6(System.Action{``0,``1,``2,``3,``4,``5})">
            <inheritdoc cref="M:Godot.Callable.From(System.Action)"/>
        </member>
        <member name="M:Godot.Callable.From``7(System.Action{``0,``1,``2,``3,``4,``5,``6})">
            <inheritdoc cref="M:Godot.Callable.From(System.Action)"/>
        </member>
        <member name="M:Godot.Callable.From``8(System.Action{``0,``1,``2,``3,``4,``5,``6,``7})">
            <inheritdoc cref="M:Godot.Callable.From(System.Action)"/>
        </member>
        <member name="M:Godot.Callable.From``9(System.Action{``0,``1,``2,``3,``4,``5,``6,``7,``8})">
            <inheritdoc cref="M:Godot.Callable.From(System.Action)"/>
        </member>
        <member name="M:Godot.Callable.From``1(System.Func{``0})">
            <summary>
            Constructs a new <see cref="T:Godot.Callable"/> for the given <paramref name="func"/>.
            </summary>
            <param name="func">Action method that will be called.</param>
        </member>
        <member name="M:Godot.Callable.From``2(System.Func{``0,``1})">
            <inheritdoc cref="M:Godot.Callable.From``1(System.Func{``0})"/>
        </member>
        <member name="M:Godot.Callable.From``3(System.Func{``0,``1,``2})">
            <inheritdoc cref="M:Godot.Callable.From``1(System.Func{``0})"/>
        </member>
        <member name="M:Godot.Callable.From``4(System.Func{``0,``1,``2,``3})">
            <inheritdoc cref="M:Godot.Callable.From``1(System.Func{``0})"/>
        </member>
        <member name="M:Godot.Callable.From``5(System.Func{``0,``1,``2,``3,``4})">
            <inheritdoc cref="M:Godot.Callable.From``1(System.Func{``0})"/>
        </member>
        <member name="M:Godot.Callable.From``6(System.Func{``0,``1,``2,``3,``4,``5})">
            <inheritdoc cref="M:Godot.Callable.From``1(System.Func{``0})"/>
        </member>
        <member name="M:Godot.Callable.From``7(System.Func{``0,``1,``2,``3,``4,``5,``6})">
            <inheritdoc cref="M:Godot.Callable.From``1(System.Func{``0})"/>
        </member>
        <member name="M:Godot.Callable.From``8(System.Func{``0,``1,``2,``3,``4,``5,``6,``7})">
            <inheritdoc cref="M:Godot.Callable.From``1(System.Func{``0})"/>
        </member>
        <member name="M:Godot.Callable.From``9(System.Func{``0,``1,``2,``3,``4,``5,``6,``7,``8})">
            <inheritdoc cref="M:Godot.Callable.From``1(System.Func{``0})"/>
        </member>
        <member name="M:Godot.Callable.From``10(System.Func{``0,``1,``2,``3,``4,``5,``6,``7,``8,``9})">
            <inheritdoc cref="M:Godot.Callable.From``1(System.Func{``0})"/>
        </member>
        <member name="P:Godot.Callable.Target">
            <summary>
            Object that contains the method.
            </summary>
        </member>
        <member name="P:Godot.Callable.Method">
            <summary>
            Name of the method that will be called.
            </summary>
        </member>
        <member name="P:Godot.Callable.Delegate">
            <summary>
            Delegate of the method that will be called.
            </summary>
        </member>
        <member name="P:Godot.Callable.Trampoline">
            <summary>
            Trampoline function pointer for dynamically invoking <see cref="P:Godot.Callable.Delegate"/>.
            </summary>
        </member>
        <member name="M:Godot.Callable.#ctor(Godot.GodotObject,Godot.StringName)">
            <summary>
            Constructs a new <see cref="T:Godot.Callable"/> for the method called <paramref name="method"/>
            in the specified <paramref name="target"/>.
            </summary>
            <param name="target">Object that contains the method.</param>
            <param name="method">Name of the method that will be called.</param>
        </member>
        <member name="M:Godot.Callable.Call(Godot.Variant[])">
            <summary>
            Calls the method represented by this <see cref="T:Godot.Callable"/>.
            Arguments can be passed and should match the method's signature.
            </summary>
            <param name="args">Arguments that will be passed to the method call.</param>
            <returns>The value returned by the method.</returns>
        </member>
        <member name="M:Godot.Callable.CallDeferred(Godot.Variant[])">
            <summary>
            Calls the method represented by this <see cref="T:Godot.Callable"/> in deferred mode, i.e. during the idle frame.
            Arguments can be passed and should match the method's signature.
            </summary>
            <param name="args">Arguments that will be passed to the method call.</param>
        </member>
        <member name="M:Godot.Callable.CreateWithUnsafeTrampoline(System.Delegate,)">
             <summary>
             <para>
             Constructs a new <see cref="T:Godot.Callable"/> using the <paramref name="trampoline"/>
             function pointer to dynamically invoke the given <paramref name="delegate"/>.
             </para>
             <para>
             The parameters passed to the <paramref name="trampoline"/> function are:
             </para>
             <list type="number">
                <item>
                    <term>delegateObj</term>
                    <description>The given <paramref name="delegate"/>, upcast to <see cref="T:System.Object"/>.</description>
                </item>
                <item>
                    <term>args</term>
                    <description>Array of <see cref="T:Godot.NativeInterop.godot_variant"/> arguments.</description>
                </item>
                <item>
                    <term>ret</term>
                    <description>Return value of type <see cref="T:Godot.NativeInterop.godot_variant"/>.</description>
                </item>
            </list>
             <para>
             The delegate should be downcast to a more specific delegate type before invoking.
             </para>
             </summary>
             <example>
             Usage example:
            
             <code>
                 static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret)
                 {
                     if (args.Count != 1)
                         throw new ArgumentException($&quot;Callable expected {1} arguments but received {args.Count}.&quot;);
            
                     TResult res = ((Func&lt;int, string&gt;)delegateObj)(
                         VariantConversionCallbacks.GetToManagedCallback&lt;int&gt;()(args[0])
                     );
            
                     ret = VariantConversionCallbacks.GetToVariantCallback&lt;string&gt;()(res);
                 }
            
                 var callable = Callable.CreateWithUnsafeTrampoline((int num) =&gt; &quot;foo&quot; + num.ToString(), &amp;Trampoline);
                 var res = (string)callable.Call(10);
                 Console.WriteLine(res);
             </code>
             </example>
             <param name="delegate">Delegate method that will be called.</param>
             <param name="trampoline">Trampoline function pointer for invoking the delegate.</param>
        </member>
        <member name="T:Godot.CustomGCHandle">
             <summary>
             Provides a GCHandle that becomes weak when unloading the assembly load context, without having
             to manually replace the GCHandle. This hides all the complexity of releasing strong GC handles
             to allow the assembly load context to unload properly.
            
             Internally, a strong CustomGCHandle actually contains a weak GCHandle, while the actual strong
             reference is stored in a static table.
             </summary>
        </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.Generic.IEnumerable{Godot.Variant})">
            <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(Godot.Variant[])">
            <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.Dispose">
            <summary>
            Disposes of this <see cref="T:Godot.Collections.Array"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Array.Duplicate(System.Boolean)">
            <summary>
            Returns a copy of the <see cref="T:Godot.Collections.Array"/>.
            If <paramref name="deep"/> is <see langword="true"/>, a deep copy if performed:
            all nested arrays and dictionaries are duplicated and will not be shared with
            the original array. If <see langword="false"/>, a shallow copy is made and
            references to the original nested arrays and dictionaries are kept, so that
            modifying a sub-array or dictionary in the copy will also impact those
            referenced in the source array. Note that any <see cref="T:Godot.GodotObject"/> derived
            elements will be shallow copied regardless of the <paramref name="deep"/>
            setting.
            </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.Fill(Godot.Variant)">
            <summary>
            Assigns the given value to all elements in the array. This can typically be
            used together with <see cref="M:Godot.Collections.Array.Resize(System.Int32)"/> to create an array with a given
            size and initialized elements.
            Note: If <paramref name="value"/> is of a reference type (<see cref="T:Godot.GodotObject"/>
            derived, <see cref="T:Godot.Collections.Array"/> or <see cref="T:Godot.Collections.Dictionary"/>, etc.) then the array
            is filled with the references to the same object, i.e. no duplicates are
            created.
            </summary>
            <example>
            <code>
            var array = new Godot.Collections.Array();
            array.Resize(10);
            array.Fill(0); // Initialize the 10 elements to 0.
            </code>
            </example>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <param name="value">The value to fill the array with.</param>
        </member>
        <member name="M:Godot.Collections.Array.Max">
            <summary>
            Returns the maximum value contained in the array if all elements are of
            comparable types. If the elements can't be compared, <see langword="null"/>
            is returned.
            </summary>
            <returns>The maximum value contained in the array.</returns>
        </member>
        <member name="M:Godot.Collections.Array.Min">
            <summary>
            Returns the minimum value contained in the array if all elements are of
            comparable types. If the elements can't be compared, <see langword="null"/>
            is returned.
            </summary>
            <returns>The minimum value contained in the array.</returns>
        </member>
        <member name="M:Godot.Collections.Array.PickRandom">
            <summary>
            Returns a random value from the target array.
            </summary>
            <example>
            <code>
            var array = new Godot.Collections.Array { 1, 2, 3, 4 };
            GD.Print(array.PickRandom()); // Prints either of the four numbers.
            </code>
            </example>
            <returns>A random element from the array.</returns>
        </member>
        <member name="M:Godot.Collections.Array.RecursiveEqual(Godot.Collections.Array)">
            <summary>
            Compares this <see cref="T:Godot.Collections.Array"/> against the <paramref name="other"/>
            <see cref="T:Godot.Collections.Array"/> recursively. Returns <see langword="true"/> if the
            sizes and contents of the arrays are equal, <see langword="false"/>
            otherwise.
            </summary>
            <param name="other">The other array to compare against.</param>
            <returns>
            <see langword="true"/> if the sizes and contents of the arrays are equal,
            <see langword="false"/> otherwise.
            </returns>
        </member>
        <member name="M:Godot.Collections.Array.Resize(System.Int32)">
            <summary>
            Resizes the array to contain a different number of elements. If the array
            size is smaller, elements are cleared, if bigger, new elements are
            <see langword="null"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <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.Reverse">
            <summary>
            Reverses the order of the elements in the array.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
        </member>
        <member name="M:Godot.Collections.Array.Shuffle">
            <summary>
            Shuffles the array such that the items will have a random order.
            This method uses the global random number generator common to methods
            such as <see cref="M:Godot.GD.Randi"/>. Call <see cref="M:Godot.GD.Randomize"/> to
            ensure that a new seed will be used each time if you want
            non-reproducible shuffling.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
        </member>
        <member name="M:Godot.Collections.Array.Slice(System.Int32)">
            <summary>
            Creates a shallow copy of a range of elements in the source <see cref="T:Godot.Collections.Array"/>.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="start"/> is less than 0 or greater than the array's size.
            </exception>
            <param name="start">The zero-based index at which the range starts.</param>
            <returns>A new array that contains the elements inside the slice range.</returns>
        </member>
        <member name="M:Godot.Collections.Array.Slice(System.Int32,System.Int32)">
            <summary>
            Creates a shallow copy of a range of elements in the source <see cref="T:Godot.Collections.Array"/>.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="start"/> is less than 0 or greater than the array's size.
            -or-
            <paramref name="length"/> is less than 0 or greater than the array's size.
            </exception>
            <param name="start">The zero-based index at which the range starts.</param>
            <param name="length">The length of the range.</param>
            <returns>A new array that contains the elements inside the slice range.</returns>
        </member>
        <member name="M:Godot.Collections.Array.GetSliceRange(System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Returns the slice of the <see cref="T:Godot.Collections.Array"/>, from <paramref name="start"/>
            (inclusive) to <paramref name="end"/> (exclusive), as a new <see cref="T:Godot.Collections.Array"/>.
            The absolute value of <paramref name="start"/> and <paramref name="end"/>
            will be clamped to the array size.
            If either <paramref name="start"/> or <paramref name="end"/> are negative, they
            will be relative to the end of the array (i.e. <c>arr.GetSliceRange(0, -2)</c>
            is a shorthand for <c>arr.GetSliceRange(0, arr.Count - 2)</c>).
            If specified, <paramref name="step"/> is the relative index between source
            elements. It can be negative, then <paramref name="start"/> must be higher than
            <paramref name="end"/>. For example, <c>[0, 1, 2, 3, 4, 5].GetSliceRange(5, 1, -2)</c>
            returns <c>[5, 3]</c>.
            If <paramref name="deep"/> is true, each element will be copied by value
            rather than by reference.
            </summary>
            <param name="start">The zero-based index at which the range starts.</param>
            <param name="end">The zero-based index at which the range ends.</param>
            <param name="step">The relative index between source elements to take.</param>
            <param name="deep">If <see langword="true"/>, performs a deep copy.</param>
            <returns>A new array that contains the elements inside the slice range.</returns>
        </member>
        <member name="M:Godot.Collections.Array.Sort">
            <summary>
            Sorts the array.
            Note: The sorting algorithm used is not stable. This means that values
            considered equal may have their order changed when using <see cref="M:Godot.Collections.Array.Sort"/>.
            Note: Strings are sorted in alphabetical order (as opposed to natural order).
            This may lead to unexpected behavior when sorting an array of strings ending
            with a sequence of numbers.
            To sort with a custom predicate use
            <see cref="M:System.Linq.Enumerable.OrderBy``2(System.Collections.Generic.IEnumerable{``0},System.Func{``0,``1})"/>.
            </summary>
            <example>
            <code>
            var strings = new Godot.Collections.Array { "string1", "string2", "string10", "string11" };
            strings.Sort();
            GD.Print(strings); // Prints [string1, string10, string11, string2]
            </code>
            </example>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
        </member>
        <member name="M:Godot.Collections.Array.op_Addition(Godot.Collections.Array,Godot.Collections.Array)">
            <summary>
            Concatenates two <see cref="T:Godot.Collections.Array"/>s together, with the <paramref name="right"/>
            being added to the end of the <see cref="T:Godot.Collections.Array"/> specified in <paramref name="left"/>.
            For example, <c>[1, 2] + [3, 4]</c> results in <c>[1, 2, 3, 4]</c>.
            </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.Item(System.Int32)">
            <summary>
            Returns the item at the given <paramref name="index"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The property is assigned and the array is read-only.
            </exception>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is less than 0 or greater than the array's size.
            </exception>
            <value>The <see cref="T:Godot.Variant"/> item at the given <paramref name="index"/>.</value>
        </member>
        <member name="M:Godot.Collections.Array.Add(Godot.Variant)">
            <summary>
            Adds an item 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>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <param name="item">The <see cref="T:Godot.Variant"/> item to add.</param>
        </member>
        <member name="M:Godot.Collections.Array.AddRange``1(System.Collections.Generic.IEnumerable{``0})">
            <summary>
            Adds the elements of the specified collection to the end of this <see cref="T:Godot.Collections.Array"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <exception cref="T:System.ArgumentNullException">
            The <paramref name="collection"/> is <see langword="null"/>.
            </exception>
            <param name="collection">Collection of <see cref="T:Godot.Variant"/> items to add.</param>
        </member>
        <member name="M:Godot.Collections.Array.BinarySearch(System.Int32,System.Int32,Godot.Variant)">
            <summary>
            Finds the index of an existing value using binary search.
            If the value is not present in the array, it returns the bitwise
            complement of the insertion index that maintains sorting order.
            Note: Calling <see cref="M:Godot.Collections.Array.BinarySearch(System.Int32,System.Int32,Godot.Variant)"/> on an
            unsorted array results in unexpected behavior.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is less than 0.
            -or-
            <paramref name="count"/> is less than 0.
            </exception>
            <exception cref="T:System.ArgumentException">
            <paramref name="index"/> and <paramref name="count"/> do not denote
            a valid range in the <see cref="T:Godot.Collections.Array"/>.
            </exception>
            <param name="index">The starting index of the range to search.</param>
            <param name="count">The length of the range to search.</param>
            <param name="item">The object to locate.</param>
            <returns>
            The index of the item in the array, if <paramref name="item"/> is found;
            otherwise, a negative number that is the bitwise complement of the index
            of the next element that is larger than <paramref name="item"/> or, if
            there is no larger element, the bitwise complement of <see cref="P:Godot.Collections.Array.Count"/>.
            </returns>
        </member>
        <member name="M:Godot.Collections.Array.BinarySearch(Godot.Variant)">
            <summary>
            Finds the index of an existing value using binary search.
            If the value is not present in the array, it returns the bitwise
            complement of the insertion index that maintains sorting order.
            Note: Calling <see cref="M:Godot.Collections.Array.BinarySearch(Godot.Variant)"/> on an unsorted
            array results in unexpected behavior.
            </summary>
            <param name="item">The object to locate.</param>
            <returns>
            The index of the item in the array, if <paramref name="item"/> is found;
            otherwise, a negative number that is the bitwise complement of the index
            of the next element that is larger than <paramref name="item"/> or, if
            there is no larger element, the bitwise complement of <see cref="P:Godot.Collections.Array.Count"/>.
            </returns>
        </member>
        <member name="M:Godot.Collections.Array.Contains(Godot.Variant)">
            <summary>
            Returns <see langword="true"/> if the array contains the given value.
            </summary>
            <example>
            <code>
            var arr = new Godot.Collections.Array { "inside", 7 };
            GD.Print(arr.Contains("inside")); // True
            GD.Print(arr.Contains("outside")); // False
            GD.Print(arr.Contains(7)); // True
            GD.Print(arr.Contains("7")); // False
            </code>
            </example>
            <param name="item">The <see cref="T:Godot.Variant"/> item to look for.</param>
            <returns>Whether or not this array contains the given item.</returns>
        </member>
        <member name="M:Godot.Collections.Array.Clear">
            <summary>
            Clears the array. This is the equivalent to using <see cref="M:Godot.Collections.Array.Resize(System.Int32)"/>
            with a size of <c>0</c>
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
        </member>
        <member name="M:Godot.Collections.Array.IndexOf(Godot.Variant)">
            <summary>
            Searches the array for a value and returns its index or <c>-1</c> if not found.
            </summary>
            <param name="item">The <see cref="T:Godot.Variant"/> item to search for.</param>
            <returns>The index of the item, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.Collections.Array.IndexOf(Godot.Variant,System.Int32)">
            <summary>
            Searches the array for a value and returns its index or <c>-1</c> if not found.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is less than 0 or greater than the array's size.
            </exception>
            <param name="item">The <see cref="T:Godot.Variant"/> item to search for.</param>
            <param name="index">The initial search index to start from.</param>
            <returns>The index of the item, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.Collections.Array.LastIndexOf(Godot.Variant)">
            <summary>
            Searches the array for a value in reverse order and returns its index
            or <c>-1</c> if not found.
            </summary>
            <param name="item">The <see cref="T:Godot.Variant"/> item to search for.</param>
            <returns>The index of the item, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.Collections.Array.LastIndexOf(Godot.Variant,System.Int32)">
            <summary>
            Searches the array for a value in reverse order and returns its index
            or <c>-1</c> if not found.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is less than 0 or greater than the array's size.
            </exception>
            <param name="item">The <see cref="T:Godot.Variant"/> item to search for.</param>
            <param name="index">The initial search index to start from.</param>
            <returns>The index of the item, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.Collections.Array.Insert(System.Int32,Godot.Variant)">
            <summary>
            Inserts a new element at a given position in the array. The position
            must be valid, or at the end of the array (<c>pos == Count - 1</c>).
            Existing items will be moved to the right.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is less than 0 or greater than the array's size.
            </exception>
            <param name="index">The index to insert at.</param>
            <param name="item">The <see cref="T:Godot.Variant"/> item to insert.</param>
        </member>
        <member name="M:Godot.Collections.Array.Remove(Godot.Variant)">
            <summary>
            Removes the first occurrence of the specified <paramref name="item"/>
            from this <see cref="T:Godot.Collections.Array"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <param name="item">The value to remove.</param>
        </member>
        <member name="M:Godot.Collections.Array.RemoveAt(System.Int32)">
            <summary>
            Removes an element from the array by index.
            To remove an element by searching for its value, use
            <see cref="M:Godot.Collections.Array.Remove(Godot.Variant)"/> instead.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is less than 0 or greater than the array's size.
            </exception>
            <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="P:Godot.Collections.Array.IsReadOnly">
            <summary>
            Returns <see langword="true"/> if the array is read-only.
            See <see cref="M:Godot.Collections.Array.MakeReadOnly"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Array.MakeReadOnly">
            <summary>
            Makes the <see cref="T:Godot.Collections.Array"/> read-only, i.e. disabled modying of the
            array's elements. Does not apply to nested content, e.g. content of
            nested arrays.
            </summary>
        </member>
        <member name="M:Godot.Collections.Array.CopyTo(Godot.Variant[],System.Int32)">
            <summary>
            Copies the elements of this <see cref="T:Godot.Collections.Array"/> to the given
            <see cref="T:Godot.Variant"/> C# array, starting at the given index.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="arrayIndex"/> is less than 0 or greater than the array's size.
            </exception>
            <param name="array">The array to copy to.</param>
            <param name="arrayIndex">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="M:Godot.Collections.Array.GetVariantBorrowElementAt(System.Int32,Godot.NativeInterop.godot_variant@)">
            <summary>
            The variant returned via the <paramref name="elem"/> parameter is owned by the Array and must not be disposed.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is less than 0 or greater than the array's size.
            </exception>
        </member>
        <member name="M:Godot.Collections.Array.GetVariantBorrowElementAtUnchecked(System.Int32,Godot.NativeInterop.godot_variant@)">
            <summary>
            The variant returned via the <paramref name="elem"/> parameter is owned by the Array and must not be disposed.
            </summary>
        </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.Fill(`0)">
            <summary>
            Assigns the given value to all elements in the array. This can typically be
            used together with <see cref="M:Godot.Collections.Array`1.Resize(System.Int32)"/> to create an array with a given
            size and initialized elements.
            Note: If <paramref name="value"/> is of a reference type (<see cref="T:Godot.GodotObject"/>
            derived, <see cref="T:Godot.Collections.Array"/> or <see cref="T:Godot.Collections.Dictionary"/>, etc.) then the array
            is filled with the references to the same object, i.e. no duplicates are
            created.
            </summary>
            <example>
            <code>
            var array = new Godot.Collections.Array&lt;int&gt;();
            array.Resize(10);
            array.Fill(0); // Initialize the 10 elements to 0.
            </code>
            </example>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <param name="value">The value to fill the array with.</param>
        </member>
        <member name="M:Godot.Collections.Array`1.Max">
            <summary>
            Returns the maximum value contained in the array if all elements are of
            comparable types. If the elements can't be compared, <see langword="default"/>
            is returned.
            </summary>
            <returns>The maximum value contained in the array.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.Min">
            <summary>
            Returns the minimum value contained in the array if all elements are of
            comparable types. If the elements can't be compared, <see langword="default"/>
            is returned.
            </summary>
            <returns>The minimum value contained in the array.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.PickRandom">
            <summary>
            Returns a random value from the target array.
            </summary>
            <example>
            <code>
            var array = new Godot.Collections.Array&lt;int&gt; { 1, 2, 3, 4 };
            GD.Print(array.PickRandom()); // Prints either of the four numbers.
            </code>
            </example>
            <returns>A random element from the array.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.RecursiveEqual(Godot.Collections.Array{`0})">
            <summary>
            Compares this <see cref="T:Godot.Collections.Array`1"/> against the <paramref name="other"/>
            <see cref="T:Godot.Collections.Array`1"/> recursively. Returns <see langword="true"/> if the
            sizes and contents of the arrays are equal, <see langword="false"/>
            otherwise.
            </summary>
            <param name="other">The other array to compare against.</param>
            <returns>
            <see langword="true"/> if the sizes and contents of the arrays are equal,
            <see langword="false"/> otherwise.
            </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>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <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.Reverse">
            <summary>
            Reverses the order of the elements in the array.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
        </member>
        <member name="M:Godot.Collections.Array`1.Shuffle">
            <summary>
            Shuffles the array such that the items will have a random order.
            This method uses the global random number generator common to methods
            such as <see cref="M:Godot.GD.Randi"/>. Call <see cref="M:Godot.GD.Randomize"/> to
            ensure that a new seed will be used each time if you want
            non-reproducible shuffling.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
        </member>
        <member name="M:Godot.Collections.Array`1.Slice(System.Int32)">
            <summary>
            Creates a shallow copy of a range of elements in the source <see cref="T:Godot.Collections.Array`1"/>.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="start"/> is less than 0 or greater than the array's size.
            </exception>
            <param name="start">The zero-based index at which the range starts.</param>
            <returns>A new array that contains the elements inside the slice range.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.Slice(System.Int32,System.Int32)">
            <summary>
            Creates a shallow copy of a range of elements in the source <see cref="T:Godot.Collections.Array`1"/>.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="start"/> is less than 0 or greater than the array's size.
            -or-
            <paramref name="length"/> is less than 0 or greater than the array's size.
            </exception>
            <param name="start">The zero-based index at which the range starts.</param>
            <param name="length">The length of the range.</param>
            <returns>A new array that contains the elements inside the slice range.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.GetSliceRange(System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Returns the slice of the <see cref="T:Godot.Collections.Array`1"/>, from <paramref name="start"/>
            (inclusive) to <paramref name="end"/> (exclusive), as a new <see cref="T:Godot.Collections.Array`1"/>.
            The absolute value of <paramref name="start"/> and <paramref name="end"/>
            will be clamped to the array size.
            If either <paramref name="start"/> or <paramref name="end"/> are negative, they
            will be relative to the end of the array (i.e. <c>arr.GetSliceRange(0, -2)</c>
            is a shorthand for <c>arr.GetSliceRange(0, arr.Count - 2)</c>).
            If specified, <paramref name="step"/> is the relative index between source
            elements. It can be negative, then <paramref name="start"/> must be higher than
            <paramref name="end"/>. For example, <c>[0, 1, 2, 3, 4, 5].GetSliceRange(5, 1, -2)</c>
            returns <c>[5, 3]</c>.
            If <paramref name="deep"/> is true, each element will be copied by value
            rather than by reference.
            </summary>
            <param name="start">The zero-based index at which the range starts.</param>
            <param name="end">The zero-based index at which the range ends.</param>
            <param name="step">The relative index between source elements to take.</param>
            <param name="deep">If <see langword="true"/>, performs a deep copy.</param>
            <returns>A new array that contains the elements inside the slice range.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.Sort">
            <summary>
            Sorts the array.
            Note: The sorting algorithm used is not stable. This means that values
            considered equal may have their order changed when using <see cref="M:Godot.Collections.Array`1.Sort"/>.
            Note: Strings are sorted in alphabetical order (as opposed to natural order).
            This may lead to unexpected behavior when sorting an array of strings ending
            with a sequence of numbers.
            To sort with a custom predicate use
            <see cref="M:System.Linq.Enumerable.OrderBy``2(System.Collections.Generic.IEnumerable{``0},System.Func{``0,``1})"/>.
            </summary>
            <example>
            <code>
            var strings = new Godot.Collections.Array&lt;string&gt; { "string1", "string2", "string10", "string11" };
            strings.Sort();
            GD.Print(strings); // Prints [string1, string10, string11, string2]
            </code>
            </example>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
        </member>
        <member name="M:Godot.Collections.Array`1.op_Addition(Godot.Collections.Array{`0},Godot.Collections.Array{`0})">
            <summary>
            Concatenates two <see cref="T:Godot.Collections.Array`1"/>s together, with the <paramref name="right"/>
            being added to the end of the <see cref="T:Godot.Collections.Array`1"/> specified in <paramref name="left"/>.
            For example, <c>[1, 2] + [3, 4]</c> results in <c>[1, 2, 3, 4]</c>.
            </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 item at the given <paramref name="index"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The property is assigned and the array is read-only.
            </exception>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is less than 0 or greater than the array's size.
            </exception>
            <value>The <see cref="T:Godot.Variant"/> item at the given <paramref name="index"/>.</value>
        </member>
        <member name="M:Godot.Collections.Array`1.IndexOf(`0)">
            <summary>
            Searches the array for a value and returns its index or <c>-1</c> if not found.
            </summary>
            <param name="item">The <see cref="T:Godot.Variant"/> 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.IndexOf(`0,System.Int32)">
            <summary>
            Searches the array for a value and returns its index or <c>-1</c> if not found.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is less than 0 or greater than the array's size.
            </exception>
            <param name="item">The <see cref="T:Godot.Variant"/> item to search for.</param>
            <param name="index">The initial search index to start from.</param>
            <returns>The index of the item, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.LastIndexOf(Godot.Variant)">
            <summary>
            Searches the array for a value in reverse order and returns its index
            or <c>-1</c> if not found.
            </summary>
            <param name="item">The <see cref="T:Godot.Variant"/> 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.LastIndexOf(Godot.Variant,System.Int32)">
            <summary>
            Searches the array for a value in reverse order and returns its index
            or <c>-1</c> if not found.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is less than 0 or greater than the array's size.
            </exception>
            <param name="item">The <see cref="T:Godot.Variant"/> item to search for.</param>
            <param name="index">The initial search index to start from.</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 element at a given position in the array. The position
            must be valid, or at the end of the array (<c>pos == Count - 1</c>).
            Existing items will be moved to the right.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is less than 0 or greater than the array's size.
            </exception>
            <param name="index">The index to insert at.</param>
            <param name="item">The <see cref="T:Godot.Variant"/> item to insert.</param>
        </member>
        <member name="M:Godot.Collections.Array`1.RemoveAt(System.Int32)">
            <summary>
            Removes an element from the array by index.
            To remove an element by searching for its value, use
            <see cref="M:Godot.Collections.Array`1.Remove(`0)"/> instead.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is less than 0 or greater than the array's size.
            </exception>
            <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="P:Godot.Collections.Array`1.IsReadOnly">
            <summary>
            Returns <see langword="true"/> if the array is read-only.
            See <see cref="M:Godot.Collections.Array`1.MakeReadOnly"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Array`1.MakeReadOnly">
            <summary>
            Makes the <see cref="T:Godot.Collections.Array`1"/> read-only, i.e. disabled modying of the
            array's elements. Does not apply to nested content, e.g. content of
            nested arrays.
            </summary>
        </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>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <param name="item">The <see cref="T:Godot.Variant"/> item to add.</param>
        </member>
        <member name="M:Godot.Collections.Array`1.AddRange(System.Collections.Generic.IEnumerable{`0})">
            <summary>
            Adds the elements of the specified collection to the end of this <see cref="T:Godot.Collections.Array`1"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <exception cref="T:System.ArgumentNullException">
            The <paramref name="collection"/> is <see langword="null"/>.
            </exception>
            <param name="collection">Collection of <see cref="T:Godot.Variant"/> items to add.</param>
        </member>
        <member name="M:Godot.Collections.Array`1.BinarySearch(System.Int32,System.Int32,`0)">
            <summary>
            Finds the index of an existing value using binary search.
            If the value is not present in the array, it returns the bitwise
            complement of the insertion index that maintains sorting order.
            Note: Calling <see cref="M:Godot.Collections.Array`1.BinarySearch(System.Int32,System.Int32,`0)"/> on an unsorted
            array results in unexpected behavior.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is less than 0.
            -or-
            <paramref name="count"/> is less than 0.
            </exception>
            <exception cref="T:System.ArgumentException">
            <paramref name="index"/> and <paramref name="count"/> do not denote
            a valid range in the <see cref="T:Godot.Collections.Array`1"/>.
            </exception>
            <param name="index">The starting index of the range to search.</param>
            <param name="count">The length of the range to search.</param>
            <param name="item">The object to locate.</param>
            <returns>
            The index of the item in the array, if <paramref name="item"/> is found;
            otherwise, a negative number that is the bitwise complement of the index
            of the next element that is larger than <paramref name="item"/> or, if
            there is no larger element, the bitwise complement of <see cref="P:Godot.Collections.Array`1.Count"/>.
            </returns>
        </member>
        <member name="M:Godot.Collections.Array`1.BinarySearch(`0)">
            <summary>
            Finds the index of an existing value using binary search.
            If the value is not present in the array, it returns the bitwise
            complement of the insertion index that maintains sorting order.
            Note: Calling <see cref="M:Godot.Collections.Array`1.BinarySearch(`0)"/> on an unsorted
            array results in unexpected behavior.
            </summary>
            <param name="item">The object to locate.</param>
            <returns>
            The index of the item in the array, if <paramref name="item"/> is found;
            otherwise, a negative number that is the bitwise complement of the index
            of the next element that is larger than <paramref name="item"/> or, if
            there is no larger element, the bitwise complement of <see cref="P:Godot.Collections.Array`1.Count"/>.
            </returns>
        </member>
        <member name="M:Godot.Collections.Array`1.Clear">
            <summary>
            Clears the array. This is the equivalent to using <see cref="M:Godot.Collections.Array`1.Resize(System.Int32)"/>
            with a size of <c>0</c>
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
        </member>
        <member name="M:Godot.Collections.Array`1.Contains(`0)">
            <summary>
            Returns <see langword="true"/> if the array contains the given value.
            </summary>
            <example>
            <code>
            var arr = new Godot.Collections.Array&lt;string&gt; { "inside", "7" };
            GD.Print(arr.Contains("inside")); // True
            GD.Print(arr.Contains("outside")); // False
            GD.Print(arr.Contains(7)); // False
            GD.Print(arr.Contains("7")); // True
            </code>
            </example>
            <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>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="arrayIndex"/> is less than 0 or greater than the array's size.
            </exception>
            <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 <paramref name="item"/>
            from this <see cref="T:Godot.Collections.Array`1"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The array is read-only.
            </exception>
            <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.Dispose">
            <summary>
            Disposes of this <see cref="T:Godot.Collections.Dictionary"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Dictionary.Duplicate(System.Boolean)">
            <summary>
            Returns a copy of the <see cref="T:Godot.Collections.Dictionary"/>.
            If <paramref name="deep"/> is <see langword="true"/>, a deep copy is performed:
            all nested arrays and dictionaries are duplicated and will not be shared with
            the original dictionary. If <see langword="false"/>, a shallow copy is made and
            references to the original nested arrays and dictionaries are kept, so that
            modifying a sub-array or dictionary in the copy will also impact those
            referenced in the source dictionary. Note that any <see cref="T:Godot.GodotObject"/> derived
            elements will be shallow copied regardless of the <paramref name="deep"/>
            setting.
            </summary>
            <param name="deep">If <see langword="true"/>, performs a deep copy.</param>
            <returns>A new Godot Dictionary.</returns>
        </member>
        <member name="M:Godot.Collections.Dictionary.Merge(Godot.Collections.Dictionary,System.Boolean)">
            <summary>
            Adds entries from <paramref name="dictionary"/> to this dictionary.
            By default, duplicate keys are not copied over, unless <paramref name="overwrite"/>
            is <see langword="true"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The dictionary is read-only.
            </exception>
            <param name="dictionary">Dictionary to copy entries from.</param>
            <param name="overwrite">If duplicate keys should be copied over as well.</param>
        </member>
        <member name="M:Godot.Collections.Dictionary.RecursiveEqual(Godot.Collections.Dictionary)">
            <summary>
            Compares this <see cref="T:Godot.Collections.Dictionary"/> against the <paramref name="other"/>
            <see cref="T:Godot.Collections.Dictionary"/> recursively. Returns <see langword="true"/> if the
            two dictionaries contain the same keys and values. The order of the entries
            does not matter.
            otherwise.
            </summary>
            <param name="other">The other dictionary to compare against.</param>
            <returns>
            <see langword="true"/> if the dictionaries contain the same keys and values,
            <see langword="false"/> otherwise.
            </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(Godot.Variant)">
            <summary>
            Returns the value at the given <paramref name="key"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The property is assigned and the dictionary is read-only.
            </exception>
            <exception cref="T:System.Collections.Generic.KeyNotFoundException">
            The property is retrieved and an entry for <paramref name="key"/>
            does not exist in the dictionary.
            </exception>
            <value>The value at the given <paramref name="key"/>.</value>
        </member>
        <member name="M:Godot.Collections.Dictionary.Add(Godot.Variant,Godot.Variant)">
            <summary>
            Adds an value <paramref name="value"/> at key <paramref name="key"/>
            to this <see cref="T:Godot.Collections.Dictionary"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The dictionary is read-only.
            </exception>
            <exception cref="T:System.ArgumentException">
            An entry for <paramref name="key"/> already exists in the dictionary.
            </exception>
            <param name="key">The key at which to add the value.</param>
            <param name="value">The value to add.</param>
        </member>
        <member name="M:Godot.Collections.Dictionary.Clear">
            <summary>
            Clears the dictionary, removing all entries from it.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The dictionary is read-only.
            </exception>
        </member>
        <member name="M:Godot.Collections.Dictionary.ContainsKey(Godot.Variant)">
            <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.Remove(Godot.Variant)">
            <summary>
            Removes an element from this <see cref="T:Godot.Collections.Dictionary"/> by key.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The dictionary is read-only.
            </exception>
            <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="P:Godot.Collections.Dictionary.IsReadOnly">
            <summary>
            Returns <see langword="true"/> if the dictionary is read-only.
            See <see cref="M:Godot.Collections.Dictionary.MakeReadOnly"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Dictionary.MakeReadOnly">
            <summary>
            Makes the <see cref="T:Godot.Collections.Dictionary"/> read-only, i.e. disabled modying of the
            dictionary's elements. Does not apply to nested content, e.g. content of
            nested dictionaries.
            </summary>
        </member>
        <member name="M:Godot.Collections.Dictionary.TryGetValue(Godot.Variant,Godot.Variant@)">
            <summary>
            Gets the value for the given <paramref name="key"/> in the dictionary.
            Returns <see langword="true"/> if an entry for the given key exists in
            the dictionary; otherwise, returns <see langword="false"/>.
            </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 entry was found for the given <paramref name="key"/>.</returns>
        </member>
        <member name="M:Godot.Collections.Dictionary.System#Collections#Generic#ICollection{System#Collections#Generic#KeyValuePair{Godot#Variant,Godot#Variant}}#CopyTo(System.Collections.Generic.KeyValuePair{Godot.Variant,Godot.Variant}[],System.Int32)">
            <summary>
            Copies the elements of this <see cref="T:Godot.Collections.Dictionary"/> to the given untyped
            <see cref="T:System.Collections.Generic.KeyValuePair`2"/> 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.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.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>
            Returns a copy of the <see cref="T:Godot.Collections.Dictionary`2"/>.
            If <paramref name="deep"/> is <see langword="true"/>, a deep copy is performed:
            all nested arrays and dictionaries are duplicated and will not be shared with
            the original dictionary. If <see langword="false"/>, a shallow copy is made and
            references to the original nested arrays and dictionaries are kept, so that
            modifying a sub-array or dictionary in the copy will also impact those
            referenced in the source dictionary. Note that any <see cref="T:Godot.GodotObject"/> derived
            elements will be shallow copied regardless of the <paramref name="deep"/>
            setting.
            </summary>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.Merge(Godot.Collections.Dictionary{`0,`1},System.Boolean)">
            <summary>
            Adds entries from <paramref name="dictionary"/> to this dictionary.
            By default, duplicate keys are not copied over, unless <paramref name="overwrite"/>
            is <see langword="true"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The dictionary is read-only.
            </exception>
            <param name="dictionary">Dictionary to copy entries from.</param>
            <param name="overwrite">If duplicate keys should be copied over as well.</param>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.RecursiveEqual(Godot.Collections.Dictionary{`0,`1})">
            <summary>
            Compares this <see cref="T:Godot.Collections.Dictionary`2"/> against the <paramref name="other"/>
            <see cref="T:Godot.Collections.Dictionary`2"/> recursively. Returns <see langword="true"/> if the
            two dictionaries contain the same keys and values. The order of the entries does not matter.
            otherwise.
            </summary>
            <param name="other">The other dictionary to compare against.</param>
            <returns>
            <see langword="true"/> if the dictionaries contain the same keys and values,
            <see langword="false"/> otherwise.
            </returns>
        </member>
        <member name="P:Godot.Collections.Dictionary`2.Item(`0)">
            <summary>
            Returns the value at the given <paramref name="key"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The property is assigned and the dictionary is read-only.
            </exception>
            <exception cref="T:System.Collections.Generic.KeyNotFoundException">
            The property is retrieved and an entry for <paramref name="key"/>
            does not exist in the dictionary.
            </exception>
            <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>
            <exception cref="T:System.InvalidOperationException">
            The dictionary is read-only.
            </exception>
            <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>
            <exception cref="T:System.InvalidOperationException">
            The dictionary is read-only.
            </exception>
            <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 value for the given <paramref name="key"/> in the dictionary.
            Returns <see langword="true"/> if an entry for the given key exists in
            the dictionary; otherwise, returns <see langword="false"/>.
            </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 entry 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="P:Godot.Collections.Dictionary`2.IsReadOnly">
            <summary>
            Returns <see langword="true"/> if the dictionary is read-only.
            See <see cref="M:Godot.Collections.Dictionary`2.MakeReadOnly"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.MakeReadOnly">
            <summary>
            Makes the <see cref="T:Godot.Collections.Dictionary`2"/> read-only, i.e. disabled
            modying of the dictionary's elements. Does not apply to nested content,
            e.g. content of nested dictionaries.
            </summary>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.Clear">
            <summary>
            Clears the dictionary, removing all entries from it.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            The dictionary is read-only.
            </exception>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.System#Collections#Generic#ICollection{System#Collections#Generic#KeyValuePair{TKey,TValue}}#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.AssemblyHasScriptsAttribute">
            <summary>
            Attribute that determines that the assembly contains Godot scripts and, optionally, the
            collection of types that implement scripts; otherwise, retrieving the types requires lookup.
            </summary>
        </member>
        <member name="P:Godot.AssemblyHasScriptsAttribute.RequiresLookup">
            <summary>
            If the Godot scripts contained in the assembly require lookup
            and can't rely on <see cref="P:Godot.AssemblyHasScriptsAttribute.ScriptTypes"/>.
            </summary>
        </member>
        <member name="P:Godot.AssemblyHasScriptsAttribute.ScriptTypes">
            <summary>
            The collection of types that implement a Godot script.
            </summary>
        </member>
        <member name="M:Godot.AssemblyHasScriptsAttribute.#ctor">
            <summary>
            Constructs a new AssemblyHasScriptsAttribute instance
            that requires lookup to get the Godot scripts.
            </summary>
        </member>
        <member name="M:Godot.AssemblyHasScriptsAttribute.#ctor(System.Type[])">
            <summary>
            Constructs a new AssemblyHasScriptsAttribute instance
            that includes the Godot script types and requires no lookup.
            </summary>
            <param name="scriptTypes">The collection of types that implement a Godot script.</param>
        </member>
        <member name="T:Godot.ExportAttribute">
            <summary>
            Exports the annotated member as a property of the Godot Object.
            </summary>
        </member>
        <member name="P:Godot.ExportAttribute.Hint">
            <summary>
            Optional hint that determines how the property should be handled by the editor.
            </summary>
        </member>
        <member name="P:Godot.ExportAttribute.HintString">
            <summary>
            Optional string that can contain additional metadata for the <see cref="P:Godot.ExportAttribute.Hint"/>.
            </summary>
        </member>
        <member name="M:Godot.ExportAttribute.#ctor(Godot.PropertyHint,System.String)">
            <summary>
            Constructs a new ExportAttribute Instance.
            </summary>
            <param name="hint">The hint for the exported property.</param>
            <param name="hintString">A string that may contain additional metadata for the hint.</param>
        </member>
        <member name="T:Godot.ExportCategoryAttribute">
            <summary>
            Define a new category for the following exported properties. This helps to organize properties in the Inspector dock.
            </summary>
        </member>
        <member name="P:Godot.ExportCategoryAttribute.Name">
            <summary>
            Name of the category.
            </summary>
        </member>
        <member name="M:Godot.ExportCategoryAttribute.#ctor(System.String)">
            <summary>
            Define a new category for the following exported properties.
            </summary>
            <param name="name">The name of the category.</param>
        </member>
        <member name="T:Godot.ExportGroupAttribute">
            <summary>
            Define a new group for the following exported properties. This helps to organize properties in the Inspector dock.
            </summary>
        </member>
        <member name="P:Godot.ExportGroupAttribute.Name">
            <summary>
            Name of the group.
            </summary>
        </member>
        <member name="P:Godot.ExportGroupAttribute.Prefix">
            <summary>
            If provided, the prefix that all properties must have to be considered part of the group.
            </summary>
        </member>
        <member name="M:Godot.ExportGroupAttribute.#ctor(System.String,System.String)">
            <summary>
            Define a new group for the following exported properties.
            </summary>
            <param name="name">The name of the group.</param>
            <param name="prefix">If provided, the group would make group to only consider properties that have this prefix.</param>
        </member>
        <member name="T:Godot.ExportSubgroupAttribute">
            <summary>
            Define a new subgroup for the following exported properties. This helps to organize properties in the Inspector dock.
            </summary>
        </member>
        <member name="P:Godot.ExportSubgroupAttribute.Name">
            <summary>
            Name of the subgroup.
            </summary>
        </member>
        <member name="P:Godot.ExportSubgroupAttribute.Prefix">
            <summary>
            If provided, the prefix that all properties must have to be considered part of the subgroup.
            </summary>
        </member>
        <member name="M:Godot.ExportSubgroupAttribute.#ctor(System.String,System.String)">
            <summary>
            Define a new subgroup for the following exported properties. This helps to organize properties in the Inspector dock.
            </summary>
            <param name="name">The name of the subgroup.</param>
            <param name="prefix">If provided, the subgroup would make group to only consider properties that have this prefix.</param>
        </member>
        <member name="T:Godot.GlobalClassAttribute">
            <summary>
            Exposes the target class as a global script class to Godot Engine.
            </summary>
        </member>
        <member name="T:Godot.GodotClassNameAttribute">
            <summary>
            Attribute that specifies the engine class name when it's not the same
            as the generated C# class name. This allows introspection code to find
            the name associated with the class. If the attribute is not present,
            the C# class name can be used instead.
            </summary>
        </member>
        <member name="P:Godot.GodotClassNameAttribute.Name">
            <summary>
            Original engine class name.
            </summary>
        </member>
        <member name="T:Godot.IconAttribute">
            <summary>
            Specifies a custom icon for representing this class in the Godot Editor.
            </summary>
        </member>
        <member name="P:Godot.IconAttribute.Path">
            <summary>
            File path to a custom icon for representing this class in the Godot Editor.
            </summary>
        </member>
        <member name="M:Godot.IconAttribute.#ctor(System.String)">
            <summary>
            Specify the custom icon that represents the class.
            </summary>
            <param name="path">File path to the custom icon.</param>
        </member>
        <member name="T:Godot.MustBeVariantAttribute">
            <summary>
            Attribute that restricts generic type parameters to be only types
            that can be marshaled from/to a <see cref="T:Godot.Variant"/>.
            </summary>
        </member>
        <member name="T:Godot.RpcAttribute">
            <summary>
            Attribute that changes the RPC mode for the annotated <c>method</c> to the given <see cref="P:Godot.RpcAttribute.Mode"/>,
            optionally specifying the <see cref="P:Godot.RpcAttribute.TransferMode"/> and <see cref="P:Godot.RpcAttribute.TransferChannel"/> (on supported peers).
            See <see cref="T:Godot.MultiplayerApi.RpcMode"/> and <see cref="T:Godot.MultiplayerPeer.TransferModeEnum"/>.
            By default, methods are not exposed to networking (and RPCs).
            </summary>
        </member>
        <member name="P:Godot.RpcAttribute.Mode">
            <summary>
            RPC mode for the annotated method.
            </summary>
        </member>
        <member name="P:Godot.RpcAttribute.CallLocal">
            <summary>
            If the method will also be called locally; otherwise, it is only called remotely.
            </summary>
        </member>
        <member name="P:Godot.RpcAttribute.TransferMode">
            <summary>
            Transfer mode for the annotated method.
            </summary>
        </member>
        <member name="P:Godot.RpcAttribute.TransferChannel">
            <summary>
            Transfer channel for the annotated mode.
            </summary>
        </member>
        <member name="M:Godot.RpcAttribute.#ctor(Godot.MultiplayerApi.RpcMode)">
            <summary>
            Constructs a <see cref="T:Godot.RpcAttribute"/> instance.
            </summary>
            <param name="mode">The RPC mode to use.</param>
        </member>
        <member name="T:Godot.ScriptPathAttribute">
            <summary>
            An attribute that contains the path to the object's script.
            </summary>
        </member>
        <member name="P:Godot.ScriptPathAttribute.Path">
            <summary>
            File path to the script.
            </summary>
        </member>
        <member name="M:Godot.ScriptPathAttribute.#ctor(System.String)">
            <summary>
            Constructs a new ScriptPathAttribute instance.
            </summary>
            <param name="path">The file path to the script</param>
        </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/latest/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>
            Assuming that the matrix is the combination of a rotation and scaling,
            return the absolute value of scaling factors along each axis.
            </summary>
        </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>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="column"/> is not 0, 1, 2 or 3.
            </exception>
            <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.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(Godot.EulerOrder)">
             <summary>
             Returns the basis's rotation in the form of Euler angles.
             The Euler order depends on the [param order] parameter,
             by default it uses 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.GetRotationQuaternion"/> method instead, which
             returns a <see cref="T:Godot.Quaternion"/> quaternion instead of Euler angles.
             </summary>
             <param name="order">The Euler order to use. By default, use YXZ order (most common).</param>
             <returns>A <see cref="T:Godot.Vector3"/> representing the basis rotation in Euler angles.</returns>
        </member>
        <member name="M:Godot.Basis.GetRotationQuaternion">
            <summary>
            Returns the <see cref="T:Godot.Basis"/>'s rotation in the form of a
            <see cref="T:Godot.Quaternion"/>. See <see cref="M:Godot.Basis.GetEuler(Godot.EulerOrder)"/> 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.Inverse">
            <summary>
            Returns the inverse of the matrix.
            </summary>
            <returns>The inverse matrix.</returns>
        </member>
        <member name="M:Godot.Basis.IsFinite">
            <summary>
            Returns <see langword="true"/> if this basis is finite, by calling
            <see cref="M:Godot.Mathf.IsFinite(System.Single)"/> on each component.
            </summary>
            <returns>Whether this vector is finite or not.</returns>
        </member>
        <member name="M:Godot.Basis.LookingAt(Godot.Vector3,Godot.Vector3)">
            <summary>
            Creates a <see cref="T:Godot.Basis"/> with a rotation such that the forward
            axis (-Z) points towards the <paramref name="target"/> position.
            The up axis (+Y) points as close to the <paramref name="up"/> vector
            as possible while staying perpendicular to the forward axis.
            The resulting Basis is orthonormalized.
            The <paramref name="target"/> and <paramref name="up"/> vectors
            cannot be zero, and cannot be parallel to each other.
            </summary>
            <param name="target">The position to look at.</param>
            <param name="up">The relative up direction.</param>
            <returns>The resulting basis 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="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.Quaternion)">
            <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,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.#ctor(System.Single,System.Single,System.Single,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 <c>X.Y</c>.
            </summary>
            <param name="xx">The X component of the X column vector, accessed via <c>b.X.X</c> or <c>[0][0]</c>.</param>
            <param name="yx">The X component of the Y column vector, accessed via <c>b.Y.X</c> or <c>[1][0]</c>.</param>
            <param name="zx">The X component of the Z column vector, accessed via <c>b.Z.X</c> or <c>[2][0]</c>.</param>
            <param name="xy">The Y component of the X column vector, accessed via <c>b.X.Y</c> or <c>[0][1]</c>.</param>
            <param name="yy">The Y component of the Y column vector, accessed via <c>b.Y.Y</c> or <c>[1][1]</c>.</param>
            <param name="zy">The Y component of the Z column vector, accessed via <c>b.Y.Y</c> or <c>[2][1]</c>.</param>
            <param name="xz">The Z component of the X column vector, accessed via <c>b.X.Y</c> or <c>[0][2]</c>.</param>
            <param name="yz">The Z component of the Y column vector, accessed via <c>b.Y.Y</c> or <c>[1][2]</c>.</param>
            <param name="zz">The Z component of the Z column vector, accessed via <c>b.Y.Y</c> or <c>[2][2]</c>.</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="P:Godot.Color.Luminance">
            <summary>
            Returns the light intensity of the color, as a value between 0.0 and 1.0 (inclusive).
            This is useful when determining light or dark color. Colors with a luminance smaller
            than 0.5 can be generally considered dark.
            Note: <see cref="P:Godot.Color.Luminance"/> relies on the color being in the linear color space to
            return an accurate relative luminance value. If the color is in the sRGB color space
            use <see cref="M:Godot.Color.SrgbToLinear"/> to convert it to the linear color space first.
            </summary>
        </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.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.Clamp(System.Nullable{Godot.Color},System.Nullable{Godot.Color})">
            <summary>
            Returns a new color with all components clamped between the
            components of <paramref name="min"/> and <paramref name="max"/>
            using <see cref="M:Godot.Mathf.Clamp(System.Single,System.Single,System.Single)"/>.
            </summary>
            <param name="min">The color with minimum allowed values.</param>
            <param name="max">The color with maximum allowed values.</param>
            <returns>The color with all components clamped.</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.Lerp(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.LinearToSrgb">
            <summary>
            Returns the color converted to the sRGB color space.
            This method assumes the original color is in the linear color space.
            See also <see cref="M:Godot.Color.SrgbToLinear"/> which performs the opposite operation.
            </summary>
            <returns>The sRGB color.</returns>
        </member>
        <member name="M:Godot.Color.SrgbToLinear">
            <summary>
            Returns the color converted to linear color space.
            This method assumes the original color already is in sRGB color space.
            See also <see cref="M:Godot.Color.LinearToSrgb"/> which performs the opposite operation.
            </summary>
            <returns>The color in linear color space.</returns>
        </member>
        <member name="M:Godot.Color.ToAbgr32">
            <summary>
            Returns the color converted to an unsigned 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="uint"/> representing this color in ABGR32 format.</returns>
        </member>
        <member name="M:Godot.Color.ToAbgr64">
            <summary>
            Returns the color converted to an unsigned 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="ulong"/> representing this color in ABGR64 format.</returns>
        </member>
        <member name="M:Godot.Color.ToArgb32">
            <summary>
            Returns the color converted to an unsigned 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="uint"/> representing this color in ARGB32 format.</returns>
        </member>
        <member name="M:Godot.Color.ToArgb64">
            <summary>
            Returns the color converted to an unsigned 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="ulong"/> representing this color in ARGB64 format.</returns>
        </member>
        <member name="M:Godot.Color.ToRgba32">
            <summary>
            Returns the color converted to an unsigned 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="uint"/> representing this color in RGBA32 format.</returns>
        </member>
        <member name="M:Godot.Color.ToRgba64">
            <summary>
            Returns the color converted to an unsigned 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="ulong"/> 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.UInt32)">
            <summary>
            Constructs a <see cref="T:Godot.Color"/> from an unsigned 32-bit integer in RGBA format
            (each byte represents a color channel).
            </summary>
            <param name="rgba">The <see langword="uint"/> representing the color as 0xRRGGBBAA.</param>
        </member>
        <member name="M:Godot.Color.#ctor(System.UInt64)">
            <summary>
            Constructs a <see cref="T:Godot.Color"/> from an unsigned 64-bit integer in RGBA format
            (each word represents a color channel).
            </summary>
            <param name="rgba">The <see langword="ulong"/> representing the color as 0xRRRRGGGGBBBBAAAA.</param>
        </member>
        <member name="M:Godot.Color.#ctor(System.String)">
            <summary>
            Constructs a <see cref="T:Godot.Color"/> either from an HTML color code or from a
            standardized color name. Supported color names are the same as the
            <see cref="T:Godot.Colors"/> constants.
            </summary>
            <param name="code">The HTML color code or color name to construct from.</param>
            <exception cref="T:System.ArgumentOutOfRangeException">
            A color cannot be inferred from the given <paramref name="code"/>.
            It was invalid HTML and a color with that name was not found.
            </exception>
        </member>
        <member name="M:Godot.Color.#ctor(System.String,System.Single)">
            <summary>
            Constructs a <see cref="T:Godot.Color"/> either from an HTML color code or from a
            standardized color name, with <paramref name="alpha"/> on the range of 0 to 1. Supported
            color names are the same as the <see cref="T:Godot.Colors"/> constants.
            </summary>
            <param name="code">The HTML color code or color name to construct from.</param>
            <param name="alpha">The alpha (transparency) value, typically on the range of 0 to 1.</param>
        </member>
        <member name="M:Godot.Color.FromHtml(System.ReadOnlySpan{System.Char})">
            <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">
            <paramref name="rgba"/> color code is invalid.
            </exception>
        </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.Named(System.String)">
            <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>
            <exception cref="T:System.ArgumentOutOfRangeException">
            A color with the given name is not found.
            </exception>
            <returns>The constructed color.</returns>
        </member>
        <member name="M:Godot.Color.Named(System.String,Godot.Color)">
            <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"/>.
            If a color with the given name is not found, it returns
            <paramref name="default"/>.
            </summary>
            <param name="name">The name of the color.</param>
            <param name="default">
            The default color to return when a color with the given name
            is not found.
            </param>
            <returns>The constructed color.</returns>
        </member>
        <member name="M:Godot.Color.FromHsv(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a color from an HSV profile. The <paramref name="hue"/>,
            <paramref name="saturation"/>, and <paramref name="value"/> are typically
            between 0.0 and 1.0.
            </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.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.FromOkHsl(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a color from an OK HSL profile. The <paramref name="hue"/>,
            <paramref name="saturation"/>, and <paramref name="lightness"/> are typically
            between 0.0 and 1.0.
            </summary>
            <param name="hue">The OK HSL hue, typically on the range of 0 to 1.</param>
            <param name="saturation">The OK HSL saturation, typically on the range of 0 to 1.</param>
            <param name="lightness">The OK HSL lightness, 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.FromRgbe9995(System.UInt32)">
            <summary>
            Encodes a <see cref="T:Godot.Color"/> from a RGBE9995 format integer.
            See <see cref="F:Godot.Image.Format.Rgbe9995"/>.
            </summary>
            <param name="rgbe">The RGBE9995 encoded color.</param>
            <returns>The constructed color.</returns>
        </member>
        <member name="M:Godot.Color.FromString(System.String,Godot.Color)">
            <summary>
            Constructs a color from the given string, which can be either an HTML color
            code or a named color. Returns <paramref name="default"/> if the color cannot
            be inferred from the string. Supported color names are the same as the
            <see cref="T:Godot.Colors"/> constants.
            </summary>
            <param name="str">The HTML color code or color name.</param>
            <param name="default">The fallback color to return if the color cannot be inferred.</param>
            <returns>The constructed color.</returns>
        </member>
        <member name="M:Godot.Color.HtmlIsValid(System.ReadOnlySpan{System.Char})">
            <summary>
            Returns <see langword="true"/> if <paramref name="color"/> is a valid HTML hexadecimal
            color string. The string must be a hexadecimal value (case-insensitive) of either 3,
            4, 6 or 8 digits, and may be prefixed by a hash sign (<c>#</c>). This method is
            identical to <see cref="M:Godot.StringExtensions.IsValidHtmlColor(System.String)"/>.
            </summary>
            <param name="color">The HTML hexadecimal color string.</param>
            <returns>Whether or not the string was a valid HTML hexadecimal color string.</returns>
        </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.GodotObject">
            <summary>
            <para>An advanced <see cref="T:Godot.Variant"/> type. All classes in the engine inherit from Object. Each class may define new properties, methods or signals, which are available to all inheriting classes. For example, a <see cref="T:Godot.Sprite2D"/> instance is able to call <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)"/> because it inherits from <see cref="T:Godot.Node"/>.</para>
            <para>You can create new instances, using <c>Object.new()</c> in GDScript, or <c>new Object</c> in C#.</para>
            <para>To delete an Object instance, call <see cref="M:Godot.GodotObject.Free"/>. This is necessary for most classes inheriting Object, because they do not manage memory on their own, and will otherwise cause memory leaks when no longer in use. There are a few classes that perform memory management. For example, <see cref="T:Godot.RefCounted"/> (and by extension <see cref="T:Godot.Resource"/>) deletes itself when no longer referenced, and <see cref="T:Godot.Node"/> deletes its children when freed.</para>
            <para>Objects can have a <see cref="T:Godot.Script"/> attached to them. Once the <see cref="T:Godot.Script"/> is instantiated, it effectively acts as an extension to the base class, allowing it to define and inherit new properties, methods and signals.</para>
            <para>Inside a <see cref="T:Godot.Script"/>, <see cref="M:Godot.GodotObject._GetPropertyList"/> may be overridden to customize properties in several ways. This allows them to be available to the editor, display as lists of options, sub-divide into groups, save on disk, etc. Scripting languages offer easier ways to customize properties, such as with the [annotation @GDScript.@export] annotation.</para>
            <para>Godot is very dynamic. An object's script, and therefore its properties, methods and signals, can be changed at run-time. Because of this, there can be occasions where, for example, a property required by a method may not exist. To prevent run-time errors, see methods such as <see cref="M:Godot.GodotObject.Set(Godot.StringName,Godot.Variant)"/>, <see cref="M:Godot.GodotObject.Get(Godot.StringName)"/>, <see cref="M:Godot.GodotObject.Call(Godot.StringName,Godot.Variant[])"/>, <see cref="M:Godot.GodotObject.HasMethod(Godot.StringName)"/>, <see cref="M:Godot.GodotObject.HasSignal(Godot.StringName)"/>, etc. Note that these methods are <b>much</b> slower than direct references.</para>
            <para>In GDScript, you can also check if a given property, method, or signal name exists in an object with the <c>in</c> operator:</para>
            <para><code>
            var node = Node.new()
            print("name" in node)         # Prints true
            print("get_parent" in node)   # Prints true
            print("tree_entered" in node) # Prints true
            print("unknown" in node)      # Prints false
            </code></para>
            <para>Notifications are <see cref="T:System.Int32"/> constants commonly sent and received by objects. For example, on every rendered frame, the <see cref="T:Godot.SceneTree"/> notifies nodes inside the tree with a <see cref="F:Godot.Node.NotificationProcess"/>. The nodes receive it and may call <see cref="M:Godot.Node._Process(System.Double)"/> to update. To make use of notifications, see <see cref="M:Godot.GodotObject.Notification(System.Int32,System.Boolean)"/> and <see cref="M:Godot.GodotObject._Notification(System.Int32)"/>.</para>
            <para>Lastly, every object can also contain metadata (data about data). <see cref="M:Godot.GodotObject.SetMeta(Godot.StringName,Godot.Variant)"/> can be useful to store information that the object itself does not depend on. To keep your code clean, making excessive use of metadata is discouraged.</para>
            <para><b>Note:</b> Unlike references to a <see cref="T:Godot.RefCounted"/>, references to an object stored in a variable can become invalid without being set to <c>null</c>. To check if an object has been deleted, do <i>not</i> compare it against <c>null</c>. Instead, use <c>@GlobalScope.is_instance_valid</c>. It's also recommended to inherit from <see cref="T:Godot.RefCounted"/> for classes storing data instead of <see cref="T:Godot.GodotObject"/>.</para>
            <para><b>Note:</b> The <c>script</c> is not exposed like most properties. To set or get an object's <see cref="T:Godot.Script"/> in code, use <see cref="M:Godot.GodotObject.SetScript(Godot.Variant)"/> and <see cref="M:Godot.GodotObject.GetScript"/>, respectively.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.InstanceFromId(System.UInt64)">
             <summary>
             Returns the <see cref="T:Godot.GodotObject"/> that corresponds to <paramref name="instanceId"/>.
             All Objects have a unique instance ID. See also <see cref="M:Godot.GodotObject.GetInstanceId"/>.
             </summary>
             <example>
             <code>
             public partial class MyNode : Node
             {
                 public string Foo { get; set; } = "bar";
            
                 public override void _Ready()
                 {
                     ulong id = GetInstanceId();
                     var inst = (MyNode)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.GodotObject"/> instance.</returns>
        </member>
        <member name="M:Godot.GodotObject.IsInstanceIdValid(System.UInt64)">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.GodotObject"/> that corresponds
            to <paramref name="id"/> is a valid object (e.g. has not been deleted from
            memory). All Objects have a unique instance ID.
            </summary>
            <param name="id">The Object ID to check.</param>
            <returns>If the instance with the given ID is a valid object.</returns>
        </member>
        <member name="M:Godot.GodotObject.IsInstanceValid(Godot.GodotObject)">
            <summary>
            Returns <see langword="true"/> if <paramref name="instance"/> is a
            valid <see cref="T:Godot.GodotObject"/> (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.GodotObject.WeakRef(Godot.GodotObject)">
            <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.GodotObject.WeakRef(Godot.GodotObject)"/> reference to the object or <see langword="null"/>.
            </returns>
        </member>
        <member name="M:Godot.GodotObject.#ctor">
            <summary>
            Constructs a new <see cref="T:Godot.GodotObject"/>.
            </summary>
        </member>
        <member name="P:Godot.GodotObject.NativeInstance">
            <summary>
            The pointer to the native instance of this <see cref="T:Godot.GodotObject"/>.
            </summary>
        </member>
        <member name="M:Godot.GodotObject.Dispose">
            <summary>
            Disposes of this <see cref="T:Godot.GodotObject"/>.
            </summary>
        </member>
        <member name="M:Godot.GodotObject.Dispose(System.Boolean)">
            <summary>
            Disposes implementation of this <see cref="T:Godot.GodotObject"/>.
            </summary>
        </member>
        <member name="M:Godot.GodotObject.ToString">
            <summary>
            Converts this <see cref="T:Godot.GodotObject"/> to a string.
            </summary>
            <returns>A string representation of this object.</returns>
        </member>
        <member name="M:Godot.GodotObject.ToSignal(Godot.GodotObject,Godot.StringName)">
            <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(), "process_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="F:Godot.GodotObject.NotificationPostinitialize">
            <summary>
            <para>Notification received when the object is initialized, before its script is attached. Used internally.</para>
            </summary>
        </member>
        <member name="F:Godot.GodotObject.NotificationPredelete">
            <summary>
            <para>Notification received when the object is about to be deleted. Can act as the deconstructor of some programming languages.</para>
            </summary>
        </member>
        <member name="F:Godot.GodotObject.ConnectFlags.Deferred">
            <summary>
            <para>Deferred connections trigger their <see cref="T:Godot.Callable"/>s on idle time, rather than instantly.</para>
            </summary>
        </member>
        <member name="F:Godot.GodotObject.ConnectFlags.Persist">
            <summary>
            <para>Persisting connections are stored when the object is serialized (such as when using <see cref="M:Godot.PackedScene.Pack(Godot.Node)"/>). In the editor, connections created through the Node dock are always persisting.</para>
            </summary>
        </member>
        <member name="F:Godot.GodotObject.ConnectFlags.OneShot">
            <summary>
            <para>One-shot connections disconnect themselves after emission.</para>
            </summary>
        </member>
        <member name="F:Godot.GodotObject.ConnectFlags.ReferenceCounted">
            <summary>
            <para>Reference-counted connections can be assigned to the same <see cref="T:Godot.Callable"/> multiple times. Each disconnection decreases the internal counter. The signal fully disconnects only when the counter reaches 0.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject._Get(Godot.StringName)">
            <summary>
            <para>Override this method to customize the behavior of <see cref="M:Godot.GodotObject.Get(Godot.StringName)"/>. Should return the given <c>property</c>'s value, or <c>null</c> if the <c>property</c> should be handled normally.</para>
            <para>Combined with <see cref="M:Godot.GodotObject._Set(Godot.StringName,Godot.Variant)"/> and <see cref="M:Godot.GodotObject._GetPropertyList"/>, this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property must be present in <see cref="M:Godot.GodotObject.GetPropertyList"/>, otherwise this method will not be called.</para>
            <para><code>
            public override Variant _Get(StringName property)
            {
                if (property == "FakeProperty")
                {
                    GD.Print("Getting my property!");
                    return 4;
                }
                return default;
            }
            
            public override Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt; _GetPropertyList()
            {
                return new Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt;()
                {
                    new Godot.Collections.Dictionary()
                    {
                        { "name", "FakeProperty" },
                        { "type", (int)Variant.Type.Int }
                    }
                };
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject._GetPropertyList">
            <summary>
            <para>Override this method to customize how script properties should be handled by the engine.</para>
            <para>Should return a property list, as an <see cref="T:Godot.Collections.Array"/> of dictionaries. The result is added to the array of <see cref="M:Godot.GodotObject.GetPropertyList"/>, and should be formatted in the same way. Each <see cref="T:Godot.Collections.Dictionary"/> must at least contain the <c>name</c> and <c>type</c> entries.</para>
            <para>The example below displays <c>hammer_type</c> in the Inspector dock, only if <c>holding_hammer</c> is <c>true</c>:</para>
            <para><code>
            [Tool]
            public partial class MyNode2D : Node2D
            {
                private bool _holdingHammer;
            
                [Export]
                public bool HoldingHammer
                {
                    get =&gt; _holdingHammer;
                    set
                    {
                        _holdingHammer = value;
                        NotifyPropertyListChanged();
                    }
                }
            
                public int HammerType { get; set; }
            
                public override Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt; _GetPropertyList()
                {
                    // By default, `HammerType` is not visible in the editor.
                    var propertyUsage = PropertyUsageFlags.NoEditor;
            
                    if (HoldingHammer)
                    {
                        propertyUsage = PropertyUsageFlags.Default;
                    }
            
                    var properties = new Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt;();
                    properties.Add(new Godot.Collections.Dictionary()
                    {
                        { "name", "HammerType" },
                        { "type", (int)Variant.Type.Int },
                        { "usage", (int)propertyUsage }, // See above assignment.
                        { "hint", (int)PropertyHint.Enum },
                        { "hint_string", "Wooden,Iron,Golden,Enchanted" }
                    });
            
                    return properties;
                }
            }
            </code></para>
            <para><b>Note:</b> This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], [annotation @GDScript.@export_group], etc.</para>
            <para><b>Note:</b> If the object's script is not [annotation @GDScript.@tool], this method will not be called in the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject._Notification(System.Int32)">
            <summary>
            <para>Called when the object receives a notification, which can be identified in <c>what</c> by comparing it with a constant. See also <see cref="M:Godot.GodotObject.Notification(System.Int32,System.Boolean)"/>.</para>
            <para><code>
            public override void _Notification(int what)
            {
                if (what == NotificationPredelete)
                {
                    GD.Print("Goodbye!");
                }
            }
            </code></para>
            <para><b>Note:</b> The base <see cref="T:Godot.GodotObject"/> defines a few notifications (<see cref="F:Godot.GodotObject.NotificationPostinitialize"/> and <see cref="F:Godot.GodotObject.NotificationPredelete"/>). Inheriting classes 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.GodotObject._PropertyCanRevert(Godot.StringName)">
            <summary>
            <para>Override this method to customize the given <c>property</c>'s revert behavior. Should return <c>true</c> if the <c>property</c> can be reverted in the Inspector dock. Use <see cref="M:Godot.GodotObject._PropertyGetRevert(Godot.StringName)"/> to specify the <c>property</c>'s default value.</para>
            <para><b>Note:</b> This method must return consistently, regardless of the current value of the <c>property</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject._PropertyGetRevert(Godot.StringName)">
            <summary>
            <para>Override this method to customize the given <c>property</c>'s revert behavior. Should return the default value for the <c>property</c>. If the default value differs from the <c>property</c>'s current value, a revert icon is displayed in the Inspector dock.</para>
            <para><b>Note:</b> <see cref="M:Godot.GodotObject._PropertyCanRevert(Godot.StringName)"/> must also be overridden for this method to be called.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject._Set(Godot.StringName,Godot.Variant)">
            <summary>
            <para>Override this method to customize the behavior of <see cref="M:Godot.GodotObject.Set(Godot.StringName,Godot.Variant)"/>. Should set the <c>property</c> to <c>value</c> and return <c>true</c>, or <c>false</c> if the <c>property</c> should be handled normally. The <i>exact</i> way to set the <c>property</c> is up to this method's implementation.</para>
            <para>Combined with <see cref="M:Godot.GodotObject._Get(Godot.StringName)"/> and <see cref="M:Godot.GodotObject._GetPropertyList"/>, this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property <i>must</i> be present in <see cref="M:Godot.GodotObject.GetPropertyList"/>, otherwise this method will not be called.</para>
            <para><code>
            public override void _Set(StringName property, Variant value)
            {
                if (property == "FakeProperty")
                {
                    GD.Print($"Setting my property to {value}");
                    return true;
                }
            
                return false;
            }
            
            public override Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt; _GetPropertyList()
            {
                return new Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt;()
                {
                    new Godot.Collections.Dictionary()
                    {
                        { "name", "FakeProperty" },
                        { "type", (int)Variant.Type.Int }
                    }
                };
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.Free">
            <summary>
            <para>Deletes the object from memory. Pre-existing references to the object become invalid, and any attempt to access them will result in a run-time error. Checking the references with <c>@GlobalScope.is_instance_valid</c> will return <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.GetClass">
            <summary>
            <para>Returns the object's built-in class name, as a <see cref="T:System.String"/>. See also <see cref="M:Godot.GodotObject.IsClass(System.String)"/>.</para>
            <para><b>Note:</b> This method ignores <c>class_name</c> declarations. If this object's script has defined a <c>class_name</c>, the base, built-in class name is returned instead.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.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.GodotObject.GetClass"/>.</para>
            <para><code>
            var sprite2D = new Sprite2D();
            sprite2D.IsClass("Sprite2D"); // Returns true
            sprite2D.IsClass("Node");     // Returns true
            sprite2D.IsClass("Node3D");   // Returns false
            </code></para>
            <para><b>Note:</b> This method ignores <c>class_name</c> declarations in the object's script.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.Set(Godot.StringName,Godot.Variant)">
            <summary>
            <para>Assigns <c>value</c> to the given <c>property</c>. If the property does not exist or the given <c>value</c>'s type doesn't match, nothing happens.</para>
            <para><code>
            var node = new Node2D();
            node.Set("global_scale", new Vector2(8, 2.5));
            GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5)
            </code></para>
            <para><b>Note:</b> In C#, <c>property</c> must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the <c>PropertyName</c> class to avoid allocating a new <see cref="T:Godot.StringName"/> on each call.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.Get(Godot.StringName)">
            <summary>
            <para>Returns the <see cref="T:Godot.Variant"/> value of the given <c>property</c>. If the <c>property</c> does not exist, this method returns <c>null</c>.</para>
            <para><code>
            var node = new Node2D();
            node.Rotation = 1.5f;
            var a = node.Get("rotation"); // a is 1.5
            </code></para>
            <para><b>Note:</b> In C#, <c>property</c> must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the <c>PropertyName</c> class to avoid allocating a new <see cref="T:Godot.StringName"/> on each call.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.SetIndexed(Godot.NodePath,Godot.Variant)">
            <summary>
            <para>Assigns a new <c>value</c> to the property identified by the <c>propertyPath</c>. The path should be a <see cref="T:Godot.NodePath"/> relative to this object, and can use the colon character (<c>:</c>) to access nested properties.</para>
            <para><code>
            var node = new Node2D();
            node.SetIndexed("position", new Vector2(42, 0));
            node.SetIndexed("position:y", -10);
            GD.Print(node.Position); // Prints (42, -10)
            </code></para>
            <para><b>Note:</b> In C#, <c>propertyPath</c> must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the <c>PropertyName</c> class to avoid allocating a new <see cref="T:Godot.StringName"/> on each call.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.GetIndexed(Godot.NodePath)">
            <summary>
            <para>Gets the object's property indexed by the given <c>propertyPath</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.</para>
            <para><b>Examples:</b> <c>"position:x"</c> or <c>"material:next_pass:blend_mode"</c>.</para>
            <para><code>
            var node = new Node2D();
            node.Position = new Vector2(5, -10);
            var a = node.GetIndexed("position");   // a is Vector2(5, -10)
            var b = node.GetIndexed("position:y"); // b is -10
            </code></para>
            <para><b>Note:</b> In C#, <c>propertyPath</c> must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the <c>PropertyName</c> class to avoid allocating a new <see cref="T:Godot.StringName"/> on each call.</para>
            <para><b>Note:</b> This method does not support actual paths to nodes in the <see cref="T:Godot.SceneTree"/>, only sub-property paths. In the context of nodes, use <see cref="M:Godot.Node.GetNodeAndResource(Godot.NodePath)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.GetPropertyList">
            <summary>
            <para>Returns the object's property list as an <see cref="T:Godot.Collections.Array"/> of dictionaries. Each <see cref="T:Godot.Collections.Dictionary"/> contains the following entries:</para>
            <para>- <c>name</c> is the property's name, as a <see cref="T:System.String"/>;</para>
            <para>- <c>class_name</c> is an empty <see cref="T:Godot.StringName"/>, unless the property is <see cref="F:Godot.Variant.Type.Object"/> and it inherits from a class;</para>
            <para>- <c>type</c> is the property's type, as an <see cref="T:System.Int32"/> (see <see cref="T:Godot.Variant.Type"/>);</para>
            <para>- <c>hint</c> is <i>how</i> the property is meant to be edited (see <see cref="T:Godot.PropertyHint"/>);</para>
            <para>- <c>hint_string</c> depends on the hint (see <see cref="T:Godot.PropertyHint"/>);</para>
            <para>- <c>usage</c> is a combination of <see cref="T:Godot.PropertyUsageFlags"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.GetMethodList">
            <summary>
            <para>Returns this object's methods and their signatures as an <see cref="T:Godot.Collections.Array"/> of dictionaries. Each <see cref="T:Godot.Collections.Dictionary"/> contains the following entries:</para>
            <para>- <c>name</c> is the name of the method, as a <see cref="T:System.String"/>;</para>
            <para>- <c>args</c> is an <see cref="T:Godot.Collections.Array"/> of dictionaries representing the arguments;</para>
            <para>- <c>default_args</c> is the default arguments as an <see cref="T:Godot.Collections.Array"/> of variants;</para>
            <para>- <c>flags</c> is a combination of <see cref="T:Godot.MethodFlags"/>;</para>
            <para>- <c>id</c> is the method's internal identifier <see cref="T:System.Int32"/>;</para>
            <para>- <c>return</c> is the returned value, as a <see cref="T:Godot.Collections.Dictionary"/>;</para>
            <para><b>Note:</b> The dictionaries of <c>args</c> and <c>return</c> are formatted identically to the results of <see cref="M:Godot.GodotObject.GetPropertyList"/>, although not all entries are used.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.PropertyCanRevert(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the given <c>property</c> has a custom default value. Use <see cref="M:Godot.GodotObject.PropertyGetRevert(Godot.StringName)"/> to get the <c>property</c>'s default value.</para>
            <para><b>Note:</b> This method is used by the Inspector dock to display a revert icon. The object must implement <see cref="M:Godot.GodotObject._PropertyCanRevert(Godot.StringName)"/> to customize the default value. If <see cref="M:Godot.GodotObject._PropertyCanRevert(Godot.StringName)"/> is not implemented, this method returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.PropertyGetRevert(Godot.StringName)">
            <summary>
            <para>Returns the custom default value of the given <c>property</c>. Use <see cref="M:Godot.GodotObject.PropertyCanRevert(Godot.StringName)"/> to check if the <c>property</c> has a custom default value.</para>
            <para><b>Note:</b> This method is used by the Inspector dock to display a revert icon. The object must implement <see cref="M:Godot.GodotObject._PropertyGetRevert(Godot.StringName)"/> to customize the default value. If <see cref="M:Godot.GodotObject._PropertyGetRevert(Godot.StringName)"/> is not implemented, this method returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.Notification(System.Int32,System.Boolean)">
            <summary>
            <para>Sends the given <c>what</c> notification to all classes inherited by the object, triggering calls to <see cref="M:Godot.GodotObject._Notification(System.Int32)"/>, starting from the highest ancestor (the <see cref="T:Godot.GodotObject"/> class) and going down to the object's script.</para>
            <para>If <c>reversed</c> is <c>true</c>, the call order is reversed.</para>
            <para><code>
            var player = new Node2D();
            player.SetScript(GD.Load("res://player.gd"));
            
            player.Notification(NotificationEnterTree);
            // The call order is GodotObject -&gt; Node -&gt; Node2D -&gt; player.gd.
            
            player.Notification(NotificationEnterTree, true);
            // The call order is player.gd -&gt; Node2D -&gt; Node -&gt; GodotObject.
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.GetInstanceId">
            <summary>
            <para>Returns the object's unique instance ID. This ID can be saved in <see cref="T:Godot.EncodedObjectAsId"/>, and can be used to retrieve this object instance with <c>@GlobalScope.instance_from_id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.SetScript(Godot.Variant)">
            <summary>
            <para>Attaches <c>script</c> to the object, and instantiates it. As a result, the script's <see cref="M:Godot.GodotObject.#ctor"/> is called. A <see cref="T:Godot.Script"/> is used to extend the object's functionality.</para>
            <para>If a script already exists, its instance is detached, and its property values and state are lost. Built-in property values are still kept.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.GetScript">
            <summary>
            <para>Returns the object's <see cref="T:Godot.Script"/> instance, or <c>null</c> if no script is attached.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.SetMeta(Godot.StringName,Godot.Variant)">
            <summary>
            <para>Adds or changes the entry <c>name</c> inside the object's metadata. The metadata <c>value</c> can be any <see cref="T:Godot.Variant"/>, although some types cannot be serialized correctly.</para>
            <para>If <c>value</c> is <c>null</c>, the entry is removed. This is the equivalent of using <see cref="M:Godot.GodotObject.RemoveMeta(Godot.StringName)"/>. See also <see cref="M:Godot.GodotObject.HasMeta(Godot.StringName)"/> and <see cref="M:Godot.GodotObject.GetMeta(Godot.StringName,Godot.Variant)"/>.</para>
            <para><b>Note:</b> A metadata's <c>name</c> must be a valid identifier as per <c>StringName.is_valid_identifier</c> method.</para>
            <para><b>Note:</b> Metadata that has a <c>name</c> starting with an underscore (<c>_</c>) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.RemoveMeta(Godot.StringName)">
            <summary>
            <para>Removes the given entry <c>name</c> from the object's metadata. See also <see cref="M:Godot.GodotObject.HasMeta(Godot.StringName)"/>, <see cref="M:Godot.GodotObject.GetMeta(Godot.StringName,Godot.Variant)"/> and <see cref="M:Godot.GodotObject.SetMeta(Godot.StringName,Godot.Variant)"/>.</para>
            <para><b>Note:</b> A metadata's <c>name</c> must be a valid identifier as per <c>StringName.is_valid_identifier</c> method.</para>
            <para><b>Note:</b> Metadata that has a <c>name</c> starting with an underscore (<c>_</c>) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.GetMeta(Godot.StringName,Godot.Variant)">
            <summary>
            <para>Returns the object's metadata value for the given entry <c>name</c>. If the entry does not exist, returns <c>default</c>. If <c>default</c> is <c>null</c>, an error is also generated.</para>
            <para><b>Note:</b> A metadata's <c>name</c> must be a valid identifier as per <c>StringName.is_valid_identifier</c> method.</para>
            <para><b>Note:</b> Metadata that has a <c>name</c> starting with an underscore (<c>_</c>) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.HasMeta(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if a metadata entry is found with the given <c>name</c>. See also <see cref="M:Godot.GodotObject.GetMeta(Godot.StringName,Godot.Variant)"/>, <see cref="M:Godot.GodotObject.SetMeta(Godot.StringName,Godot.Variant)"/> and <see cref="M:Godot.GodotObject.RemoveMeta(Godot.StringName)"/>.</para>
            <para><b>Note:</b> A metadata's <c>name</c> must be a valid identifier as per <c>StringName.is_valid_identifier</c> method.</para>
            <para><b>Note:</b> Metadata that has a <c>name</c> starting with an underscore (<c>_</c>) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.GetMetaList">
            <summary>
            <para>Returns the object's metadata entry names as a <see cref="T:System.String"/>[].</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.AddUserSignal(System.String,Godot.Collections.Array)">
            <summary>
            <para>Adds a user-defined <c>signal</c>. Optional arguments for the signal can be added as an <see cref="T:Godot.Collections.Array"/> of dictionaries, each defining a <c>name</c> <see cref="T:System.String"/> and a <c>type</c> <see cref="T:System.Int32"/> (see <see cref="T:Godot.Variant.Type"/>). See also <see cref="M:Godot.GodotObject.HasUserSignal(Godot.StringName)"/>.</para>
            <para><code>
            AddUserSignal("Hurt", new Godot.Collections.Array()
            {
                new Godot.Collections.Dictionary()
                {
                    { "name", "damage" },
                    { "type", (int)Variant.Type.Int }
                },
                new Godot.Collections.Dictionary()
                {
                    { "name", "source" },
                    { "type", (int)Variant.Type.Object }
                }
            });
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.HasUserSignal(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the given user-defined <c>signal</c> name exists. Only signals added with <see cref="M:Godot.GodotObject.AddUserSignal(System.String,Godot.Collections.Array)"/> are included.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.EmitSignal(Godot.StringName,Godot.Variant[])">
            <summary>
            <para>Emits the given <c>signal</c> by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see <see cref="M:Godot.GodotObject.AddUserSignal(System.String,Godot.Collections.Array)"/>). This method supports a variable number of arguments, so parameters can be passed as a comma separated list.</para>
            <para>Returns <see cref="F:Godot.Error.Unavailable"/> if <c>signal</c> does not exist or the parameters are invalid.</para>
            <para><code>
            EmitSignal(SignalName.Hit, "sword", 100);
            EmitSignal(SignalName.GameOver);
            </code></para>
            <para><b>Note:</b> In C#, <c>signal</c> must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the <c>SignalName</c> class to avoid allocating a new <see cref="T:Godot.StringName"/> on each call.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.Call(Godot.StringName,Godot.Variant[])">
            <summary>
            <para>Calls the <c>method</c> on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.</para>
            <para><code>
            var node = new Node3D();
            node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f);
            </code></para>
            <para><b>Note:</b> In C#, <c>method</c> must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the <c>MethodName</c> class to avoid allocating a new <see cref="T:Godot.StringName"/> on each call.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.CallDeferred(Godot.StringName,Godot.Variant[])">
            <summary>
            <para>Calls the <c>method</c> on the object during idle time. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.</para>
            <para><code>
            var node = new Node3D();
            node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f);
            </code></para>
            <para><b>Note:</b> In C#, <c>method</c> must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the <c>MethodName</c> class to avoid allocating a new <see cref="T:Godot.StringName"/> on each call.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.SetDeferred(Godot.StringName,Godot.Variant)">
            <summary>
            <para>Assigns <c>value</c> to the given <c>property</c>, after the current frame's physics step. This is equivalent to calling <see cref="M:Godot.GodotObject.Set(Godot.StringName,Godot.Variant)"/> through <see cref="M:Godot.GodotObject.CallDeferred(Godot.StringName,Godot.Variant[])"/>.</para>
            <para><code>
            var node = new Node2D();
            node.Rotation = 45f;
            node.SetDeferred("rotation", 90f);
            GD.Print(node.Rotation); // Prints 45.0
            
            await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
            GD.Print(node.Rotation); // Prints 90.0
            </code></para>
            <para><b>Note:</b> In C#, <c>property</c> must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the <c>PropertyName</c> class to avoid allocating a new <see cref="T:Godot.StringName"/> on each call.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.Callv(Godot.StringName,Godot.Collections.Array)">
            <summary>
            <para>Calls the <c>method</c> on the object and returns the result. Unlike <see cref="M:Godot.GodotObject.Call(Godot.StringName,Godot.Variant[])"/>, this method expects all parameters to be contained inside <c>argArray</c>.</para>
            <para><code>
            var node = new Node3D();
            node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f });
            </code></para>
            <para><b>Note:</b> In C#, <c>method</c> must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the <c>MethodName</c> class to avoid allocating a new <see cref="T:Godot.StringName"/> on each call.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.HasMethod(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the given <c>method</c> name exists in the object.</para>
            <para><b>Note:</b> In C#, <c>method</c> must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the <c>MethodName</c> class to avoid allocating a new <see cref="T:Godot.StringName"/> on each call.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.HasSignal(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the given <c>signal</c> name exists in the object.</para>
            <para><b>Note:</b> In C#, <c>signal</c> must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the <c>SignalName</c> class to avoid allocating a new <see cref="T:Godot.StringName"/> on each call.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.GetSignalList">
            <summary>
            <para>Returns the list of existing signals as an <see cref="T:Godot.Collections.Array"/> of dictionaries.</para>
            <para><b>Note:</b> Due of the implementation, each <see cref="T:Godot.Collections.Dictionary"/> is formatted very similarly to the returned values of <see cref="M:Godot.GodotObject.GetMethodList"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.GetSignalConnectionList(Godot.StringName)">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> of connections for the given <c>signal</c> name. Each connection is represented as a <see cref="T:Godot.Collections.Dictionary"/> that contains three entries:</para>
            <para>- <c>signal</c> is a reference to the <see cref="T:Godot.Signal"/>;</para>
            <para>- <c>callable</c> is a reference to the connected <see cref="T:Godot.Callable"/>;</para>
            <para>- <c>flags</c> is a combination of <see cref="T:Godot.GodotObject.ConnectFlags"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.GetIncomingConnections">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> of signal connections received by this object. Each connection is represented as a <see cref="T:Godot.Collections.Dictionary"/> that contains three entries:</para>
            <para>- <c>signal</c> is a reference to the <see cref="T:Godot.Signal"/>;</para>
            <para>- <c>callable</c> is a reference to the <see cref="T:Godot.Callable"/>;</para>
            <para>- <c>flags</c> is a combination of <see cref="T:Godot.GodotObject.ConnectFlags"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.Connect(Godot.StringName,Godot.Callable,System.UInt32)">
            <summary>
            <para>Connects a <c>signal</c> by name to a <c>callable</c>. Optional <c>flags</c> can be also added to configure the connection's behavior (see <see cref="T:Godot.GodotObject.ConnectFlags"/> constants).</para>
            <para>A signal can only be connected once to the same <see cref="T:Godot.Callable"/>. If the signal is already connected, this method returns <see cref="F:Godot.Error.InvalidParameter"/> and pushes an error message, unless the signal is connected with <see cref="F:Godot.GodotObject.ConnectFlags.ReferenceCounted"/>. To prevent this, use <see cref="M:Godot.GodotObject.IsConnected(Godot.StringName,Godot.Callable)"/> first to check for existing connections.</para>
            <para>If the <c>callable</c>'s object is freed, the connection will be lost.</para>
            <para><b>Examples with recommended syntax:</b></para>
            <para>Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach.</para>
            <para><code>
            public override void _Ready()
            {
                var button = new Button();
                // C# supports passing signals as events, so we can use this idiomatic construct:
                button.ButtonDown += OnButtonDown;
            
                // This assumes that a `Player` class exists, which defines a `Hit` signal.
                var player = new Player();
                // We can use lambdas when we need to bind additional parameters.
                player.Hit += () =&gt; OnPlayerHit("sword", 100);
            }
            
            private void OnButtonDown()
            {
                GD.Print("Button down!");
            }
            
            private void OnPlayerHit(string weaponType, int damage)
            {
                GD.Print($"Hit with weapon {weaponType} for {damage} damage.");
            }
            </code></para>
            <para><b><c>Object.connect()</c> or <c>Signal.connect()</c>?</b></para>
            <para>As seen above, the recommended method to connect signals is not <see cref="M:Godot.GodotObject.Connect(Godot.StringName,Godot.Callable,System.UInt32)"/>. The code block below shows the four options for connecting signals, using either this legacy method or the recommended <c>Signal.connect</c>, and using either an implicit <see cref="T:Godot.Callable"/> or a manually defined one.</para>
            <para><code>
            public override void _Ready()
            {
                var button = new Button();
                // Option 1: In C#, we can use signals as events and connect with this idiomatic syntax:
                button.ButtonDown += OnButtonDown;
                // Option 2: GodotObject.Connect() with a constructed Callable from a method group.
                button.Connect(Button.SignalName.ButtonDown, Callable.From(OnButtonDown));
                // Option 3: GodotObject.Connect() with a constructed Callable using a target object and method name.
                button.Connect(Button.SignalName.ButtonDown, new Callable(this, MethodName.OnButtonDown));
            }
            
            private void OnButtonDown()
            {
                GD.Print("Button down!");
            }
            </code></para>
            <para>While all options have the same outcome (<c>button</c>'s <see cref="E:Godot.BaseButton.ButtonDown"/> signal will be connected to <c>_on_button_down</c>), <b>option 3</b> offers the best validation: it will print a compile-time error if either the <c>button_down</c> <see cref="T:Godot.Signal"/> or the <c>_on_button_down</c> <see cref="T:Godot.Callable"/> are not defined. On the other hand, <b>option 2</b> only relies on string names and will only be able to validate either names at runtime: it will print a runtime error if <c>"button_down"</c> doesn't correspond to a signal, or if <c>"_on_button_down"</c> is not a registered method in the object <c>self</c>. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.</para>
            <para><b>Binding and passing parameters:</b></para>
            <para>The syntax to bind parameters is through <c>Callable.bind</c>, which returns a copy of the <see cref="T:Godot.Callable"/> with its parameters bound.</para>
            <para>When calling <see cref="M:Godot.GodotObject.EmitSignal(Godot.StringName,Godot.Variant[])"/>, the signal parameters can be also passed. The examples below show the relationship between these signal parameters and bound parameters.</para>
            <para><code>
            public override void _Ready()
            {
                // This assumes that a `Player` class exists, which defines a `Hit` signal.
                var player = new Player();
                // Using lambda expressions that create a closure that captures the additional parameters.
                // The lambda only receives the parameters defined by the signal's delegate.
                player.Hit += (hitBy, level) =&gt; OnPlayerHit(hitBy, level, "sword", 100);
            
                // Parameters added when emitting the signal are passed first.
                player.EmitSignal(SignalName.Hit, "Dark lord", 5);
            }
            
            // We pass two arguments when emitting (`hit_by`, `level`),
            // and bind two more arguments when connecting (`weapon_type`, `damage`).
            private void OnPlayerHit(string hitBy, int level, string weaponType, int damage)
            {
                GD.Print($"Hit by {hitBy} (level {level}) with weapon {weaponType} for {damage} damage.");
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.Disconnect(Godot.StringName,Godot.Callable)">
            <summary>
            <para>Disconnects a <c>signal</c> by name from a given <c>callable</c>. If the connection does not exist, generates an error. Use <see cref="M:Godot.GodotObject.IsConnected(Godot.StringName,Godot.Callable)"/> to make sure that the connection exists.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.IsConnected(Godot.StringName,Godot.Callable)">
            <summary>
            <para>Returns <c>true</c> if a connection exists between the given <c>signal</c> name and <c>callable</c>.</para>
            <para><b>Note:</b> In C#, <c>signal</c> must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the <c>SignalName</c> class to avoid allocating a new <see cref="T:Godot.StringName"/> on each call.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.SetBlockSignals(System.Boolean)">
            <summary>
            <para>If set to <c>true</c>, the object becomes unable to emit signals. As such, <see cref="M:Godot.GodotObject.EmitSignal(Godot.StringName,Godot.Variant[])"/> and signal connections will not work, until it is set to <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.IsBlockingSignals">
            <summary>
            <para>Returns <c>true</c> if the object is blocking its signals from being emitted. See <see cref="M:Godot.GodotObject.SetBlockSignals(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.NotifyPropertyListChanged">
            <summary>
            <para>Emits the <see cref="E:Godot.GodotObject.PropertyListChanged"/> signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.SetMessageTranslation(System.Boolean)">
            <summary>
            <para>If set to <c>true</c>, allows the object to translate messages with <see cref="M:Godot.GodotObject.Tr(Godot.StringName,Godot.StringName)"/> and <see cref="M:Godot.GodotObject.TrN(Godot.StringName,Godot.StringName,System.Int32,Godot.StringName)"/>. Enabled by default. See also <see cref="M:Godot.GodotObject.CanTranslateMessages"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.CanTranslateMessages">
            <summary>
            <para>Returns <c>true</c> if the object is allowed to translate messages with <see cref="M:Godot.GodotObject.Tr(Godot.StringName,Godot.StringName)"/> and <see cref="M:Godot.GodotObject.TrN(Godot.StringName,Godot.StringName,System.Int32,Godot.StringName)"/>. See also <see cref="M:Godot.GodotObject.SetMessageTranslation(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.Tr(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Translates a <c>message</c>, using the translation catalogs configured in the Project Settings. Further <c>context</c> can be specified to help with the translation.</para>
            <para>If <see cref="M:Godot.GodotObject.CanTranslateMessages"/> is <c>false</c>, or no translation is available, this method returns the <c>message</c> without changes. See <see cref="M:Godot.GodotObject.SetMessageTranslation(System.Boolean)"/>.</para>
            <para>For detailed examples, see <a href="$DOCS_URL/tutorials/i18n/internationalizing_games.html">Internationalizing games</a>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.TrN(Godot.StringName,Godot.StringName,System.Int32,Godot.StringName)">
            <summary>
            <para>Translates a <c>message</c> or <c>pluralMessage</c>, using the translation catalogs configured in the Project Settings. Further <c>context</c> can be specified to help with the translation.</para>
            <para>If <see cref="M:Godot.GodotObject.CanTranslateMessages"/> is <c>false</c>, or no translation is available, this method returns <c>message</c> or <c>pluralMessage</c>, without changes. See <see cref="M:Godot.GodotObject.SetMessageTranslation(System.Boolean)"/>.</para>
            <para>The <c>n</c> is the number, or amount, of the message's subject. It is used by the translation system to fetch the correct plural form for the current language.</para>
            <para>For detailed examples, see <a href="$DOCS_URL/tutorials/i18n/localization_using_gettext.html">Localization using gettext</a>.</para>
            <para><b>Note:</b> Negative and <see cref="T:System.Single"/> numbers may not properly apply to some countable subjects. It's recommended handling these cases with <see cref="M:Godot.GodotObject.Tr(Godot.StringName,Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotObject.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="M:Godot.GodotObject.CancelFree">
            <summary>
            <para>If this method is called during <see cref="F:Godot.GodotObject.NotificationPredelete"/>, this object will reject being freed and will remain allocated. This is mostly an internal function used for error handling to avoid the user from freeing objects when they are not intended to.</para>
            </summary>
        </member>
        <member name="E:Godot.GodotObject.ScriptChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GodotObject.ScriptChanged"/> event of a <see cref="T:Godot.GodotObject"/> class.
            </summary>
            <summary>
            <para>Emitted when the object's script is changed.</para>
            <para><b>Note:</b> When this signal is emitted, the new script is not initialized yet. If you need to access the new script, defer connections to this signal with <see cref="F:Godot.GodotObject.ConnectFlags.Deferred"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.GodotObject.PropertyListChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GodotObject.PropertyListChanged"/> event of a <see cref="T:Godot.GodotObject"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="M:Godot.GodotObject.NotifyPropertyListChanged"/> is called.</para>
            </summary>
        </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 <i>scene</i>. Scenes can be saved to the disk and then instantiated into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects.</para>
            <para><b>Scene tree:</b> 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 <i>after</i> 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><b>Processing:</b> 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.Double)"/>, 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 <i>delta</i> (in seconds) is passed as an argument. Physics processing (callback <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/>, 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 instantiated what. This is mostly useful when writing editors and tools, though.</para>
            <para>Finally, when a node is freed with <see cref="M:Godot.GodotObject.Free"/> or <see cref="M:Godot.Node.QueueFree"/>, it will also free all its children.</para>
            <para><b>Groups:</b> 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(Godot.StringName,System.Boolean)"/>, <see cref="M:Godot.Node.IsInGroup(Godot.StringName)"/> and <see cref="M:Godot.Node.RemoveFromGroup(Godot.StringName)"/>. 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><b>Networking with nodes:</b> After connecting to a server (or making one, see <see cref="T:Godot.ENetMultiplayerPeer"/>), 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(Godot.StringName,Godot.Variant[])"/> 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>
            <para><b>Note:</b> The <c>script</c> property is part of the <see cref="T:Godot.GodotObject"/> class, not <see cref="T:Godot.Node"/>. It isn't exposed like most properties but does have a setter and getter (<c>set_script()</c> and <c>get_script()</c>).</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">
            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>
            Similar to <see cref="M:Godot.Node.GetNode(Godot.NodePath)"/>, but does not log an error if <paramref name="path"/>
            does not point to a valid <see cref="T:Godot.Node"/>.
            </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,System.Boolean)">
            <summary>
            Returns a child node by its index (see <see cref="M:Godot.Node.GetChildCount(System.Boolean)"/>).
            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,System.Boolean)"/>
            <param name="idx">Child index.</param>
            <param name="includeInternal">
            If <see langword="false"/>, internal children are skipped (see <c>internal</c>
            parameter in <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)"/>).
            </param>
            <exception cref="T:System.InvalidCastException">
            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,System.Boolean)">
            <summary>
            Returns a child node by its index (see <see cref="M:Godot.Node.GetChildCount(System.Boolean)"/>).
            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,System.Boolean)"/>
            <param name="idx">Child index.</param>
            <param name="includeInternal">
            If <see langword="false"/>, internal children are skipped (see <c>internal</c>
            parameter in <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)"/>).
            </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">
            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">
            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 <i>before</i> the related <see cref="E:Godot.Node.TreeEntered"/>.</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 <i>after</i> the related <see cref="E:Godot.Node.TreeExiting"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationMovedInParent">
            <summary>
            <para>This notification is deprecated and is no longer emitted. Use <see cref="F:Godot.Node.NotificationChildOrderChanged"/> instead.</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><b>Note:</b> 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.NotificationSceneInstantiated">
            <summary>
            <para>Notification received by scene owner when its scene is instantiated.</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(Godot.Variant,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.NotificationPathRenamed">
            <summary>
            <para>Notification received when the node's name or one of its parents' name is changed. This notification is <i>not</i> received when the node is removed from the scene tree to be added to another parent later on.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationChildOrderChanged">
            <summary>
            <para>Notification received when the list of children is changed. This happens when child nodes are added, moved or removed.</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.NotificationDisabled">
            <summary>
            <para>Notification received when the node is disabled. See <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationEnabled">
            <summary>
            <para>Notification received when the node is enabled again after being disabled. See <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationNodeRecacheRequested">
            <summary>
            <para>Notification received when other nodes in the tree may have been removed/replaced and node pointers may require re-caching.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationEditorPreSave">
            <summary>
            <para>Notification received right before the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationEditorPostSave">
            <summary>
            <para>Notification received right after the scene with the node is saved in the editor. This notification is only sent in the Godot editor and will not occur in exported projects.</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.NotificationWMWindowFocusIn">
            <summary>
            <para>Notification received from the OS when the node's parent <see cref="T:Godot.Window"/> is focused. This may be a change of focus between two windows of the same engine instance, or from the OS desktop or a third-party application to a window of the game (in which case <see cref="F:Godot.Node.NotificationApplicationFocusIn"/> is also emitted).</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationWMWindowFocusOut">
            <summary>
            <para>Notification received from the OS when the node's parent <see cref="T:Godot.Window"/> is defocused. This may be a change of focus between two windows of the same engine instance, or from a window of the game to the OS desktop or a third-party application (in which case <see cref="F:Godot.Node.NotificationApplicationFocusOut"/> is also emitted).</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationWMCloseRequest">
            <summary>
            <para>Notification received from the OS when a close 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.NotificationWMSizeChanged">
            <summary>
            <para>Notification received from the OS when the window is resized.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationWMDpiChange">
            <summary>
            <para>Notification received from the OS when the screen's DPI has been changed. Only implemented on macOS.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationVpMouseEnter">
            <summary>
            <para>Notification received when the mouse enters the viewport.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationVpMouseExit">
            <summary>
            <para>Notification received when the mouse leaves the viewport.</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.GodotObject.Tr(Godot.StringName,Godot.StringName)"/>.</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.NotificationApplicationResumed">
            <summary>
            <para>Notification received from the OS when the application is resumed.</para>
            <para>Specific to the Android platform.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationApplicationPaused">
            <summary>
            <para>Notification received from the OS when the application is paused.</para>
            <para>Specific to the Android platform.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationApplicationFocusIn">
            <summary>
            <para>Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance.</para>
            <para>Implemented on desktop platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationApplicationFocusOut">
            <summary>
            <para>Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application.</para>
            <para>Implemented on desktop platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationTextServerChanged">
            <summary>
            <para>Notification received when text server is changed.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.ProcessModeEnum.Inherit">
            <summary>
            <para>Inherits process mode from the node's parent. For the root node, it is equivalent to <see cref="F:Godot.Node.ProcessModeEnum.Pausable"/>. Default.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.ProcessModeEnum.Pausable">
            <summary>
            <para>Stops processing when the <see cref="T:Godot.SceneTree"/> is paused (process when unpaused). This is the inverse of <see cref="F:Godot.Node.ProcessModeEnum.WhenPaused"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.ProcessModeEnum.WhenPaused">
            <summary>
            <para>Only process when the <see cref="T:Godot.SceneTree"/> is paused (don't process when unpaused). This is the inverse of <see cref="F:Godot.Node.ProcessModeEnum.Pausable"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.ProcessModeEnum.Always">
            <summary>
            <para>Always process. Continue processing always, ignoring the <see cref="T:Godot.SceneTree"/>'s paused property. This is the inverse of <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.ProcessModeEnum.Disabled">
            <summary>
            <para>Never process. Completely disables processing, ignoring the <see cref="T:Godot.SceneTree"/>'s paused property. This is the inverse of <see cref="F:Godot.Node.ProcessModeEnum.Always"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.ProcessThreadGroupEnum.Inherit">
            <summary>
            <para>If the <see cref="P:Godot.Node.ProcessThreadGroup"/> property is sent to this, the node will belong to any parent (or grandparent) node that has a thread group mode that is not inherit. See <see cref="P:Godot.Node.ProcessThreadGroup"/> for more information.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.ProcessThreadGroupEnum.MainThread">
            <summary>
            <para>Process this node (and children nodes set to inherit) on the main thread. See <see cref="P:Godot.Node.ProcessThreadGroup"/> for more information.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.ProcessThreadGroupEnum.SubThread">
            <summary>
            <para>Process this node (and children nodes set to inherit) on a sub-thread. See <see cref="P:Godot.Node.ProcessThreadGroup"/> for more information.</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.UseInstantiation">
            <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.InternalMode.Disabled">
            <summary>
            <para>Node will not be internal.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.InternalMode.Front">
            <summary>
            <para>Node will be placed at the front of parent's node list, before any non-internal sibling.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.InternalMode.Back">
            <summary>
            <para>Node will be placed at the back of parent's node list, after any non-internal sibling.</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><b>Note:</b> 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,Godot.Node.InternalMode)"/>. 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.SceneFilePath">
            <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.SceneFilePath"/> (e.g. <c>res://levels/1.tscn</c>). Otherwise, <see cref="P:Godot.Node.SceneFilePath"/> 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><b>Note:</b> 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,Godot.Node.InternalMode)"/>. 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,Godot.Node.InternalMode)"/> 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. See <see cref="M:Godot.SceneTree.GetMultiplayer(Godot.NodePath)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.ProcessMode">
            <summary>
            <para>Can be used to pause or unpause the node, or make the node paused based on the <see cref="T:Godot.SceneTree"/>, or make it inherit the process mode from its parent (default).</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 <i>lower</i> will have their processing callbacks executed first.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.ProcessPhysicsPriority">
            <summary>
            <para>Similar to <see cref="P:Godot.Node.ProcessPriority"/> but for <see cref="F:Godot.Node.NotificationPhysicsProcess"/>, <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> or the internal version.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.ProcessThreadGroup">
            <summary>
            <para>Set the process thread group for this node (basically, whether it receives <see cref="F:Godot.Node.NotificationProcess"/>, <see cref="F:Godot.Node.NotificationPhysicsProcess"/>, <see cref="M:Godot.Node._Process(System.Double)"/> or <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> (and the internal versions) on the main thread or in a sub-thread. </para>
            <para>By default, the thread group is <see cref="F:Godot.Node.ProcessThreadGroupEnum.Inherit"/>, which means that this node belongs to the same thread group as the parent node. The thread groups means that nodes in a specific thread group will process together, separate to other thread groups (depending on <see cref="P:Godot.Node.ProcessThreadGroupOrder"/>). If the value is set is <see cref="F:Godot.Node.ProcessThreadGroupEnum.SubThread"/>, this thread group will occur on a sub thread (not the main thread), otherwise if set to <see cref="F:Godot.Node.ProcessThreadGroupEnum.MainThread"/> it will process on the main thread. If there is not a parent or grandparent node set to something other than inherit, the node will belong to the <i>default thread group</i>. This default group will process on the main thread and its group order is 0.</para>
            <para>During processing in a sub-thread, accessing most functions in nodes outside the thread group is forbidden (and it will result in an error in debug mode). Use <see cref="M:Godot.GodotObject.CallDeferred(Godot.StringName,Godot.Variant[])"/>, <see cref="M:Godot.Node.CallThreadSafe(Godot.StringName,Godot.Variant[])"/>, <see cref="M:Godot.Node.CallDeferredThreadGroup(Godot.StringName,Godot.Variant[])"/> and the likes in order to communicate from the thread groups to the main thread (or to other thread groups). </para>
            <para>To better understand process thread groups, the idea is that any node set to any other value than <see cref="F:Godot.Node.ProcessThreadGroupEnum.Inherit"/> will include any children (and grandchildren) nodes set to inherit into its process thread group. this means that the processing of all the nodes in the group will happen together, at the same time as the node including them.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.ProcessThreadGroupOrder">
            <summary>
            <para>Change the process thread group order. Groups with a lesser order will process before groups with a greater order. This is useful when a large amount of nodes process in sub thread and, afterwards, another group wants to collect their result in the main thread, as an example.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.ProcessThreadMessages">
            <summary>
            <para>Set whether the current thread group will process messages (calls to <see cref="M:Godot.Node.CallDeferredThreadGroup(Godot.StringName,Godot.Variant[])"/> on threads, and whether it wants to receive them during regular process or physics process callbacks.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.EditorDescription">
            <summary>
            <para>Add a custom description to a node. It will be displayed in a tooltip when hovered in editor's scene tree.</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,Godot.Node.InternalMode)"/> 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.GodotObject._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.GodotObject._Notification(System.Int32)"/> and signal <see cref="E:Godot.Node.TreeExiting"/>. To get notified when the node has already left the active tree, connect to the <see cref="E:Godot.Node.TreeExited"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node._GetConfigurationWarnings">
            <summary>
            <para>The elements in the array returned from this method are displayed as warnings in the Scene dock if the script that overrides it is a <c>tool</c> script.</para>
            <para>Returning an empty array produces no warnings.</para>
            <para>Call <see cref="M:Godot.Node.UpdateConfigurationWarnings"/> when the warnings need to be updated for this node.</para>
            <para><code>
            @export var energy = 0:
                set(value):
                    energy = value
                    update_configuration_warnings()
            
            func _get_configuration_warnings():
                if energy &lt; 0:
                    return ["Energy must be 0 or greater."]
                else:
                    return []
            </code></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.Viewport.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.InputEvent)"/> are usually a better fit as they allow the GUI to intercept the events first.</para>
            <para><b>Note:</b> 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.Double)">
            <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.GodotObject._Notification(System.Int32)"/>.</para>
            <para><b>Note:</b> 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.Double)">
            <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.GodotObject._Notification(System.Int32)"/>.</para>
            <para><b>Note:</b> 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.GodotObject._Notification(System.Int32)"/>. See also the <c>@onready</c> annotation for variables.</para>
            <para>Usually used for initialization. For even earlier initialization, <see cref="M:Godot.GodotObject.#ctor"/> may be used. See also <see cref="M:Godot.Node._EnterTree"/>.</para>
            <para><b>Note:</b> <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._ShortcutInput(Godot.InputEvent)">
            <summary>
            <para>Called when an <see cref="T:Godot.InputEventKey"/> or <see cref="T:Godot.InputEventShortcut"/> 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 shortcut processing is enabled, which is done automatically if this method is overridden, and can be toggled with <see cref="M:Godot.Node.SetProcessShortcutInput(System.Boolean)"/>.</para>
            <para>To consume the input event and stop it propagating further to other nodes, <see cref="M:Godot.Viewport.SetInputAsHandled"/> can be called.</para>
            <para>This method can be used to handle shortcuts.</para>
            <para><b>Note:</b> This method is only called if the node is present in the scene tree (i.e. if it's not orphan).</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.Viewport.SetInputAsHandled"/> can be called.</para>
            <para>For gameplay input, this and <see cref="M:Godot.Node._UnhandledKeyInput(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><b>Note:</b> 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.InputEvent)">
            <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.Viewport.SetInputAsHandled"/> can be called.</para>
            <para>This method can be used to handle Unicode character input with Alt, Alt + Ctrl, and Alt + Shift modifiers, after shortcuts were handled.</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>This method also performs better than <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/>, since unrelated events such as <see cref="T:Godot.InputEventMouseMotion"/> are automatically filtered.</para>
            <para><b>Note:</b> 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.PrintOrphanNodes">
            <summary>
            <para>Prints all orphan nodes (nodes outside the <see cref="T:Godot.SceneTree"/>). Used for debugging.</para>
            <para><b>Note:</b> <see cref="M:Godot.Node.PrintOrphanNodes"/> only works in debug builds. When called in a project exported in release mode, <see cref="M:Godot.Node.PrintOrphanNodes"/> will not print anything.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.AddSibling(Godot.Node,System.Boolean)">
            <summary>
            <para>Adds a <c>sibling</c> node to current's node parent, at the same level as that node, right below it.</para>
            <para>If <c>forceReadableName</c> is <c>true</c>, improves the readability of the added <c>sibling</c>. If not named, the <c>sibling</c> 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>Use <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)"/> instead of this method if you don't need the child node to be added below a specific node in the list of children.</para>
            <para><b>Note:</b> If this node is internal, the new sibling will be internal too (see <c>internal</c> parameter in <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)">
            <summary>
            <para>Adds a child <c>node</c>. 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>forceReadableName</c> is <c>true</c>, improves the readability of the added <c>node</c>. If not named, the <c>node</c> 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>If <c>internal</c> is different than <see cref="F:Godot.Node.InternalMode.Disabled"/>, the child will be added as internal node. Such nodes are ignored by methods like <see cref="M:Godot.Node.GetChildren(System.Boolean)"/>, unless their parameter <c>include_internal</c> is <c>true</c>. The intended usage is to hide the internal nodes from the user, so the user won't accidentally delete or modify them. Used by some GUI nodes, e.g. <see cref="T:Godot.ColorPicker"/>. See <see cref="T:Godot.Node.InternalMode"/> for available modes.</para>
            <para><b>Note:</b> 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>
            Node childNode = GetChild(0);
            if (childNode.GetParent() != null)
            {
                childNode.GetParent().RemoveChild(childNode);
            }
            AddChild(childNode);
            </code></para>
            <para>If you need the child node to be added below a specific node in the list of children, use <see cref="M:Godot.Node.AddSibling(Godot.Node,System.Boolean)"/> instead of this method.</para>
            <para><b>Note:</b> 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,Godot.Node.InternalMode)"/>. 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,Godot.Node.InternalMode)"/> 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><b>Note:</b> 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.Reparent(Godot.Node,System.Boolean)">
            <summary>
            <para>Changes the parent of this <see cref="T:Godot.Node"/> to the <c>newParent</c>. The node needs to already have a parent.</para>
            <para>If <c>keepGlobalTransform</c> is <c>true</c>, the node's global transform will be preserved if supported. <see cref="T:Godot.Node2D"/>, <see cref="T:Godot.Node3D"/> and <see cref="T:Godot.Control"/> support this argument (but <see cref="T:Godot.Control"/> keeps only position).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetChildCount(System.Boolean)">
            <summary>
            <para>Returns the number of child nodes.</para>
            <para>If <c>includeInternal</c> is <c>false</c>, internal children aren't counted (see <c>internal</c> parameter in <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetChildren(System.Boolean)">
            <summary>
            <para>Returns an array of references to node's children.</para>
            <para>If <c>includeInternal</c> is <c>false</c>, the returned array won't include internal children (see <c>internal</c> parameter in <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetChild(System.Int32,System.Boolean)">
            <summary>
            <para>Returns a child node by its index (see <see cref="M:Godot.Node.GetChildCount(System.Boolean)"/>). This method is often used for iterating all children of a node.</para>
            <para>Negative indices access the children from the last one.</para>
            <para>If <c>includeInternal</c> is <c>false</c>, internal children are skipped (see <c>internal</c> parameter in <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)"/>).</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><b>Note:</b> Fetching absolute paths only works when the node is inside the scene tree (see <see cref="M:Godot.Node.IsInsideTree"/>).</para>
            <para><b>Example:</b> 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>
            GetNode("Sword");
            GetNode("Backpack/Dagger");
            GetNode("../Swamp/Alligator");
            GetNode("/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.FindChild(System.String,System.Boolean,System.Boolean)">
            <summary>
            <para>Finds the first descendant of this node whose name matches <c>pattern</c> as in <c>String.match</c>. Internal children are also searched over (see <c>internal</c> parameter in <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)"/>).</para>
            <para><c>pattern</c> does not match against the full path, just against individual node names. It is case-sensitive, with <c>"*"</c> matching zero or more characters and <c>"?"</c> matching any single character except <c>"."</c>).</para>
            <para>If <c>recursive</c> is <c>true</c>, all child nodes are included, even if deeply nested. Nodes are checked in tree order, so this node's first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. If <c>recursive</c> is <c>false</c>, only this node's direct children are matched.</para>
            <para>If <c>owned</c> is <c>true</c>, this method only finds nodes who have an assigned <see cref="P:Godot.Node.Owner"/>. This is especially important for scenes instantiated through a script, because those scenes don't have an owner.</para>
            <para>Returns <c>null</c> if no matching <see cref="T:Godot.Node"/> is found.</para>
            <para><b>Note:</b> 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)"/> with unique names instead (see <see cref="P:Godot.Node.UniqueNameInOwner"/>), or caching the node references into variable.</para>
            <para><b>Note:</b> To find all descendant nodes matching a pattern or a class type, see <see cref="M:Godot.Node.FindChildren(System.String,System.String,System.Boolean,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.FindChildren(System.String,System.String,System.Boolean,System.Boolean)">
            <summary>
            <para>Finds descendants of this node whose name matches <c>pattern</c> as in <c>String.match</c>, and/or type matches <c>type</c> as in <see cref="M:Godot.GodotObject.IsClass(System.String)"/>. Internal children are also searched over (see <c>internal</c> parameter in <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)"/>).</para>
            <para><c>pattern</c> does not match against the full path, just against individual node names. It is case-sensitive, with <c>"*"</c> matching zero or more characters and <c>"?"</c> matching any single character except <c>"."</c>).</para>
            <para><c>type</c> will check equality or inheritance, and is case-sensitive. <c>"Object"</c> will match a node whose type is <c>"Node"</c> but not the other way around.</para>
            <para>If <c>recursive</c> is <c>true</c>, all child nodes are included, even if deeply nested. Nodes are checked in tree order, so this node's first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. If <c>recursive</c> is <c>false</c>, only this node's direct children are matched.</para>
            <para>If <c>owned</c> is <c>true</c>, this method only finds nodes who have an assigned <see cref="P:Godot.Node.Owner"/>. This is especially important for scenes instantiated through a script, because those scenes don't have an owner.</para>
            <para>Returns an empty array if no matching nodes are found.</para>
            <para><b>Note:</b> As this method walks through all the descendants of the node, it is the slowest way to get references to other nodes. Whenever possible, consider caching the node references into variables.</para>
            <para><b>Note:</b> If you only want to find the first descendant node that matches a pattern, see <see cref="M:Godot.Node.FindChild(System.String,System.Boolean,System.Boolean)"/>.</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>pattern</c> as in <c>String.match</c>.</para>
            <para><c>pattern</c> does not match against the full path, just against individual node names. It is case-sensitive, with <c>"*"</c> matching zero or more characters and <c>"?"</c> matching any single character except <c>"."</c>).</para>
            <para><b>Note:</b> 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)"/> with unique names instead (see <see cref="P:Godot.Node.UniqueNameInOwner"/>), or caching the node references into 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>
            GD.Print(GetNodeAndResource("Area2D/CollisionShape2D")); // [[CollisionShape2D:1161], Null, ]
            GD.Print(GetNodeAndResource("Area2D/CollisionShape2D:shape")); // [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
            GD.Print(GetNodeAndResource("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.IsAncestorOf(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,System.Boolean)">
            <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>
            <para>If <c>useUniquePath</c> is <c>true</c>, returns the shortest path considering unique node.</para>
            <para><b>Note:</b> If you get a relative path which starts from a unique node, the path may be longer than a normal relative path due to the addition of the unique node's name.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.AddToGroup(Godot.StringName,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><b>Note:</b> For performance reasons, the order of node groups is <i>not</i> 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(Godot.StringName)">
            <summary>
            <para>Removes a node from the <c>group</c>. Does nothing if the node is not in the <c>group</c>. See notes in the description, and the group methods in <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsInGroup(Godot.StringName)">
            <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 index (order) among the other children. Since calls, signals, etc. are performed by tree order, changing the order of children nodes may be useful. If <c>toIndex</c> is negative, the index will be counted from the end.</para>
            <para><b>Note:</b> Internal children can only be moved within their expected "internal range" (see <c>internal</c> parameter in <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)"/>).</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><b>Note:</b> For performance reasons, the order of node groups is <i>not</i> guaranteed. The order of node groups should not be relied upon as it can vary across project runs.</para>
            <para><b>Note:</b> 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 a List of strings).
            List&lt;string&gt; nonInternalGroups = new List&lt;string&gt;();
            foreach (string group in GetGroups())
            {
                if (!group.BeginsWith("_"))
                    nonInternalGroups.Add(group);
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetIndex(System.Boolean)">
            <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>
            <para>If <c>includeInternal</c> is <c>false</c>, the index won't take internal children into account, i.e. first non-internal child will have index of 0 (see <c>internal</c> parameter in <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)"/>).</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><b>Example output:</b></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 Dock. It is useful for inspecting larger trees.</para>
            <para><b>Example output:</b></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.GodotObject.Notification(System.Int32,System.Boolean)"/> on all of them.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.PropagateCall(Godot.StringName,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>parentFirst</c> argument is <c>true</c>, the method will be called on the current node first, then on all its children. If <c>parentFirst</c> is <c>false</c>, the children will be called first.</para>
            </summary>
        </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.PhysicsTicksPerSecond"/> to change) interval (and the <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> callback will be called if exists). Enabled automatically if <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> 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.Double)"/>). This is always a constant value in physics processing unless the frames per second is changed via <see cref="P:Godot.Engine.PhysicsTicksPerSecond"/>.</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.Double)"/> callback will be called if exists). Enabled automatically if <see cref="M:Godot.Node._Process(System.Double)"/> 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.SetProcessShortcutInput(System.Boolean)">
            <summary>
            <para>Enables shortcut processing. Enabled automatically if <see cref="M:Godot.Node._ShortcutInput(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.IsProcessingShortcutInput">
            <summary>
            <para>Returns <c>true</c> if the node is processing shortcuts (see <see cref="M:Godot.Node.SetProcessShortcutInput(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.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.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.ProcessMode"/>). 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.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.Double)"/> 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><b>Warning:</b> 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.Double)"/> 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><b>Warning:</b> 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.GetWindow">
            <summary>
            <para>Returns the <see cref="T:Godot.Window"/> that contains this node. If the node is in the main window, this is equivalent to getting the root node (<c>get_tree().get_root()</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetLastExclusiveWindow">
            <summary>
            <para>Returns the <see cref="T:Godot.Window"/> that contains this node, or the last exclusive child in a chain of windows starting with the one that contains this node.</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.Tween"/> and binds it to this node. This is equivalent of doing:</para>
            <para><code>
            GetTree().CreateTween().BindNode(this);
            </code></para>
            <para>The Tween will start automatically on the next process frame or physics frame (depending on <see cref="T:Godot.Tween.TweenProcessMode"/>).</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><b>Note:</b> 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.GodotObject.#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>If <c>keepGroups</c> is <c>true</c>, the <c>node</c> is added to the same groups that the replaced node is in.</para>
            <para><b>Note:</b> The given node will become the new parent of any child nodes that the replaced node had.</para>
            <para><b>Note:</b> 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.GodotObject.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, and all references to the node and its children will become invalid, see <see cref="M:Godot.GodotObject.Free"/>.</para>
            <para>It is safe to call <see cref="M:Godot.Node.QueueFree"/> multiple times per frame on a node, and to <see cref="M:Godot.GodotObject.Free"/> a node that is currently queued for deletion. Use <see cref="M:Godot.GodotObject.IsQueuedForDeletion"/> to check whether a node will be deleted at the end of the frame.</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.IsNodeReady">
            <summary>
            <para>Returns <c>true</c> if the node is ready, i.e. it's inside scene tree and all its children are initialized.</para>
            <para><see cref="M:Godot.Node.RequestReady"/> resets it back to <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.SetMultiplayerAuthority(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the node's multiplayer authority to the peer with the given peer ID. The multiplayer authority is the peer that has authority over the node on the network. Useful in conjunction with <see cref="M:Godot.Node.RpcConfig(Godot.StringName,Godot.Variant)"/> and the <see cref="T:Godot.MultiplayerApi"/>. 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 authority for all children of this node.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetMultiplayerAuthority">
            <summary>
            <para>Returns the peer ID of the multiplayer authority for this node. See <see cref="M:Godot.Node.SetMultiplayerAuthority(System.Int32,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsMultiplayerAuthority">
            <summary>
            <para>Returns <c>true</c> if the local system is the multiplayer authority of this node.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RpcConfig(Godot.StringName,Godot.Variant)">
            <summary>
            <para>Changes the RPC mode for the given <c>method</c> with the given <c>config</c> which should be <c>null</c> (to disable) or a <see cref="T:Godot.Collections.Dictionary"/> in the form:</para>
            <para><code>
            {
                rpc_mode = MultiplayerAPI.RPCMode,
                transfer_mode = MultiplayerPeer.TranferMode,
                call_local = false,
                channel = 0,
            }
            </code></para>
            <para>See <see cref="T:Godot.MultiplayerApi.RpcMode"/> and <see cref="T:Godot.MultiplayerPeer.TransferModeEnum"/>. An alternative is annotating methods and properties with the corresponding [annotation @GDScript.@rpc] annotation (<c>@rpc("any_peer")</c>, <c>@rpc("authority")</c>). By default, methods are not exposed to networking (and RPCs).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.Rpc(Godot.StringName,Godot.Variant[])">
            <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. Behavior depends on the RPC configuration for the given method, see <see cref="M:Godot.Node.RpcConfig(Godot.StringName,Godot.Variant)"/> and [annotation @GDScript.@rpc]. Methods are not exposed to RPCs by default. Returns <c>null</c>.</para>
            <para><b>Note:</b> You can only safely use RPCs on clients after you received the <c>connected_to_server</c> signal from the <see cref="T:Godot.MultiplayerApi"/>. You also need to keep track of the connection state, either by the <see cref="T:Godot.MultiplayerApi"/> signals like <c>server_disconnected</c> or by checking <c>get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RpcId(System.Int64,Godot.StringName,Godot.Variant[])">
            <summary>
            <para>Sends a <see cref="M:Godot.Node.Rpc(Godot.StringName,Godot.Variant[])"/> to a specific peer identified by <c>peerId</c> (see <see cref="M:Godot.MultiplayerPeer.SetTargetPeer(System.Int32)"/>). Returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.UpdateConfigurationWarnings">
            <summary>
            <para>Updates the warning displayed for this node in the Scene Dock.</para>
            <para>Use <see cref="M:Godot.Node._GetConfigurationWarnings"/> to setup the warning message to display.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.CallDeferredThreadGroup(Godot.StringName,Godot.Variant[])">
            <summary>
            <para>This function is similar to <see cref="M:Godot.GodotObject.CallDeferred(Godot.StringName,Godot.Variant[])"/> except that the call will take place when the node thread group is processed. If the node thread group processes in sub-threads, then the call will be done on that thread, right before <see cref="F:Godot.Node.NotificationProcess"/> or <see cref="F:Godot.Node.NotificationPhysicsProcess"/>, the <see cref="M:Godot.Node._Process(System.Double)"/> or <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> or their internal versions are called.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.SetDeferredThreadGroup(Godot.StringName,Godot.Variant)">
            <summary>
            <para>Similar to <see cref="M:Godot.Node.CallDeferredThreadGroup(Godot.StringName,Godot.Variant[])"/>, but for setting properties.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.NotifyDeferredThreadGroup(System.Int32)">
            <summary>
            <para>Similar to <see cref="M:Godot.Node.CallDeferredThreadGroup(Godot.StringName,Godot.Variant[])"/>, but for notifications.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.CallThreadSafe(Godot.StringName,Godot.Variant[])">
            <summary>
            <para>This function ensures that the calling of this function will succeed, no matter whether it's being done from a thread or not. If called from a thread that is not allowed to call the function, the call will become deferred. Otherwise, the call will go through directly.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.SetThreadSafe(Godot.StringName,Godot.Variant)">
            <summary>
            <para>Similar to <see cref="M:Godot.Node.CallThreadSafe(Godot.StringName,Godot.Variant[])"/>, but for setting properties.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.NotifyThreadSafe(System.Int32)">
            <summary>
            <para>Similar to <see cref="M:Godot.Node.CallThreadSafe(Godot.StringName,Godot.Variant[])"/>, but for notifications.</para>
            </summary>
        </member>
        <member name="E:Godot.Node.Ready">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Node.Ready"/> event of a <see cref="T:Godot.Node"/> class.
            </summary>
            <summary>
            <para>Emitted when the node is ready. Comes after <see cref="M:Godot.Node._Ready"/> callback and follows the same rules.</para>
            </summary>
        </member>
        <member name="E:Godot.Node.Renamed">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Node.Renamed"/> event of a <see cref="T:Godot.Node"/> class.
            </summary>
            <summary>
            <para>Emitted when the node is renamed.</para>
            </summary>
        </member>
        <member name="E:Godot.Node.TreeEntered">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Node.TreeEntered"/> event of a <see cref="T:Godot.Node"/> class.
            </summary>
            <summary>
            <para>Emitted when the node enters the tree.</para>
            <para>This signal is emitted <i>after</i> the related <see cref="F:Godot.Node.NotificationEnterTree"/> notification.</para>
            </summary>
        </member>
        <member name="E:Godot.Node.TreeExiting">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Node.TreeExiting"/> event of a <see cref="T:Godot.Node"/> class.
            </summary>
            <summary>
            <para>Emitted when the node is still active but about to exit the tree. This is the right place for de-initialization (or a "destructor", if you will).</para>
            <para>This signal is emitted <i>before</i> the related <see cref="F:Godot.Node.NotificationExitTree"/> notification.</para>
            </summary>
        </member>
        <member name="E:Godot.Node.TreeExited">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Node.TreeExited"/> event of a <see cref="T:Godot.Node"/> class.
            </summary>
            <summary>
            <para>Emitted after the node exits the tree and is no longer active.</para>
            </summary>
        </member>
        <member name="T:Godot.Node.ChildEnteredTreeEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Node.ChildEnteredTree"/> event of a <see cref="T:Godot.Node"/> class.
            </summary>
        </member>
        <member name="E:Godot.Node.ChildEnteredTree">
            <summary>
            <para>Emitted when a child node enters the scene tree, either because it entered on its own or because this node entered with it.</para>
            <para>This signal is emitted <i>after</i> the child node's own <see cref="F:Godot.Node.NotificationEnterTree"/> and <see cref="E:Godot.Node.TreeEntered"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Node.ChildExitingTreeEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Node.ChildExitingTree"/> event of a <see cref="T:Godot.Node"/> class.
            </summary>
        </member>
        <member name="E:Godot.Node.ChildExitingTree">
            <summary>
            <para>Emitted when a child node is about to exit the scene tree, either because it is being removed or freed directly, or because this node is exiting the tree.</para>
            <para>When this signal is received, the child <c>node</c> is still in the tree and valid. This signal is emitted <i>after</i> the child node's own <see cref="E:Godot.Node.TreeExiting"/> and <see cref="F:Godot.Node.NotificationExitTree"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.Node.ChildOrderChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Node.ChildOrderChanged"/> event of a <see cref="T:Godot.Node"/> class.
            </summary>
            <summary>
            <para>Emitted when the list of children is changed. This happens when child nodes are added, moved or removed.</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 <see cref="P:Godot.Node.Owner"/> property).</para>
            <para><b>Note:</b> The node doesn't need to own itself.</para>
            <para><b>Example of loading a saved scene:</b></para>
            <para><code>
            // C# has no preload, so you have to always use ResourceLoader.Load&lt;PackedScene&gt;().
            var scene = ResourceLoader.Load&lt;PackedScene&gt;("res://scene.tscn").Instantiate();
            // Add the node as a child of the node the script is attached to.
            AddChild(scene);
            </code></para>
            <para><b>Example of saving a node with different owners:</b> The following example creates 3 objects: <see cref="T:Godot.Node2D"/> (<c>node</c>), <see cref="T:Godot.RigidBody2D"/> (<c>body</c>) and <see cref="T:Godot.CollisionObject2D"/> (<c>collision</c>). <c>collision</c> is a child of <c>body</c> which is a child of <c>node</c>. Only <c>body</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 = new Node2D();
            var body = new RigidBody2D();
            var collision = new CollisionShape2D();
            
            // Create the object hierarchy.
            body.AddChild(collision);
            node.AddChild(body);
            
            // Change owner of `body`, but not of `collision`.
            body.Owner = node;
            var scene = new PackedScene();
            
            // Only `node` and `body` are now packed.
            Error result = scene.Pack(node);
            if (result == Error.Ok)
            {
                Error error = ResourceSaver.Save(scene, "res://path/name.tscn"); // Or "user://..."
                if (error != Error.Ok)
                {
                    GD.PushError("An error occurred while saving the scene to disk.");
                }
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.PackedScene.Instantiate``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.NotificationSceneInstantiated"/> notification on the root node.
            </summary>
            <seealso cref="M:Godot.PackedScene.InstantiateOrNull``1(Godot.PackedScene.GenEditState)"/>
            <exception cref="T:System.InvalidCastException">
            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.InstantiateOrNull``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.NotificationSceneInstantiated"/> notification on the root node.
            </summary>
            <seealso cref="M:Godot.PackedScene.Instantiate``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.Instantiate(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.Instantiate(Godot.PackedScene.GenEditState)"/>, provides local scene resources to the local scene.</para>
            <para><b>Note:</b> 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.Instantiate(Godot.PackedScene.GenEditState)"/>, provides local scene resources to the local scene. Only the main scene should receive the main edit state.</para>
            <para><b>Note:</b> 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><b>Note:</b> 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.Instantiate(Godot.PackedScene.GenEditState)">
            <summary>
            <para>Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a <see cref="F:Godot.Node.NotificationSceneInstantiated"/> notification on the root node.</para>
            </summary>
        </member>
        <member name="M:Godot.PackedScene.CanInstantiate">
            <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>A 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>
            <para><b>Note:</b> You have to import the files into the engine first to load them using <see cref="M:Godot.ResourceLoader.Load(System.String,System.String,Godot.ResourceLoader.CacheMode)"/>. If you want to load <see cref="T:Godot.Image"/>s at run-time, you may use <see cref="M:Godot.Image.Load(System.String)"/>. If you want to import audio files, you can use the snippet described in <see cref="P:Godot.AudioStreamMP3.Data"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.Load``1(System.String,System.String,Godot.ResourceLoader.CacheMode)">
            <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"/>.
            The <paramref name="cacheMode"/> property defines whether and how the cache should
            be used or updated when loading the resource. See <see cref="T:Godot.ResourceLoader.CacheMode"/> for details.
            Returns an empty resource if no <see cref="T:Godot.ResourceFormatLoader"/> could handle the file.
            </summary>
            <exception cref="T:System.InvalidCastException">
            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="F:Godot.ResourceLoader.ThreadLoadStatus.InvalidResource">
            <summary>
            <para>The resource is invalid, or has not been loaded with <see cref="M:Godot.ResourceLoader.LoadThreadedRequest(System.String,System.String,System.Boolean,Godot.ResourceLoader.CacheMode)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceLoader.ThreadLoadStatus.InProgress">
            <summary>
            <para>The resource is still being loaded.</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceLoader.ThreadLoadStatus.Failed">
            <summary>
            <para>Some error occurred during loading and it failed.</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceLoader.ThreadLoadStatus.Loaded">
            <summary>
            <para>The resource was loaded successfully and can be accessed via <see cref="M:Godot.ResourceLoader.LoadThreadedGet(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.LoadThreadedRequest(System.String,System.String,System.Boolean,Godot.ResourceLoader.CacheMode)">
            <summary>
            <para>Loads the resource using threads. If <c>useSubThreads</c> is <c>true</c>, multiple threads will be used to load the resource, which makes loading faster, but may affect the main thread (and thus cause game slowdowns).</para>
            <para>The <c>cacheMode</c> property defines whether and how the cache should be used or updated when loading the resource. See <see cref="T:Godot.ResourceLoader.CacheMode"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.LoadThreadedGetStatus(System.String,Godot.Collections.Array)">
            <summary>
            <para>Returns the status of a threaded loading operation started with <see cref="M:Godot.ResourceLoader.LoadThreadedRequest(System.String,System.String,System.Boolean,Godot.ResourceLoader.CacheMode)"/> for the resource at <c>path</c>. See <see cref="T:Godot.ResourceLoader.ThreadLoadStatus"/> for possible return values.</para>
            <para>An array variable can optionally be passed via <c>progress</c>, and will return a one-element array containing the percentage of completion of the threaded loading.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.LoadThreadedGet(System.String)">
            <summary>
            <para>Returns the resource loaded by <see cref="M:Godot.ResourceLoader.LoadThreadedRequest(System.String,System.String,System.Boolean,Godot.ResourceLoader.CacheMode)"/>.</para>
            <para>If this is called before the loading thread is done (i.e. <see cref="M:Godot.ResourceLoader.LoadThreadedGetStatus(System.String,Godot.Collections.Array)"/> is not <see cref="F:Godot.ResourceLoader.ThreadLoadStatus.Loaded"/>), the calling thread will be blocked until the resource has finished loading.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.Load(System.String,System.String,Godot.ResourceLoader.CacheMode)">
            <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>typeHint</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>The <c>cacheMode</c> property defines whether and how the cache should be used or updated when loading the resource. See <see cref="T:Godot.ResourceLoader.CacheMode"/> for details.</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>
            <para><b>Note:</b> If <c>ProjectSettings.editor/export/convert_text_resources_to_binary</c> is <c>true</c>, <c>@GDScript.load</c> will not be able to read converted files in an exported project. If you rely on run-time loading of files present within the PCK, set <c>ProjectSettings.editor/export/convert_text_resources_to_binary</c> to <c>false</c>.</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.AddResourceFormatLoader(Godot.ResourceFormatLoader,System.Boolean)">
            <summary>
            <para>Registers a new <see cref="T:Godot.ResourceFormatLoader"/>. The ResourceLoader will use the ResourceFormatLoader as described in <see cref="M:Godot.ResourceLoader.Load(System.String,System.String,Godot.ResourceLoader.CacheMode)"/>.</para>
            <para>This method is performed implicitly for ResourceFormatLoaders written in GDScript (see <see cref="T:Godot.ResourceFormatLoader"/> for more information).</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.RemoveResourceFormatLoader(Godot.ResourceFormatLoader)">
            <summary>
            <para>Unregisters the given <see cref="T:Godot.ResourceFormatLoader"/>.</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,Godot.ResourceLoader.CacheMode)"/> method 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>typeHint</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>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.GetResourceUid(System.String)">
            <summary>
            <para>Returns the ID associated with a given resource path, or <c>-1</c> when no such ID exists.</para>
            </summary>
        </member>
        <member name="T:Godot.GD">
            <summary>
            Godot's global functions.
            </summary>
        </member>
        <member name="M:Godot.GD.BytesToVar(System.Span{System.Byte})">
            <summary>
            Decodes a byte array back to a <see cref="T:Godot.Variant"/> value, without decoding objects.
            Note: If you need object deserialization, see <see cref="M:Godot.GD.BytesToVarWithObjects(System.Span{System.Byte})"/>.
            </summary>
            <param name="bytes">Byte array that will be decoded to a <see cref="T:Godot.Variant"/>.</param>
            <returns>The decoded <see cref="T:Godot.Variant"/>.</returns>
        </member>
        <member name="M:Godot.GD.BytesToVarWithObjects(System.Span{System.Byte})">
            <summary>
            Decodes a byte array back to a <see cref="T:Godot.Variant"/> value. Decoding objects is allowed.
            Warning: Deserialized object can contain code which gets executed. Do not use this
            option 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 <see cref="T:Godot.Variant"/>.</param>
            <returns>The decoded <see cref="T:Godot.Variant"/>.</returns>
        </member>
        <member name="M:Godot.GD.Convert(Godot.Variant,Godot.Variant.Type)">
             <summary>
             Converts <paramref name="what"/> to <paramref name="type"/> in the best way possible.
             The <paramref name="type"/> parameter uses the <see cref="T:Godot.Variant.Type"/> values.
             </summary>
             <example>
             <code>
             Variant a = new Godot.Collections.Array { 4, 2.5, 1.2 };
             GD.Print(a.VariantType == Variant.Type.Array); // Prints true
            
             var b = GD.Convert(a, Variant.Type.PackedByteArray);
             GD.Print(b); // Prints [4, 2, 1]
             GD.Print(b.VariantType == Variant.Type.Array); // Prints false
             </code>
             </example>
             <returns>The <c>Variant</c> converted to the given <paramref name="type"/>.</returns>
        </member>
        <member name="M:Godot.GD.Hash(Godot.Variant)">
            <summary>
            Returns the integer hash of the passed <paramref name="var"/>.
            </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.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,Godot.ResourceLoader.CacheMode)"/>, 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,Godot.ResourceLoader.CacheMode)"/>, 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.Print(System.String)">
             <summary>
             Prints a message 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.String)"/>.
             This distinguishes them from print messages used for debugging purposes,
             while also displaying a stack trace when an error or warning is printed.
             </summary>
             <param name="what">Message that will be printed.</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.Object[])"/> and <see cref="M:Godot.GD.PushWarning(System.Object[])"/>
             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 Godot.Collections.Array { 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.PrintRich(System.String)">
             <summary>
             Prints a message to the console.
             The following BBCode tags are supported: b, i, u, s, indent, code, url, center,
             right, color, bgcolor, fgcolor.
             Color tags only support named colors such as <c>red</c>, not hexadecimal color codes.
             Unsupported tags will be left as-is in standard output.
             When printing to standard output, the supported subset of BBCode is converted to
             ANSI escape codes for the terminal emulator to display. Displaying ANSI escape codes
             is currently only supported on Linux and macOS. Support for ANSI escape codes may vary
             across terminal emulators, especially for italic and strikethrough.
            
             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.String)"/> or
             <see cref="M:Godot.GD.PrintRich(System.String)"/>.
             This distinguishes them from print messages used for debugging purposes,
             while also displaying a stack trace when an error or warning is printed.
             </summary>
             <param name="what">Message that will be printed.</param>
        </member>
        <member name="M:Godot.GD.PrintRich(System.Object[])">
             <summary>
             Converts one or more arguments of any type to string in the best way possible
             and prints them to the console.
             The following BBCode tags are supported: b, i, u, s, indent, code, url, center,
             right, color, bgcolor, fgcolor.
             Color tags only support named colors such as <c>red</c>, not hexadecimal color codes.
             Unsupported tags will be left as-is in standard output.
             When printing to standard output, the supported subset of BBCode is converted to
             ANSI escape codes for the terminal emulator to display. Displaying ANSI escape codes
             is currently only supported on Linux and macOS. Support for ANSI escape codes may vary
             across terminal emulators, especially for italic and strikethrough.
            
             Note: Consider using <see cref="M:Godot.GD.PushError(System.Object[])"/> and <see cref="M:Godot.GD.PushWarning(System.Object[])"/>
             to print error and warning messages instead of <see cref="M:Godot.GD.Print(System.Object[])"/> or
             <see cref="M:Godot.GD.PrintRich(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>
             GD.PrintRich("[code][b]Hello world![/b][/code]"); // Prints out: [b]Hello world![/b]
             </code>
             </example>
             <param name="what">Arguments that will be printed.</param>
        </member>
        <member name="M:Godot.GD.PrintErr(System.String)">
            <summary>
            Prints a message to standard error line.
            </summary>
            <param name="what">Message that will be printed.</param>
        </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.String)">
            <summary>
            Prints a message to the OS terminal.
            Unlike <see cref="M:Godot.GD.Print(System.String)"/>, no newline is added at the end.
            </summary>
            <param name="what">Message 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 the OS terminal.
            Unlike <see cref="M:Godot.GD.Print(System.Object[])"/>, no newline is added at the end.
            </summary>
            <example>
            <code>
            GD.PrintRaw("A");
            GD.PrintRaw("B");
            GD.PrintRaw("C");
            // Prints ABC to terminal
            </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.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.
             </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.PushError(System.Object[])">
             <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.
             </summary>
             <example>
             <code>
             GD.PushError("test_error"); // Prints "test error" to debugger and terminal as error call
             </code>
             </example>
             <param name="what">Arguments that form the 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>
            <code>
            GD.PushWarning("test warning"); // Prints "test warning" to debugger and terminal as warning call
            </code>
            </example>
            <param name="message">Warning message.</param>
        </member>
        <member name="M:Godot.GD.PushWarning(System.Object[])">
            <summary>
            Pushes a warning message to Godot's built-in debugger and to the OS terminal.
            </summary>
            <example>
            <code>
            GD.PushWarning("test warning"); // Prints "test warning" to debugger and terminal as warning call
            </code>
            </example>
            <param name="what">Arguments that form the warning message.</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.Randfn(System.Double,System.Double)">
            <summary>
            Returns a normally-distributed pseudo-random floating point value
            using Box-Muller transform with the specified <pararmref name="mean"/>
            and a standard <paramref name="deviation"/>.
            This is also called Gaussian distribution.
            </summary>
            <returns>A random normally-distributed <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.
             The current implementation uses a number based on the device's time.
            
             Note: This method is called automatically when the project is run.
             If you need to fix the seed to have consistent, 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 between <paramref name="from"/>
            and <paramref name="to"/> (inclusive).
            </summary>
            <example>
            <code>
            GD.RandRange(0.0, 20.5);   // Returns e.g. 7.45315
            GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535
            </code>
            </example>
            <returns>A random <see langword="double"/> number inside the given range.</returns>
        </member>
        <member name="M:Godot.GD.RandRange(System.Int32,System.Int32)">
            <summary>
            Returns a random signed 32-bit integer between <paramref name="from"/>
            and <paramref name="to"/> (inclusive). If <paramref name="to"/> is lesser than
            <paramref name="from"/>, they are swapped.
            </summary>
            <example>
            <code>
            GD.RandRange(0, 1);      // Returns either 0 or 1
            GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000
            </code>
            </example>
            <returns>A random <see langword="int"/> number inside the given range.</returns>
        </member>
        <member name="M:Godot.GD.RandFromSeed(System.UInt64@)">
             <summary>
             Given a <paramref name="seed"/>, returns a randomized <see langword="uint"/>
             value. The <paramref name="seed"/> may be modified.
             Passing the same <paramref name="seed"/> consistently returns the same value.
            
             Note: "Seed" here refers to the internal state of the pseudo random number
             generator, currently implemented as a 64 bit integer.
             </summary>
             <example>
             <code>
             var a = GD.RandFromSeed(4);
             </code>
             </example>
             <param name="seed">
             Seed to use to generate the random number.
             If a different seed is used, its value will be modified.
             </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> (inclusive) to <paramref name="end"/> (exclusive)
            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"/> (inclusive) to <paramref name="end"/> (exclusive)
            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"/> (inclusive) to <paramref name="end"/> (exclusive)
            in steps of <paramref name="step"/>.
            The argument <paramref name="step"/> can be negative, but not <c>0</c>.
            </summary>
            <exception cref="T:System.ArgumentException">
            <paramref name="step"/> is 0.
            </exception>
            <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 to <paramref name="seed"/>.
            Setting the seed manually can ensure consistent, repeatable results for
            most random functions.
            </summary>
            <example>
            <code>
            ulong mySeed = (ulong)GD.Hash("Godot Rocks");
            GD.Seed(mySeed);
            var a = GD.Randf() + GD.Randi();
            GD.Seed(mySeed);
            var b = GD.Randf() + GD.Randi();
            // a and b are now identical
            </code>
            </example>
            <param name="seed">Seed that will be used.</param>
        </member>
        <member name="M:Godot.GD.StrToVar(System.String)">
            <summary>
            Converts a formatted string that was returned by <see cref="M:Godot.GD.VarToStr(Godot.Variant)"/>
            to the original value.
            </summary>
            <example>
            <code>
            string a = "{ \"a\": 1, \"b\": 2 }";        // a is a string
            var b = GD.StrToVar(a).AsGodotDictionary(); // b is a Dictionary
            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.VarToBytes(Godot.Variant)">
            <summary>
            Encodes a <see cref="T:Godot.Variant"/> value to a byte array, without encoding objects.
            Deserialization can be done with <see cref="M:Godot.GD.BytesToVar(System.Span{System.Byte})"/>.
            Note: If you need object serialization, see <see cref="M:Godot.GD.VarToBytesWithObjects(Godot.Variant)"/>.
            </summary>
            <param name="var"><see cref="T:Godot.Variant"/> that will be encoded.</param>
            <returns>The <see cref="T:Godot.Variant"/> encoded as an array of bytes.</returns>
        </member>
        <member name="M:Godot.GD.VarToBytesWithObjects(Godot.Variant)">
            <summary>
            Encodes a <see cref="T:Godot.Variant"/>. Encoding objects is allowed (and can potentially
            include executable code). Deserialization can be done with <see cref="M:Godot.GD.BytesToVarWithObjects(System.Span{System.Byte})"/>.
            </summary>
            <param name="var"><see cref="T:Godot.Variant"/> that will be encoded.</param>
            <returns>The <see cref="T:Godot.Variant"/> encoded as an array of bytes.</returns>
        </member>
        <member name="M:Godot.GD.VarToStr(Godot.Variant)">
            <summary>
            Converts a <see cref="T:Godot.Variant"/> <paramref name="var"/> to a formatted string that
            can later be parsed using <see cref="M:Godot.GD.StrToVar(System.String)"/>.
            </summary>
            <example>
            <code>
            var a = new Godot.Collections.Dictionary { ["a"] = 1, ["b"] = 2 };
            GD.Print(GD.VarToStr(a));
            // Prints:
            // {
            //     "a": 1,
            //     "b": 2
            // }
            </code>
            </example>
            <param name="var">Variant that will be converted to string.</param>
            <returns>The <see cref="T:Godot.Variant"/> encoded as a string.</returns>
        </member>
        <member name="M:Godot.GD.TypeToVariantType(System.Type)">
            <summary>
            Get the <see cref="T:Godot.Variant.Type"/> that corresponds for the given <see cref="T:System.Type"/>.
            </summary>
            <returns>The <see cref="T:Godot.Variant.Type"/> for the given <paramref name="type"/>.</returns>
        </member>
        <member name="M:Godot.GD.IsEmpty(System.Byte[])">
            <summary>
            Returns true if this byte array is empty or doesn't exist.
            </summary>
            <param name="instance">The byte array check.</param>
            <returns>Whether or not the array is empty.</returns>
        </member>
        <member name="M:Godot.GD.Join(System.Byte[],System.String)">
            <summary>
            Converts this byte array to a string delimited by the given string.
            </summary>
            <param name="instance">The byte array to convert.</param>
            <param name="delimiter">The delimiter to use between items.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.Stringify(System.Byte[])">
            <summary>
            Converts this byte array to a string with brackets.
            </summary>
            <param name="instance">The byte array to convert.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.IsEmpty(System.Int32[])">
            <summary>
            Returns true if this int array is empty or doesn't exist.
            </summary>
            <param name="instance">The int array check.</param>
            <returns>Whether or not the array is empty.</returns>
        </member>
        <member name="M:Godot.GD.Join(System.Int32[],System.String)">
            <summary>
            Converts this int array to a string delimited by the given string.
            </summary>
            <param name="instance">The int array to convert.</param>
            <param name="delimiter">The delimiter to use between items.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.Stringify(System.Int32[])">
            <summary>
            Converts this int array to a string with brackets.
            </summary>
            <param name="instance">The int array to convert.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.IsEmpty(System.Int64[])">
            <summary>
            Returns true if this long array is empty or doesn't exist.
            </summary>
            <param name="instance">The long array check.</param>
            <returns>Whether or not the array is empty.</returns>
        </member>
        <member name="M:Godot.GD.Join(System.Int64[],System.String)">
            <summary>
            Converts this long array to a string delimited by the given string.
            </summary>
            <param name="instance">The long array to convert.</param>
            <param name="delimiter">The delimiter to use between items.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.Stringify(System.Int64[])">
            <summary>
            Converts this long array to a string with brackets.
            </summary>
            <param name="instance">The long array to convert.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.IsEmpty(System.Single[])">
            <summary>
            Returns true if this float array is empty or doesn't exist.
            </summary>
            <param name="instance">The float array check.</param>
            <returns>Whether or not the array is empty.</returns>
        </member>
        <member name="M:Godot.GD.Join(System.Single[],System.String)">
            <summary>
            Converts this float array to a string delimited by the given string.
            </summary>
            <param name="instance">The float array to convert.</param>
            <param name="delimiter">The delimiter to use between items.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.Stringify(System.Single[])">
            <summary>
            Converts this float array to a string with brackets.
            </summary>
            <param name="instance">The float array to convert.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.IsEmpty(System.Double[])">
            <summary>
            Returns true if this double array is empty or doesn't exist.
            </summary>
            <param name="instance">The double array check.</param>
            <returns>Whether or not the array is empty.</returns>
        </member>
        <member name="M:Godot.GD.Join(System.Double[],System.String)">
            <summary>
            Converts this double array to a string delimited by the given string.
            </summary>
            <param name="instance">The double array to convert.</param>
            <param name="delimiter">The delimiter to use between items.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.Stringify(System.Double[])">
            <summary>
            Converts this double array to a string with brackets.
            </summary>
            <param name="instance">The double array to convert.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.IsEmpty(System.String[])">
            <summary>
            Returns true if this string array is empty or doesn't exist.
            </summary>
            <param name="instance">The string array check.</param>
            <returns>Whether or not the array is empty.</returns>
        </member>
        <member name="M:Godot.GD.Join(System.String[],System.String)">
            <summary>
            Converts this string array to a string delimited by the given string.
            </summary>
            <param name="instance">The string array to convert.</param>
            <param name="delimiter">The delimiter to use between items.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.Stringify(System.String[])">
            <summary>
            Converts this string array to a string with brackets.
            </summary>
            <param name="instance">The string array to convert.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.IsEmpty(Godot.Color[])">
            <summary>
            Returns true if this Color array is empty or doesn't exist.
            </summary>
            <param name="instance">The Color array check.</param>
            <returns>Whether or not the array is empty.</returns>
        </member>
        <member name="M:Godot.GD.Join(Godot.Color[],System.String)">
            <summary>
            Converts this Color array to a string delimited by the given string.
            </summary>
            <param name="instance">The Color array to convert.</param>
            <param name="delimiter">The delimiter to use between items.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.Stringify(Godot.Color[])">
            <summary>
            Converts this Color array to a string with brackets.
            </summary>
            <param name="instance">The Color array to convert.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.IsEmpty(Godot.Vector2[])">
            <summary>
            Returns true if this Vector2 array is empty or doesn't exist.
            </summary>
            <param name="instance">The Vector2 array check.</param>
            <returns>Whether or not the array is empty.</returns>
        </member>
        <member name="M:Godot.GD.Join(Godot.Vector2[],System.String)">
            <summary>
            Converts this Vector2 array to a string delimited by the given string.
            </summary>
            <param name="instance">The Vector2 array to convert.</param>
            <param name="delimiter">The delimiter to use between items.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.Stringify(Godot.Vector2[])">
            <summary>
            Converts this Vector2 array to a string with brackets.
            </summary>
            <param name="instance">The Vector2 array to convert.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.IsEmpty(Godot.Vector2I[])">
            <summary>
            Returns true if this Vector2I array is empty or doesn't exist.
            </summary>
            <param name="instance">The Vector2I array check.</param>
            <returns>Whether or not the array is empty.</returns>
        </member>
        <member name="M:Godot.GD.Join(Godot.Vector2I[],System.String)">
            <summary>
            Converts this Vector2I array to a string delimited by the given string.
            </summary>
            <param name="instance">The Vector2I array to convert.</param>
            <param name="delimiter">The delimiter to use between items.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.Stringify(Godot.Vector2I[])">
            <summary>
            Converts this Vector2I array to a string with brackets.
            </summary>
            <param name="instance">The Vector2I array to convert.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.IsEmpty(Godot.Vector3[])">
            <summary>
            Returns true if this Vector3 array is empty or doesn't exist.
            </summary>
            <param name="instance">The Vector3 array check.</param>
            <returns>Whether or not the array is empty.</returns>
        </member>
        <member name="M:Godot.GD.Join(Godot.Vector3[],System.String)">
            <summary>
            Converts this Vector3 array to a string delimited by the given string.
            </summary>
            <param name="instance">The Vector3 array to convert.</param>
            <param name="delimiter">The delimiter to use between items.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.Stringify(Godot.Vector3[])">
            <summary>
            Converts this Vector3 array to a string with brackets.
            </summary>
            <param name="instance">The Vector3 array to convert.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.IsEmpty(Godot.Vector3I[])">
            <summary>
            Returns true if this Vector3I array is empty or doesn't exist.
            </summary>
            <param name="instance">The Vector3I array check.</param>
            <returns>Whether or not the array is empty.</returns>
        </member>
        <member name="M:Godot.GD.Join(Godot.Vector3I[],System.String)">
            <summary>
            Converts this Vector3I array to a string delimited by the given string.
            </summary>
            <param name="instance">The Vector3I array to convert.</param>
            <param name="delimiter">The delimiter to use between items.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.Stringify(Godot.Vector3I[])">
            <summary>
            Converts this Vector3I array to a string with brackets.
            </summary>
            <param name="instance">The Vector3I array to convert.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.IsEmpty(Godot.Vector4[])">
            <summary>
            Returns true if this Vector4 array is empty or doesn't exist.
            </summary>
            <param name="instance">The Vector4 array check.</param>
            <returns>Whether or not the array is empty.</returns>
        </member>
        <member name="M:Godot.GD.Join(Godot.Vector4[],System.String)">
            <summary>
            Converts this Vector4 array to a string delimited by the given string.
            </summary>
            <param name="instance">The Vector4 array to convert.</param>
            <param name="delimiter">The delimiter to use between items.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.Stringify(Godot.Vector4[])">
            <summary>
            Converts this Vector4 array to a string with brackets.
            </summary>
            <param name="instance">The Vector4 array to convert.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.IsEmpty(Godot.Vector4I[])">
            <summary>
            Returns true if this Vector4I array is empty or doesn't exist.
            </summary>
            <param name="instance">The Vector4I array check.</param>
            <returns>Whether or not the array is empty.</returns>
        </member>
        <member name="M:Godot.GD.Join(Godot.Vector4I[],System.String)">
            <summary>
            Converts this Vector4I array to a string delimited by the given string.
            </summary>
            <param name="instance">The Vector4I array to convert.</param>
            <param name="delimiter">The delimiter to use between items.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GD.Stringify(Godot.Vector4I[])">
            <summary>
            Converts this Vector4I array to a string with brackets.
            </summary>
            <param name="instance">The Vector4I array to convert.</param>
            <returns>A single string with all items.</returns>
        </member>
        <member name="M:Godot.GodotSynchronizationContext.ExecutePendingContinuations">
            <summary>
            Calls the Key method on each workItem object in the _queue to activate their callbacks.
            </summary>
        </member>
        <member name="T:Godot.GodotTaskScheduler">
            <summary>
            GodotTaskScheduler contains a linked list of tasks to perform as a queue. Methods
            within the class are used to control the queue and perform the contained tasks.
            </summary>
        </member>
        <member name="P:Godot.GodotTaskScheduler.Context">
            <summary>
            The current synchronization context.
            </summary>
        </member>
        <member name="F:Godot.GodotTaskScheduler._tasks">
            <summary>
            The queue of tasks for the task scheduler.
            </summary>
        </member>
        <member name="M:Godot.GodotTaskScheduler.#ctor">
            <summary>
            Constructs a new GodotTaskScheduler instance.
            </summary>
        </member>
        <member name="M:Godot.GodotTaskScheduler.Activate">
            <summary>
            Executes all queued tasks and pending tasks from the current context.
            </summary>
        </member>
        <member name="M:Godot.GodotTaskScheduler.ExecuteQueuedTasks">
            <summary>
            Loops through and attempts to execute each task in _tasks.
            </summary>
            <exception cref="T:System.InvalidOperationException"></exception>
        </member>
        <member name="T:Godot.IAwaitable">
            <summary>
            An interface that requires a GetAwaiter() method to get a reference to the Awaiter.
            </summary>
        </member>
        <member name="T:Godot.IAwaitable`1">
            <summary>
            A templated interface that requires a GetAwaiter() method to get a reference to the Awaiter.
            </summary>
            <typeparam name="TResult">A reference to the result to be passed out.</typeparam>
        </member>
        <member name="T:Godot.IAwaiter">
            <summary>
            An interface that requires a boolean for completion status and a method that gets the result of completion.
            </summary>
        </member>
        <member name="T:Godot.IAwaiter`1">
            <summary>
            A templated interface that requires a boolean for completion status and a method that gets the result of completion and returns it.
            </summary>
            <typeparam name="TResult">A reference to the result to be passed out.</typeparam>
        </member>
        <member name="T:Godot.ISerializationListener">
            <summary>
            An interface that requires methods for before and after serialization.
            </summary>
        </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.Abs(System.Double)">
            <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.Acos(System.Double)">
            <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.Asin(System.Double)">
            <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.Atan(System.Double)">
             <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.Double,System.Double)"/> 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.Atan2(System.Double,System.Double)">
             <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.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.Ceil(System.Double)">
            <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.Clamp(System.Double,System.Double,System.Double)">
            <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.Cos(System.Double)">
            <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.Cosh(System.Double)">
            <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.CubicInterpolate(System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Cubic interpolates between two values by the factor defined in <paramref name="weight"/>
            with pre and post values.
            </summary>
            <param name="from">The start value for interpolation.</param>
            <param name="to">The destination value for interpolation.</param>
            <param name="pre">The value which before "from" value for interpolation.</param>
            <param name="post">The value which after "to" 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.CubicInterpolate(System.Double,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            Cubic interpolates between two values by the factor defined in <paramref name="weight"/>
            with pre and post values.
            </summary>
            <param name="from">The start value for interpolation.</param>
            <param name="to">The destination value for interpolation.</param>
            <param name="pre">The value which before "from" value for interpolation.</param>
            <param name="post">The value which after "to" 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.CubicInterpolateAngle(System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Cubic interpolates between two rotation values with shortest path
            by the factor defined in <paramref name="weight"/> with pre and post values.
            See also <see cref="M:Godot.Mathf.LerpAngle(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="pre">The value which before "from" value for interpolation.</param>
            <param name="post">The value which after "to" 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.CubicInterpolateAngle(System.Double,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            Cubic interpolates between two rotation values with shortest path
            by the factor defined in <paramref name="weight"/> with pre and post values.
            See also <see cref="M:Godot.Mathf.LerpAngle(System.Double,System.Double,System.Double)"/>.
            </summary>
            <param name="from">The start value for interpolation.</param>
            <param name="to">The destination value for interpolation.</param>
            <param name="pre">The value which before "from" value for interpolation.</param>
            <param name="post">The value which after "to" 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.CubicInterpolateInTime(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Cubic interpolates between two values by the factor defined in <paramref name="weight"/>
            with pre and post values.
            It can perform smoother interpolation than
            <see cref="M:Godot.Mathf.CubicInterpolate(System.Single,System.Single,System.Single,System.Single,System.Single)"/>
            by the time values.
            </summary>
            <param name="from">The start value for interpolation.</param>
            <param name="to">The destination value for interpolation.</param>
            <param name="pre">The value which before "from" value for interpolation.</param>
            <param name="post">The value which after "to" value for interpolation.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <param name="toT"></param>
            <param name="preT"></param>
            <param name="postT"></param>
            <returns>The resulting value of the interpolation.</returns>
        </member>
        <member name="M:Godot.Mathf.CubicInterpolateInTime(System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            Cubic interpolates between two values by the factor defined in <paramref name="weight"/>
            with pre and post values.
            It can perform smoother interpolation than
            <see cref="M:Godot.Mathf.CubicInterpolate(System.Double,System.Double,System.Double,System.Double,System.Double)"/>
            by the time values.
            </summary>
            <param name="from">The start value for interpolation.</param>
            <param name="to">The destination value for interpolation.</param>
            <param name="pre">The value which before "from" value for interpolation.</param>
            <param name="post">The value which after "to" value for interpolation.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <param name="toT"></param>
            <param name="preT"></param>
            <param name="postT"></param>
            <returns>The resulting value of the interpolation.</returns>
        </member>
        <member name="M:Godot.Mathf.CubicInterpolateAngleInTime(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Cubic interpolates between two rotation values with shortest path
            by the factor defined in <paramref name="weight"/> with pre and post values.
            See also <see cref="M:Godot.Mathf.LerpAngle(System.Single,System.Single,System.Single)"/>.
            It can perform smoother interpolation than
            <see cref="M:Godot.Mathf.CubicInterpolateAngle(System.Single,System.Single,System.Single,System.Single,System.Single)"/>
            by the time values.
            </summary>
            <param name="from">The start value for interpolation.</param>
            <param name="to">The destination value for interpolation.</param>
            <param name="pre">The value which before "from" value for interpolation.</param>
            <param name="post">The value which after "to" value for interpolation.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <param name="toT"></param>
            <param name="preT"></param>
            <param name="postT"></param>
            <returns>The resulting value of the interpolation.</returns>
        </member>
        <member name="M:Godot.Mathf.CubicInterpolateAngleInTime(System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            Cubic interpolates between two rotation values with shortest path
            by the factor defined in <paramref name="weight"/> with pre and post values.
            See also <see cref="M:Godot.Mathf.LerpAngle(System.Double,System.Double,System.Double)"/>.
            It can perform smoother interpolation than
            <see cref="M:Godot.Mathf.CubicInterpolateAngle(System.Double,System.Double,System.Double,System.Double,System.Double)"/>
            by the time values.
            </summary>
            <param name="from">The start value for interpolation.</param>
            <param name="to">The destination value for interpolation.</param>
            <param name="pre">The value which before "from" value for interpolation.</param>
            <param name="post">The value which after "to" value for interpolation.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <param name="toT"></param>
            <param name="preT"></param>
            <param name="postT"></param>
            <returns>The resulting value of the interpolation.</returns>
        </member>
        <member name="M:Godot.Mathf.BezierInterpolate(System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Returns the point at the given <paramref name="t"/> on a one-dimensional Bezier curve defined by
            the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points.
            </summary>
            <param name="start">The start value for the interpolation.</param>
            <param name="control1">Control point that defines the bezier curve.</param>
            <param name="control2">Control point that defines the bezier curve.</param>
            <param name="end">The destination value for the interpolation.</param>
            <param name="t">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.BezierInterpolate(System.Double,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            Returns the point at the given <paramref name="t"/> on a one-dimensional Bezier curve defined by
            the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points.
            </summary>
            <param name="start">The start value for the interpolation.</param>
            <param name="control1">Control point that defines the bezier curve.</param>
            <param name="control2">Control point that defines the bezier curve.</param>
            <param name="end">The destination value for the interpolation.</param>
            <param name="t">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.BezierDerivative(System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Returns the derivative at the given <paramref name="t"/> on a one dimensional Bezier curve defined by
            the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points.
            </summary>
            <param name="start">The start value for the interpolation.</param>
            <param name="control1">Control point that defines the bezier curve.</param>
            <param name="control2">Control point that defines the bezier curve.</param>
            <param name="end">The destination value for the interpolation.</param>
            <param name="t">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.BezierDerivative(System.Double,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            Returns the derivative at the given <paramref name="t"/> on a one dimensional Bezier curve defined by
            the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points.
            </summary>
            <param name="start">The start value for the interpolation.</param>
            <param name="control1">Control point that defines the bezier curve.</param>
            <param name="control2">Control point that defines the bezier curve.</param>
            <param name="end">The destination value for the interpolation.</param>
            <param name="t">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.DbToLinear(System.Single)">
            <summary>
            Converts from decibels to linear energy (audio).
            </summary>
            <seealso cref="M:Godot.Mathf.LinearToDb(System.Single)"/>
            <param name="db">Decibels to convert.</param>
            <returns>Audio volume as linear energy.</returns>
        </member>
        <member name="M:Godot.Mathf.DbToLinear(System.Double)">
            <summary>
            Converts from decibels to linear energy (audio).
            </summary>
            <seealso cref="M:Godot.Mathf.LinearToDb(System.Double)"/>
            <param name="db">Decibels to convert.</param>
            <returns>Audio volume as linear energy.</returns>
        </member>
        <member name="M:Godot.Mathf.DegToRad(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.DegToRad(System.Double)">
            <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.Ease(System.Double,System.Double)">
            <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.Exp(System.Double)">
            <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.Floor(System.Double)">
            <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.InverseLerp(System.Double,System.Double,System.Double)">
            <summary>
            Returns a normalized value considering the given range.
            This is the opposite of <see cref="M:Godot.Mathf.Lerp(System.Double,System.Double,System.Double)"/>.
            </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.IsEqualApprox(System.Double,System.Double)">
            <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.IsFinite(System.Single)">
            <summary>
            Returns whether <paramref name="s"/> is a finite value, i.e. it is not
            <see cref="F:Godot.Mathf.NaN"/>, positive infinite, or negative infinity.
            </summary>
            <param name="s">The value to check.</param>
            <returns>A <see langword="bool"/> for whether or not the value is a finite value.</returns>
        </member>
        <member name="M:Godot.Mathf.IsFinite(System.Double)">
            <summary>
            Returns whether <paramref name="s"/> is a finite value, i.e. it is not
            <see cref="F:Godot.Mathf.NaN"/>, positive infinite, or negative infinity.
            </summary>
            <param name="s">The value to check.</param>
            <returns>A <see langword="bool"/> for whether or not the value is a finite value.</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.IsInf(System.Double)">
            <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.IsNaN(System.Double)">
            <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 zero or almost 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.IsZeroApprox(System.Double)">
             <summary>
             Returns <see langword="true"/> if <paramref name="s"/> is zero or almost 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.Double,System.Double)"/> 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.Lerp(System.Double,System.Double,System.Double)">
            <summary>
            Linearly interpolates between two values by a normalized value.
            This is the opposite <see cref="M:Godot.Mathf.InverseLerp(System.Double,System.Double,System.Double)"/>.
            </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.LerpAngle(System.Double,System.Double,System.Double)">
             <summary>
             Linearly interpolates between two angles (in radians) by a normalized value.
            
             Similar to <see cref="M:Godot.Mathf.Lerp(System.Double,System.Double,System.Double)"/>,
             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.LinearToDb(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.Mathf.DbToLinear(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.LinearToDb(slider.value));
            </code>
            </example>
            <param name="linear">The linear energy to convert.</param>
            <returns>Audio as decibels.</returns>
        </member>
        <member name="M:Godot.Mathf.LinearToDb(System.Double)">
            <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.Mathf.DbToLinear(System.Double)"/>
            <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.LinearToDb(slider.value));
            </code>
            </example>
            <param name="linear">The linear energy to convert.</param>
            <returns>Audio as decibels.</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.Log(System.Double)">
             <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.Max(System.Double,System.Double)">
            <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.Min(System.Double,System.Double)">
            <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.MoveToward(System.Double,System.Double,System.Double)">
             <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.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.PosMod(System.Double,System.Double)">
            <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.Pow(System.Double,System.Double)">
            <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.RadToDeg(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.RadToDeg(System.Double)">
            <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.Remap(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.Remap(System.Double,System.Double,System.Double,System.Double,System.Double)">
            <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.Round(System.Double)">
            <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.Sign(System.Double)">
            <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.Sin(System.Double)">
            <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.Sinh(System.Double)">
            <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.SmoothStep(System.Double,System.Double,System.Double)">
            <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.Double,System.Double,System.Double)"/>,
            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.Sqrt(System.Double)">
             <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.Double)">
            <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.Snapped(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 snap.</param>
            <param name="step">The step size to snap to.</param>
            <returns>The snapped value.</returns>
        </member>
        <member name="M:Godot.Mathf.Snapped(System.Double,System.Double)">
            <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 snap.</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.Tan(System.Double)">
            <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.Tanh(System.Double)">
            <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="M:Godot.Mathf.Wrap(System.Double,System.Double,System.Double)">
            <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.Double,System.Double)"/>, 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.PingPong(System.Single,System.Single)">
            <summary>
            Returns the <paramref name="value"/> wrapped between <c>0</c> and the <paramref name="length"/>.
            If the limit is reached, the next value the function returned is decreased to the <c>0</c> side
            or increased to the <paramref name="length"/> side (like a triangle wave).
            If <paramref name="length"/> is less than zero, it becomes positive.
            </summary>
            <param name="value">The value to pingpong.</param>
            <param name="length">The maximum value of the function.</param>
            <returns>The ping-ponged value.</returns>
        </member>
        <member name="M:Godot.Mathf.PingPong(System.Double,System.Double)">
            <summary>
            Returns the <paramref name="value"/> wrapped between <c>0</c> and the <paramref name="length"/>.
            If the limit is reached, the next value the function returned is decreased to the <c>0</c> side
            or increased to the <paramref name="length"/> side (like a triangle wave).
            If <paramref name="length"/> is less than zero, it becomes positive.
            </summary>
            <param name="value">The value to pingpong.</param>
            <param name="length">The maximum value of the function.</param>
            <returns>The ping-ponged 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.Double)">
            <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.CeilToInt(System.Double)">
             <summary>
             Rounds <paramref name="s"/> upward (towards positive infinity).
            
             This is the same as <see cref="M:Godot.Mathf.Ceil(System.Double)"/>, 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.FloorToInt(System.Double)">
             <summary>
             Rounds <paramref name="s"/> downward (towards negative infinity).
            
             This is the same as <see cref="M:Godot.Mathf.Floor(System.Double)"/>, 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.RoundToInt(System.Double)">
             <summary>
             Rounds <paramref name="s"/> to the nearest whole number.
            
             This is the same as <see cref="M:Godot.Mathf.Round(System.Double)"/>, 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.SinCos(System.Single)">
            <summary>
            Returns the sine and cosine of angle <paramref name="s"/> in radians.
            </summary>
            <param name="s">The angle in radians.</param>
            <returns>The sine and cosine of that angle.</returns>
        </member>
        <member name="M:Godot.Mathf.SinCos(System.Double)">
            <summary>
            Returns the sine and cosine of angle <paramref name="s"/> in radians.
            </summary>
            <param name="s">The angle in radians.</param>
            <returns>The sine and cosine of that angle.</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="M:Godot.Mathf.IsEqualApprox(System.Double,System.Double,System.Double)">
            <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.Double,System.Double)"/>.
            </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="P:Godot.NativeInterop.NativeVariantPtrArgs.Count">
            <summary>
            Returns the number of arguments.
            </summary>
        </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="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.GetConcatenatedNames">
            <summary>
            Returns all names concatenated with a slash character (<c>/</c>).
            </summary>
            <example>
            <code>
            var nodepath = new NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path");
            GD.Print(nodepath.GetConcatenatedNames()); // Path2D/PathFollow2D/Sprite2D
            </code>
            </example>
            <returns>The names concatenated with <c>/</c>.</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="P: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 a unit vector.
            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.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.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="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.GetCenter">
            <summary>
            Returns the center of the plane, the point on the plane closest to the origin.
            The point where the normal line going through the origin 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.HasPoint(Godot.Vector3,System.Single)">
            <summary>
            Returns <see langword="true"/> if point is inside the plane.
            Comparison uses a custom minimum tolerance threshold.
            </summary>
            <param name="point">The point to check.</param>
            <param name="tolerance">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.IntersectsRay(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.IntersectsSegment(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.IsFinite">
            <summary>
            Returns <see langword="true"/> if this plane is finite, by calling
            <see cref="M:Godot.Mathf.IsFinite(System.Single)"/> on each component.
            </summary>
            <returns>Whether this vector is finite or not.</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)">
            <summary>
            Constructs a <see cref="T:Godot.Plane"/> from a <paramref name="normal"/> vector.
            The plane will intersect the origin.
            </summary>
            <param name="normal">The normal of the plane, must be a unit vector.</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 a unit 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,Godot.Vector3)">
            <summary>
            Constructs a <see cref="T:Godot.Plane"/> from a <paramref name="normal"/> vector and
            a <paramref name="point"/> on the plane.
            </summary>
            <param name="normal">The normal of the plane, must be a unit vector.</param>
            <param name="point">The point on the plane.</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.Projection">
            <summary>
            A 4x4 matrix used for 3D projective transformations. It can represent transformations such as
            translation, rotation, scaling, shearing, and perspective division. It consists of four
            <see cref="T:Godot.Vector4"/> columns.
            For purely linear transformations (translation, rotation, and scale), it is recommended to use
            <see cref="T:Godot.Transform3D"/>, as it is more performant and has a lower memory footprint.
            Used internally as <see cref="T:Godot.Camera3D"/>'s projection matrix.
            </summary>
        </member>
        <member name="T:Godot.Projection.Planes">
            <summary>
            Enumerated index values for the planes.
            </summary>
        </member>
        <member name="F:Godot.Projection.Planes.Near">
            <summary>
            The projection's near plane.
            </summary>
        </member>
        <member name="F:Godot.Projection.Planes.Far">
            <summary>
            The projection's far plane.
            </summary>
        </member>
        <member name="F:Godot.Projection.Planes.Left">
            <summary>
            The projection's left plane.
            </summary>
        </member>
        <member name="F:Godot.Projection.Planes.Top">
            <summary>
            The projection's top plane.
            </summary>
        </member>
        <member name="F:Godot.Projection.Planes.Right">
            <summary>
            The projection's right plane.
            </summary>
        </member>
        <member name="F:Godot.Projection.Planes.Bottom">
            <summary>
            The projection's bottom plane.
            </summary>
        </member>
        <member name="F:Godot.Projection.X">
            <summary>
            The projection's X column. Also accessible by using the index position <c>[0]</c>.
            </summary>
        </member>
        <member name="F:Godot.Projection.Y">
            <summary>
            The projection's Y column. Also accessible by using the index position <c>[1]</c>.
            </summary>
        </member>
        <member name="F:Godot.Projection.Z">
            <summary>
            The projection's Z column. Also accessible by using the index position <c>[2]</c>.
            </summary>
        </member>
        <member name="F:Godot.Projection.W">
            <summary>
            The projection's W column. Also accessible by using the index position <c>[3]</c>.
            </summary>
        </member>
        <member name="P:Godot.Projection.Item(System.Int32)">
            <summary>
            Access whole columns in the form of <see cref="T:Godot.Vector4"/>.
            </summary>
            <param name="column">Which column vector.</param>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="column"/> is not 0, 1, 2 or 3.
            </exception>
        </member>
        <member name="P:Godot.Projection.Item(System.Int32,System.Int32)">
            <summary>
            Access single values.
            </summary>
            <param name="column">Which column vector.</param>
            <param name="row">Which row of the column.</param>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="column"/> or <paramref name="row"/> are not 0, 1, 2 or 3.
            </exception>
        </member>
        <member name="M:Godot.Projection.CreateDepthCorrection(System.Boolean)">
            <summary>
            Creates a new <see cref="T:Godot.Projection"/> that projects positions from a depth range of
            <c>-1</c> to <c>1</c> to one that ranges from <c>0</c> to <c>1</c>, and flips the projected
            positions vertically, according to <paramref name="flipY"/>.
            </summary>
            <param name="flipY">If the projection should be flipped vertically.</param>
            <returns>The created projection.</returns>
        </member>
        <member name="M:Godot.Projection.CreateFitAabb(Godot.Aabb)">
            <summary>
            Creates a new <see cref="T:Godot.Projection"/> that scales a given projection to fit around
            a given <see cref="T:Godot.Aabb"/> in projection space.
            </summary>
            <param name="aabb">The Aabb to fit the projection around.</param>
            <returns>The created projection.</returns>
        </member>
        <member name="M:Godot.Projection.CreateForHmd(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Creates a new <see cref="T:Godot.Projection"/> for projecting positions onto a head-mounted display with
            the given X:Y aspect ratio, distance between eyes, display width, distance to lens, oversampling factor,
            and depth clipping planes.
            <paramref name="eye"/> creates the projection for the left eye when set to 1,
            or the right eye when set to 2.
            </summary>
            <param name="eye">
            The eye to create the projection for.
            The left eye when set to 1, the right eye when set to 2.
            </param>
            <param name="aspect">The aspect ratio.</param>
            <param name="intraocularDist">The distance between the eyes.</param>
            <param name="displayWidth">The display width.</param>
            <param name="displayToLens">The distance to the lens.</param>
            <param name="oversample">The oversampling factor.</param>
            <param name="zNear">The near clipping distance.</param>
            <param name="zFar">The far clipping distance.</param>
            <returns>The created projection.</returns>
        </member>
        <member name="M:Godot.Projection.CreateFrustum(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Creates a new <see cref="T:Godot.Projection"/> that projects positions in a frustum with
            the given clipping planes.
            </summary>
            <param name="left">The left clipping distance.</param>
            <param name="right">The right clipping distance.</param>
            <param name="bottom">The bottom clipping distance.</param>
            <param name="top">The top clipping distance.</param>
            <param name="near">The near clipping distance.</param>
            <param name="far">The far clipping distance.</param>
            <returns>The created projection.</returns>
        </member>
        <member name="M:Godot.Projection.CreateFrustumAspect(System.Single,System.Single,Godot.Vector2,System.Single,System.Single,System.Boolean)">
            <summary>
            Creates a new <see cref="T:Godot.Projection"/> that projects positions in a frustum with
            the given size, X:Y aspect ratio, offset, and clipping planes.
            <paramref name="flipFov"/> determines whether the projection's field of view is flipped over its diagonal.
            </summary>
            <param name="size">The frustum size.</param>
            <param name="aspect">The aspect ratio.</param>
            <param name="offset">The offset to apply.</param>
            <param name="near">The near clipping distance.</param>
            <param name="far">The far clipping distance.</param>
            <param name="flipFov">If the field of view is flipped over the projection's diagonal.</param>
            <returns>The created projection.</returns>
        </member>
        <member name="M:Godot.Projection.CreateLightAtlasRect(Godot.Rect2)">
            <summary>
            Creates a new <see cref="T:Godot.Projection"/> that projects positions into the given <see cref="T:Godot.Rect2"/>.
            </summary>
            <param name="rect">The Rect2 to project positions into.</param>
            <returns>The created projection.</returns>
        </member>
        <member name="M:Godot.Projection.CreateOrthogonal(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Creates a new <see cref="T:Godot.Projection"/> that projects positions using an orthogonal projection with
            the given clipping planes.
            </summary>
            <param name="left">The left clipping distance.</param>
            <param name="right">The right clipping distance.</param>
            <param name="bottom">The bottom clipping distance.</param>
            <param name="top">The top clipping distance.</param>
            <param name="zNear">The near clipping distance.</param>
            <param name="zFar">The far clipping distance.</param>
            <returns>The created projection.</returns>
        </member>
        <member name="M:Godot.Projection.CreateOrthogonalAspect(System.Single,System.Single,System.Single,System.Single,System.Boolean)">
            <summary>
            Creates a new <see cref="T:Godot.Projection"/> that projects positions using an orthogonal projection with
            the given size, X:Y aspect ratio, and clipping planes.
            <paramref name="flipFov"/> determines whether the projection's field of view is flipped over its diagonal.
            </summary>
            <param name="size">The frustum size.</param>
            <param name="aspect">The aspect ratio.</param>
            <param name="zNear">The near clipping distance.</param>
            <param name="zFar">The far clipping distance.</param>
            <param name="flipFov">If the field of view is flipped over the projection's diagonal.</param>
            <returns>The created projection.</returns>
        </member>
        <member name="M:Godot.Projection.CreatePerspective(System.Single,System.Single,System.Single,System.Single,System.Boolean)">
            <summary>
            Creates a new <see cref="T:Godot.Projection"/> that projects positions using a perspective projection with
            the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping planes.
            <paramref name="flipFov"/> determines whether the projection's field of view is flipped over its diagonal.
            </summary>
            <param name="fovyDegrees">The vertical field of view (in degrees).</param>
            <param name="aspect">The aspect ratio.</param>
            <param name="zNear">The near clipping distance.</param>
            <param name="zFar">The far clipping distance.</param>
            <param name="flipFov">If the field of view is flipped over the projection's diagonal.</param>
            <returns>The created projection.</returns>
        </member>
        <member name="M:Godot.Projection.CreatePerspectiveHmd(System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Int32,System.Single,System.Single)">
            <summary>
            Creates a new <see cref="T:Godot.Projection"/> that projects positions using a perspective projection with
            the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping distances.
            The projection is adjusted for a head-mounted display with the given distance between eyes and distance
            to a point that can be focused on.
            <paramref name="eye"/> creates the projection for the left eye when set to 1,
            or the right eye when set to 2.
            <paramref name="flipFov"/> determines whether the projection's field of view is flipped over its diagonal.
            </summary>
            <param name="fovyDegrees">The vertical field of view (in degrees).</param>
            <param name="aspect">The aspect ratio.</param>
            <param name="zNear">The near clipping distance.</param>
            <param name="zFar">The far clipping distance.</param>
            <param name="flipFov">If the field of view is flipped over the projection's diagonal.</param>
            <param name="eye">
            The eye to create the projection for.
            The left eye when set to 1, the right eye when set to 2.
            </param>
            <param name="intraocularDist">The distance between the eyes.</param>
            <param name="convergenceDist">The distance to a point of convergence that can be focused on.</param>
            <returns>The created projection.</returns>
        </member>
        <member name="M:Godot.Projection.Determinant">
            <summary>
            Returns a scalar value that is the signed factor by which areas are scaled by this matrix.
            If the sign is negative, the matrix flips the orientation of the area.
            The determinant can be used to calculate the invertibility of a matrix or solve linear systems
            of equations involving the matrix, among other applications.
            </summary>
            <returns>The determinant calculated from this projection.</returns>
        </member>
        <member name="M:Godot.Projection.GetAspect">
            <summary>
            Returns the X:Y aspect ratio of this <see cref="T:Godot.Projection"/>'s viewport.
            </summary>
            <returns>The aspect ratio from this projection's viewport.</returns>
        </member>
        <member name="M:Godot.Projection.GetFov">
            <summary>
            Returns the horizontal field of view of the projection (in degrees).
            </summary>
            <returns>The horizontal field of view of this projection.</returns>
        </member>
        <member name="M:Godot.Projection.GetFovy(System.Single,System.Single)">
            <summary>
            Returns the vertical field of view of the projection (in degrees) associated with
            the given horizontal field of view (in degrees) and aspect ratio.
            </summary>
            <param name="fovx">The horizontal field of view (in degrees).</param>
            <param name="aspect">The aspect ratio.</param>
            <returns>The vertical field of view of this projection.</returns>
        </member>
        <member name="M:Godot.Projection.GetLodMultiplier">
            <summary>
            Returns the factor by which the visible level of detail is scaled by this <see cref="T:Godot.Projection"/>.
            </summary>
            <returns>The level of detail factor for this projection.</returns>
        </member>
        <member name="M:Godot.Projection.GetPixelsPerMeter(System.Int32)">
            <summary>
            Returns the number of pixels with the given pixel width displayed per meter, after
            this <see cref="T:Godot.Projection"/> is applied.
            </summary>
            <param name="forPixelWidth">The width for each pixel (in meters).</param>
            <returns>The number of pixels per meter.</returns>
        </member>
        <member name="M:Godot.Projection.GetProjectionPlane(Godot.Projection.Planes)">
            <summary>
            Returns the clipping plane of this <see cref="T:Godot.Projection"/> whose index is given
            by <paramref name="plane"/>.
            <paramref name="plane"/> should be equal to one of <see cref="F:Godot.Projection.Planes.Near"/>,
            <see cref="F:Godot.Projection.Planes.Far"/>, <see cref="F:Godot.Projection.Planes.Left"/>, <see cref="F:Godot.Projection.Planes.Top"/>,
            <see cref="F:Godot.Projection.Planes.Right"/>, or <see cref="F:Godot.Projection.Planes.Bottom"/>.
            </summary>
            <param name="plane">The kind of clipping plane to get from the projection.</param>
            <returns>The clipping plane of this projection.</returns>
        </member>
        <member name="M:Godot.Projection.GetFarPlaneHalfExtents">
            <summary>
            Returns the dimensions of the far clipping plane of the projection, divided by two.
            </summary>
            <returns>The half extents for this projection's far plane.</returns>
        </member>
        <member name="M:Godot.Projection.GetViewportHalfExtents">
            <summary>
            Returns the dimensions of the viewport plane that this <see cref="T:Godot.Projection"/>
            projects positions onto, divided by two.
            </summary>
            <returns>The half extents for this projection's viewport plane.</returns>
        </member>
        <member name="M:Godot.Projection.GetZFar">
            <summary>
            Returns the distance for this <see cref="T:Godot.Projection"/> beyond which positions are clipped.
            </summary>
            <returns>The distance beyond which positions are clipped.</returns>
        </member>
        <member name="M:Godot.Projection.GetZNear">
            <summary>
            Returns the distance for this <see cref="T:Godot.Projection"/> before which positions are clipped.
            </summary>
            <returns>The distance before which positions are clipped.</returns>
        </member>
        <member name="M:Godot.Projection.FlippedY">
            <summary>
            Returns a copy of this <see cref="T:Godot.Projection"/> with the signs of the values of the Y column flipped.
            </summary>
            <returns>The flipped projection.</returns>
        </member>
        <member name="M:Godot.Projection.PerspectiveZNearAdjusted(System.Single)">
            <summary>
            Returns a <see cref="T:Godot.Projection"/> with the near clipping distance adjusted to be
            <paramref name="newZNear"/>.
            Note: The original <see cref="T:Godot.Projection"/> must be a perspective projection.
            </summary>
            <param name="newZNear">The near clipping distance to adjust the projection to.</param>
            <returns>The adjusted projection.</returns>
        </member>
        <member name="M:Godot.Projection.JitterOffseted(Godot.Vector2)">
            <summary>
            Returns a <see cref="T:Godot.Projection"/> with the X and Y values from the given <see cref="T:Godot.Vector2"/>
            added to the first and second values of the final column respectively.
            </summary>
            <param name="offset">The offset to apply to the projection.</param>
            <returns>The offsetted projection.</returns>
        </member>
        <member name="M:Godot.Projection.Inverse">
            <summary>
            Returns a <see cref="T:Godot.Projection"/> that performs the inverse of this <see cref="T:Godot.Projection"/>'s
            projective transformation.
            </summary>
            <returns>The inverted projection.</returns>
        </member>
        <member name="M:Godot.Projection.IsOrthogonal">
            <summary>
            Returns <see langword="true"/> if this <see cref="T:Godot.Projection"/> performs an orthogonal projection.
            </summary>
            <returns>If the projection performs an orthogonal projection.</returns>
        </member>
        <member name="P:Godot.Projection.Zero">
            <summary>
            Zero projection, a projection with all components set to <c>0</c>.
            </summary>
            <value>Equivalent to <c>new Projection(Vector4.Zero, Vector4.Zero, Vector4.Zero, Vector4.Zero)</c>.</value>
        </member>
        <member name="P:Godot.Projection.Identity">
            <summary>
            The identity projection, with no distortion applied.
            This is used as a replacement for <c>Projection()</c> in GDScript.
            Do not use <c>new Projection()</c> with no arguments in C#, because it sets all values to zero.
            </summary>
            <value>Equivalent to <c>new Projection(new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 1, 0), new Vector4(0, 0, 0, 1))</c>.</value>
        </member>
        <member name="M:Godot.Projection.#ctor(Godot.Vector4,Godot.Vector4,Godot.Vector4,Godot.Vector4)">
            <summary>
            Constructs a projection from 4 vectors (matrix columns).
            </summary>
            <param name="x">The X column, or column index 0.</param>
            <param name="y">The Y column, or column index 1.</param>
            <param name="z">The Z column, or column index 2.</param>
            <param name="w">The W column, or column index 3.</param>
        </member>
        <member name="M:Godot.Projection.#ctor(Godot.Transform3D)">
            <summary>
            Constructs a new <see cref="T:Godot.Projection"/> from a <see cref="T:Godot.Transform3D"/>.
            </summary>
            <param name="transform">The <see cref="T:Godot.Transform3D"/>.</param>
        </member>
        <member name="M:Godot.Projection.op_Multiply(Godot.Projection,Godot.Projection)">
            <summary>
            Composes these two projections by multiplying them
            together. This has the effect of applying the right
            and then the left projection.
            </summary>
            <param name="left">The parent transform.</param>
            <param name="right">The child transform.</param>
            <returns>The composed projection.</returns>
        </member>
        <member name="M:Godot.Projection.op_Multiply(Godot.Projection,Godot.Vector4)">
            <summary>
            Returns a Vector4 transformed (multiplied) by the projection.
            </summary>
            <param name="proj">The projection to apply.</param>
            <param name="vector">A Vector4 to transform.</param>
            <returns>The transformed Vector4.</returns>
        </member>
        <member name="M:Godot.Projection.op_Multiply(Godot.Vector4,Godot.Projection)">
            <summary>
            Returns a Vector4 transformed (multiplied) by the inverse projection.
            </summary>
            <param name="proj">The projection to apply.</param>
            <param name="vector">A Vector4 to transform.</param>
            <returns>The inversely transformed Vector4.</returns>
        </member>
        <member name="M:Godot.Projection.op_Multiply(Godot.Projection,Godot.Vector3)">
            <summary>
            Returns a Vector3 transformed (multiplied) by the projection.
            </summary>
            <param name="proj">The projection to apply.</param>
            <param name="vector">A Vector3 to transform.</param>
            <returns>The transformed Vector3.</returns>
        </member>
        <member name="M:Godot.Projection.op_Equality(Godot.Projection,Godot.Projection)">
            <summary>
            Returns <see langword="true"/> if the projections are exactly equal.
            </summary>
            <param name="left">The left projection.</param>
            <param name="right">The right projection.</param>
            <returns>Whether or not the projections are exactly equal.</returns>
        </member>
        <member name="M:Godot.Projection.op_Inequality(Godot.Projection,Godot.Projection)">
            <summary>
            Returns <see langword="true"/> if the projections are not exactly equal.
            </summary>
            <param name="left">The left projection.</param>
            <param name="right">The right projection.</param>
            <returns>Whether or not the projections are not exactly equal.</returns>
        </member>
        <member name="M:Godot.Projection.op_Explicit(Godot.Projection)~Godot.Transform3D">
            <summary>
            Constructs a new <see cref="T:Godot.Transform3D"/> from the <see cref="T:Godot.Projection"/>.
            </summary>
            <param name="proj">The <see cref="T:Godot.Projection"/>.</param>
        </member>
        <member name="M:Godot.Projection.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if the projection is exactly equal
            to the given object (<see paramref="obj"/>).
            </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.Projection.Equals(Godot.Projection)">
            <summary>
            Returns <see langword="true"/> if the projections are exactly equal.
            </summary>
            <param name="other">The other projection.</param>
            <returns>Whether or not the projections are exactly equal.</returns>
        </member>
        <member name="M:Godot.Projection.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Projection"/>.
            </summary>
            <returns>A hash code for this projection.</returns>
        </member>
        <member name="M:Godot.Projection.ToString">
            <summary>
            Converts this <see cref="T:Godot.Projection"/> to a string.
            </summary>
            <returns>A string representation of this projection.</returns>
        </member>
        <member name="M:Godot.Projection.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Projection"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this projection.</returns>
        </member>
        <member name="T:Godot.Quaternion">
             <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 Quaternion 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.Quaternion.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.Quaternion.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.Quaternion.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.Quaternion.W">
            <summary>
            W component of the quaternion (real part).
            Quaternion components should usually not be manipulated directly.
            </summary>
        </member>
        <member name="P:Godot.Quaternion.Item(System.Int32)">
            <summary>
            Access quaternion components using their index.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is not 0, 1, 2 or 3.
            </exception>
            <value>
            <c>[0]</c> is equivalent to <see cref="F:Godot.Quaternion.X"/>,
            <c>[1]</c> is equivalent to <see cref="F:Godot.Quaternion.Y"/>,
            <c>[2]</c> is equivalent to <see cref="F:Godot.Quaternion.Z"/>,
            <c>[3]</c> is equivalent to <see cref="F:Godot.Quaternion.W"/>.
            </value>
        </member>
        <member name="M:Godot.Quaternion.AngleTo(Godot.Quaternion)">
             <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.Quaternion.SphericalCubicInterpolate(Godot.Quaternion,Godot.Quaternion,Godot.Quaternion,System.Single)">
            <summary>
            Performs a spherical cubic 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.Quaternion.SphericalCubicInterpolateInTime(Godot.Quaternion,Godot.Quaternion,Godot.Quaternion,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Performs a spherical cubic interpolation between quaternions <paramref name="preA"/>, this quaternion,
            <paramref name="b"/>, and <paramref name="postB"/>, by the given amount <paramref name="weight"/>.
            It can perform smoother interpolation than <see cref="M:Godot.Quaternion.SphericalCubicInterpolate(Godot.Quaternion,Godot.Quaternion,Godot.Quaternion,System.Single)"/>
            by the time values.
            </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>
            <param name="bT"></param>
            <param name="preAT"></param>
            <param name="postBT"></param>
            <returns>The interpolated quaternion.</returns>
        </member>
        <member name="M:Godot.Quaternion.Dot(Godot.Quaternion)">
            <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.Quaternion.GetEuler(Godot.EulerOrder)">
            <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.Quaternion.Inverse">
            <summary>
            Returns the inverse of the quaternion.
            </summary>
            <returns>The inverse quaternion.</returns>
        </member>
        <member name="M:Godot.Quaternion.IsFinite">
            <summary>
            Returns <see langword="true"/> if this quaternion is finite, by calling
            <see cref="M:Godot.Mathf.IsFinite(System.Single)"/> on each component.
            </summary>
            <returns>Whether this vector is finite or not.</returns>
        </member>
        <member name="M:Godot.Quaternion.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.Quaternion.Length">
            <summary>
            Returns the length (magnitude) of the quaternion.
            </summary>
            <seealso cref="M:Godot.Quaternion.LengthSquared"/>
            <value>Equivalent to <c>Mathf.Sqrt(LengthSquared)</c>.</value>
        </member>
        <member name="M:Godot.Quaternion.LengthSquared">
            <summary>
            Returns the squared length (squared magnitude) of the quaternion.
            This method runs faster than <see cref="M:Godot.Quaternion.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.Quaternion.Normalized">
            <summary>
            Returns a copy of the quaternion, normalized to unit length.
            </summary>
            <returns>The normalized quaternion.</returns>
        </member>
        <member name="M:Godot.Quaternion.Slerp(Godot.Quaternion,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.Quaternion.Slerpni(Godot.Quaternion,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="P:Godot.Quaternion.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 Quaternion(0, 0, 0, 1)</c>.</value>
        </member>
        <member name="M:Godot.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a <see cref="T:Godot.Quaternion"/> 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.Quaternion.#ctor(Godot.Basis)">
            <summary>
            Constructs a <see cref="T:Godot.Quaternion"/> 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.Quaternion.#ctor(Godot.Vector3,System.Single)">
            <summary>
            Constructs a <see cref="T:Godot.Quaternion"/> 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.Quaternion.FromEuler(Godot.Vector3)">
            <summary>
            Constructs a <see cref="T:Godot.Quaternion"/> 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.Quaternion.op_Multiply(Godot.Quaternion,Godot.Quaternion)">
            <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.Quaternion.op_Multiply(Godot.Quaternion,Godot.Vector3)">
            <summary>
            Returns a Vector3 rotated (multiplied) by the quaternion.
            </summary>
            <param name="quaternion">The quaternion to rotate by.</param>
            <param name="vector">A Vector3 to transform.</param>
            <returns>The rotated Vector3.</returns>
        </member>
        <member name="M:Godot.Quaternion.op_Multiply(Godot.Vector3,Godot.Quaternion)">
            <summary>
            Returns a Vector3 rotated (multiplied) by the inverse quaternion.
            </summary>
            <param name="vector">A Vector3 to inversely rotate.</param>
            <param name="quaternion">The quaternion to rotate by.</param>
            <returns>The inversely rotated Vector3.</returns>
        </member>
        <member name="M:Godot.Quaternion.op_Addition(Godot.Quaternion,Godot.Quaternion)">
            <summary>
            Adds each component of the left <see cref="T:Godot.Quaternion"/>
            to the right <see cref="T:Godot.Quaternion"/>. 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.Quaternion.op_Subtraction(Godot.Quaternion,Godot.Quaternion)">
            <summary>
            Subtracts each component of the left <see cref="T:Godot.Quaternion"/>
            by the right <see cref="T:Godot.Quaternion"/>. 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.Quaternion.op_UnaryNegation(Godot.Quaternion)">
            <summary>
            Returns the negative value of the <see cref="T:Godot.Quaternion"/>.
            This is the same as writing
            <c>new Quaternion(-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.Quaternion.op_Multiply(Godot.Quaternion,System.Single)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Quaternion"/>
            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.Quaternion.op_Multiply(System.Single,Godot.Quaternion)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Quaternion"/>
            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.Quaternion.op_Division(Godot.Quaternion,System.Single)">
            <summary>
            Divides each component of the <see cref="T:Godot.Quaternion"/>
            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.Quaternion.op_Equality(Godot.Quaternion,Godot.Quaternion)">
            <summary>
            Returns <see langword="true"/> if the quaternions are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Quaternion.IsEqualApprox(Godot.Quaternion)"/> 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.Quaternion.op_Inequality(Godot.Quaternion,Godot.Quaternion)">
            <summary>
            Returns <see langword="true"/> if the quaternions are not equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Quaternion.IsEqualApprox(Godot.Quaternion)"/> 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.Quaternion.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.Quaternion.Equals(Godot.Quaternion)">
            <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.Quaternion.IsEqualApprox(Godot.Quaternion)">
            <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.Quaternion.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Quaternion"/>.
            </summary>
            <returns>A hash code for this quaternion.</returns>
        </member>
        <member name="M:Godot.Quaternion.ToString">
            <summary>
            Converts this <see cref="T:Godot.Quaternion"/> to a string.
            </summary>
            <returns>A string representation of this quaternion.</returns>
        </member>
        <member name="M:Godot.Quaternion.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Quaternion"/> 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"/>.
            See also <see cref="M:Godot.Rect2.HasArea"/>.
            </summary>
        </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.Intersection(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 intersection of this <see cref="T:Godot.Rect2"/> and <paramref name="b"/>,
            or an empty <see cref="T:Godot.Rect2"/> if they do not intersect.
            </returns>
        </member>
        <member name="M:Godot.Rect2.IsFinite">
            <summary>
            Returns <see langword="true"/> if this <see cref="T:Godot.Rect2"/> is finite, by calling
            <see cref="M:Godot.Mathf.IsFinite(System.Single)"/> on each component.
            </summary>
            <returns>Whether this vector is finite or not.</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.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 by the specified amount
            on all sides.
            </summary>
            <seealso cref="M:Godot.Rect2.GrowIndividual(System.Single,System.Single,System.Single,System.Single)"/>
            <seealso cref="M:Godot.Rect2.GrowSide(Godot.Side,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 by the specified amount
            on each side individually.
            </summary>
            <seealso cref="M:Godot.Rect2.Grow(System.Single)"/>
            <seealso cref="M:Godot.Rect2.GrowSide(Godot.Side,System.Single)"/>
            <param name="left">The amount to grow by on the left side.</param>
            <param name="top">The amount to grow by on the top side.</param>
            <param name="right">The amount to grow by on the right side.</param>
            <param name="bottom">The amount to grow by on the bottom side.</param>
            <returns>The grown <see cref="T:Godot.Rect2"/>.</returns>
        </member>
        <member name="M:Godot.Rect2.GrowSide(Godot.Side,System.Single)">
            <summary>
            Returns a copy of the <see cref="T:Godot.Rect2"/> grown by the specified amount
            on the specified <see cref="T:Godot.Side"/>.
            </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="side">The side to grow.</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.HasArea">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.Rect2"/> has
            area, and <see langword="false"/> if the <see cref="T:Godot.Rect2"/>
            is linear, empty, or has a negative <see cref="P:Godot.Rect2.Size"/>.
            See also <see cref="P:Godot.Rect2.Area"/>.
            </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.Rect2I">
            <summary>
            2D axis-aligned bounding box using integers. Rect2I consists of a position, a size, and
            several utility functions. It is typically used for fast overlap tests.
            </summary>
        </member>
        <member name="P:Godot.Rect2I.Position">
            <summary>
            Beginning corner. Typically has values lower than <see cref="P:Godot.Rect2I.End"/>.
            </summary>
            <value>Directly uses a private field.</value>
        </member>
        <member name="P:Godot.Rect2I.Size">
            <summary>
            Size from <see cref="P:Godot.Rect2I.Position"/> to <see cref="P:Godot.Rect2I.End"/>. Typically all components are positive.
            If the size is negative, you can use <see cref="M:Godot.Rect2I.Abs"/> to fix it.
            </summary>
            <value>Directly uses a private field.</value>
        </member>
        <member name="P:Godot.Rect2I.End">
            <summary>
            Ending corner. This is calculated as <see cref="P:Godot.Rect2I.Position"/> plus <see cref="P:Godot.Rect2I.Size"/>.
            Setting this value will change the size.
            </summary>
            <value>
            Getting is equivalent to <paramref name="value"/> = <see cref="P:Godot.Rect2I.Position"/> + <see cref="P:Godot.Rect2I.Size"/>,
            setting is equivalent to <see cref="P:Godot.Rect2I.Size"/> = <paramref name="value"/> - <see cref="P:Godot.Rect2I.Position"/>
            </value>
        </member>
        <member name="P:Godot.Rect2I.Area">
            <summary>
            The area of this <see cref="T:Godot.Rect2I"/>.
            See also <see cref="M:Godot.Rect2I.HasArea"/>.
            </summary>
        </member>
        <member name="M:Godot.Rect2I.Abs">
            <summary>
            Returns a <see cref="T:Godot.Rect2I"/> 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.Rect2I"/>.</returns>
        </member>
        <member name="M:Godot.Rect2I.Intersection(Godot.Rect2I)">
            <summary>
            Returns the intersection of this <see cref="T:Godot.Rect2I"/> and <paramref name="b"/>.
            If the rectangles do not intersect, an empty <see cref="T:Godot.Rect2I"/> is returned.
            </summary>
            <param name="b">The other <see cref="T:Godot.Rect2I"/>.</param>
            <returns>
            The intersection of this <see cref="T:Godot.Rect2I"/> and <paramref name="b"/>,
            or an empty <see cref="T:Godot.Rect2I"/> if they do not intersect.
            </returns>
        </member>
        <member name="M:Godot.Rect2I.Encloses(Godot.Rect2I)">
            <summary>
            Returns <see langword="true"/> if this <see cref="T:Godot.Rect2I"/> completely encloses another one.
            </summary>
            <param name="b">The other <see cref="T:Godot.Rect2I"/> that may be enclosed.</param>
            <returns>
            A <see langword="bool"/> for whether or not this <see cref="T:Godot.Rect2I"/> encloses <paramref name="b"/>.
            </returns>
        </member>
        <member name="M:Godot.Rect2I.Expand(Godot.Vector2I)">
            <summary>
            Returns this <see cref="T:Godot.Rect2I"/> expanded to include a given point.
            </summary>
            <param name="to">The point to include.</param>
            <returns>The expanded <see cref="T:Godot.Rect2I"/>.</returns>
        </member>
        <member name="M:Godot.Rect2I.GetCenter">
            <summary>
            Returns the center of the <see cref="T:Godot.Rect2I"/>, which is equal
            to <see cref="P:Godot.Rect2I.Position"/> + (<see cref="P:Godot.Rect2I.Size"/> / 2).
            If <see cref="P:Godot.Rect2I.Size"/> is an odd number, the returned center
            value will be rounded towards <see cref="P:Godot.Rect2I.Position"/>.
            </summary>
            <returns>The center.</returns>
        </member>
        <member name="M:Godot.Rect2I.Grow(System.Int32)">
            <summary>
            Returns a copy of the <see cref="T:Godot.Rect2I"/> grown by the specified amount
            on all sides.
            </summary>
            <seealso cref="M:Godot.Rect2I.GrowIndividual(System.Int32,System.Int32,System.Int32,System.Int32)"/>
            <seealso cref="M:Godot.Rect2I.GrowSide(Godot.Side,System.Int32)"/>
            <param name="by">The amount to grow by.</param>
            <returns>The grown <see cref="T:Godot.Rect2I"/>.</returns>
        </member>
        <member name="M:Godot.Rect2I.GrowIndividual(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Returns a copy of the <see cref="T:Godot.Rect2I"/> grown by the specified amount
            on each side individually.
            </summary>
            <seealso cref="M:Godot.Rect2I.Grow(System.Int32)"/>
            <seealso cref="M:Godot.Rect2I.GrowSide(Godot.Side,System.Int32)"/>
            <param name="left">The amount to grow by on the left side.</param>
            <param name="top">The amount to grow by on the top side.</param>
            <param name="right">The amount to grow by on the right side.</param>
            <param name="bottom">The amount to grow by on the bottom side.</param>
            <returns>The grown <see cref="T:Godot.Rect2I"/>.</returns>
        </member>
        <member name="M:Godot.Rect2I.GrowSide(Godot.Side,System.Int32)">
            <summary>
            Returns a copy of the <see cref="T:Godot.Rect2I"/> grown by the specified amount
            on the specified <see cref="T:Godot.Side"/>.
            </summary>
            <seealso cref="M:Godot.Rect2I.Grow(System.Int32)"/>
            <seealso cref="M:Godot.Rect2I.GrowIndividual(System.Int32,System.Int32,System.Int32,System.Int32)"/>
            <param name="side">The side to grow.</param>
            <param name="by">The amount to grow by.</param>
            <returns>The grown <see cref="T:Godot.Rect2I"/>.</returns>
        </member>
        <member name="M:Godot.Rect2I.HasArea">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.Rect2I"/> has
            area, and <see langword="false"/> if the <see cref="T:Godot.Rect2I"/>
            is linear, empty, or has a negative <see cref="P:Godot.Rect2I.Size"/>.
            See also <see cref="P:Godot.Rect2I.Area"/>.
            </summary>
            <returns>
            A <see langword="bool"/> for whether or not the <see cref="T:Godot.Rect2I"/> has area.
            </returns>
        </member>
        <member name="M:Godot.Rect2I.HasPoint(Godot.Vector2I)">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.Rect2I"/> 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.Rect2I"/> contains <paramref name="point"/>.
            </returns>
        </member>
        <member name="M:Godot.Rect2I.Intersects(Godot.Rect2I)">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.Rect2I"/> overlaps with <paramref name="b"/>
            (i.e. they have at least one point in common).
            </summary>
            <param name="b">The other <see cref="T:Godot.Rect2I"/> to check for intersections with.</param>
            <returns>A <see langword="bool"/> for whether or not they are intersecting.</returns>
        </member>
        <member name="M:Godot.Rect2I.Merge(Godot.Rect2I)">
            <summary>
            Returns a larger <see cref="T:Godot.Rect2I"/> that contains this <see cref="T:Godot.Rect2I"/> and <paramref name="b"/>.
            </summary>
            <param name="b">The other <see cref="T:Godot.Rect2I"/>.</param>
            <returns>The merged <see cref="T:Godot.Rect2I"/>.</returns>
        </member>
        <member name="M:Godot.Rect2I.#ctor(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            Constructs a <see cref="T:Godot.Rect2I"/> from a position and size.
            </summary>
            <param name="position">The position.</param>
            <param name="size">The size.</param>
        </member>
        <member name="M:Godot.Rect2I.#ctor(Godot.Vector2I,System.Int32,System.Int32)">
            <summary>
            Constructs a <see cref="T:Godot.Rect2I"/> 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.Rect2I.#ctor(System.Int32,System.Int32,Godot.Vector2I)">
            <summary>
            Constructs a <see cref="T:Godot.Rect2I"/> 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.Rect2I.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Constructs a <see cref="T:Godot.Rect2I"/> 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.Rect2I.op_Equality(Godot.Rect2I,Godot.Rect2I)">
            <summary>
            Returns <see langword="true"/> if the
            <see cref="T:Godot.Rect2I"/>s are exactly equal.
            </summary>
            <param name="left">The left rect.</param>
            <param name="right">The right rect.</param>
            <returns>Whether or not the rects are equal.</returns>
        </member>
        <member name="M:Godot.Rect2I.op_Inequality(Godot.Rect2I,Godot.Rect2I)">
            <summary>
            Returns <see langword="true"/> if the
            <see cref="T:Godot.Rect2I"/>s are not equal.
            </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.Rect2I.op_Implicit(Godot.Rect2I)~Godot.Rect2">
            <summary>
            Converts this <see cref="T:Godot.Rect2I"/> to a <see cref="T:Godot.Rect2"/>.
            </summary>
            <param name="value">The rect to convert.</param>
        </member>
        <member name="M:Godot.Rect2I.op_Explicit(Godot.Rect2)~Godot.Rect2I">
            <summary>
            Converts a <see cref="T:Godot.Rect2"/> to a <see cref="T:Godot.Rect2I"/>.
            </summary>
            <param name="value">The rect to convert.</param>
        </member>
        <member name="M:Godot.Rect2I.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 equal.</returns>
        </member>
        <member name="M:Godot.Rect2I.Equals(Godot.Rect2I)">
            <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 equal.</returns>
        </member>
        <member name="M:Godot.Rect2I.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Rect2I"/>.
            </summary>
            <returns>A hash code for this rect.</returns>
        </member>
        <member name="M:Godot.Rect2I.ToString">
            <summary>
            Converts this <see cref="T:Godot.Rect2I"/> to a string.
            </summary>
            <returns>A string representation of this rect.</returns>
        </member>
        <member name="M:Godot.Rect2I.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Rect2I"/> 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 a low-level resource by its unique ID.
             RIDs are opaque, which means they do not grant access to the resource
             by themselves. They are used by the low-level server classes, such as
             <see cref="T:Godot.DisplayServer"/>, <see cref="T:Godot.RenderingServer"/>,
             <see cref="T:Godot.TextServer"/>, etc.
            
             A low-level resource may correspond to a high-level <see cref="T:Godot.Resource"/>,
             such as <see cref="T:Godot.Texture"/> or <see cref="T:Godot.Mesh"/>
             </summary>
        </member>
        <member name="M:Godot.Rid.#ctor(Godot.GodotObject)">
            <summary>
            Constructs a new <see cref="T:Godot.Rid"/> for the given <see cref="T:Godot.GodotObject"/> <paramref name="from"/>.
            </summary>
        </member>
        <member name="P:Godot.Rid.Id">
            <summary>
            Returns the ID of the referenced low-level resource.
            </summary>
            <returns>The ID of the referenced resource.</returns>
        </member>
        <member name="P:Godot.Rid.IsValid">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.Rid"/> is not <c>0</c>.
            </summary>
            <returns>Whether or not the ID is valid.</returns>
        </member>
        <member name="M:Godot.Rid.op_Equality(Godot.Rid,Godot.Rid)">
            <summary>
            Returns <see langword="true"/> if both <see cref="T:Godot.Rid"/>s are equal,
            which means they both refer to the same low-level resource.
            </summary>
            <param name="left">The left RID.</param>
            <param name="right">The right RID.</param>
            <returns>Whether or not the RIDs are equal.</returns>
        </member>
        <member name="M:Godot.Rid.op_Inequality(Godot.Rid,Godot.Rid)">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.Rid"/>s are not equal.
            </summary>
            <param name="left">The left RID.</param>
            <param name="right">The right RID.</param>
            <returns>Whether or not the RIDs are equal.</returns>
        </member>
        <member name="M:Godot.Rid.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if this RID 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.Rid.Equals(Godot.Rid)">
            <summary>
            Returns <see langword="true"/> if the RIDs are equal.
            </summary>
            <param name="other">The other RID.</param>
            <returns>Whether or not the RIDs are equal.</returns>
        </member>
        <member name="M:Godot.Rid.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Rid"/>.
            </summary>
            <returns>A hash code for this RID.</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.Signal">
            <summary>
            Represents a signal defined in an object.
            </summary>
        </member>
        <member name="P:Godot.Signal.Owner">
            <summary>
            Object that contains the signal.
            </summary>
        </member>
        <member name="P:Godot.Signal.Name">
            <summary>
            Name of the signal.
            </summary>
        </member>
        <member name="M:Godot.Signal.#ctor(Godot.GodotObject,Godot.StringName)">
            <summary>
            Creates a new <see cref="T:Godot.Signal"/> with the name <paramref name="name"/>
            in the specified <paramref name="owner"/>.
            </summary>
            <param name="owner">Object that contains the signal.</param>
            <param name="name">Name of the signal.</param>
        </member>
        <member name="T:Godot.StringExtensions">
            <summary>
            Extension methods to manipulate strings.
            </summary>
        </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.Int32,System.Int32,System.Boolean)">
            <summary>
            Returns the number of occurrences of substring <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="from">Index to start searching from.</param>
            <param name="to">Index to stop searching at.</param>
            <param name="caseSensitive">If the search is case sensitive.</param>
            <returns>Number of occurrences of the substring in the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.CountN(System.String,System.String,System.Int32,System.Int32)">
            <summary>
            Returns the number of occurrences of substring <paramref name="what"/> (ignoring case)
            between <paramref name="from"/> and <paramref name="to"/> positions. If <paramref name="from"/>
            and <paramref name="to"/> equals 0 the whole string will be used. If only <paramref name="to"/>
            equals 0 the remained substring will be used.
            </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="from">Index to start searching from.</param>
            <param name="to">Index to stop searching at.</param>
            <returns>Number of occurrences of the substring in the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Dedent(System.String)">
            <summary>
            Returns a copy of the string with indentation (leading tabs and spaces) removed.
            See also <see cref="M:Godot.StringExtensions.Indent(System.String,System.String)"/> to add indentation.
            </summary>
            <param name="instance">The string to remove the indentation from.</param>
            <returns>The string with the indentation removed.</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.ToCamelCase(System.String)">
            <summary>
            Returns the string converted to <c>camelCase</c>.
            </summary>
            <param name="instance">The string to convert.</param>
            <returns>The converted string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.ToPascalCase(System.String)">
            <summary>
            Returns the string converted to <c>PascalCase</c>.
            </summary>
            <param name="instance">The string to convert.</param>
            <returns>The converted string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.ToSnakeCase(System.String)">
            <summary>
            Returns the string converted to <c>snake_case</c>.
            </summary>
            <param name="instance">The string to convert.</param>
            <returns>The converted 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.GetExtension(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.GetBaseName(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>
            Returns the index of the first occurrence of the specified string in this instance,
            or <c>-1</c>. Optionally, the starting search index can be specified, continuing
            to the end of the string.
            Note: If you just want to know whether a string contains a substring, use the
            <see cref="M:System.String.Contains(System.String)"/> method.
            </summary>
            <seealso cref="M:Godot.StringExtensions.Find(System.String,System.Char,System.Int32,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.FindN(System.String,System.String,System.Int32)"/>
            <seealso cref="M:Godot.StringExtensions.RFind(System.String,System.String,System.Int32,System.Boolean)"/>
            <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 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.FindN(System.String,System.String,System.Int32)"/>
            <seealso cref="M:Godot.StringExtensions.RFind(System.String,System.String,System.Int32,System.Boolean)"/>
            <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 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.FindN(System.String,System.String,System.Int32)">
            <summary>
            Returns the index of the first case-insensitive occurrence of the specified string in this instance,
            or <c>-1</c>. Optionally, the starting search index can be specified, continuing
            to the end of the string.
            </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.RFind(System.String,System.String,System.Int32,System.Boolean)"/>
            <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 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.GetBaseName(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.GetExtension(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.GetBaseName(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.GetExtension(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.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.GetBaseName(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.GetExtension(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 ASCII encoded array to string.
            Fast 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.GetStringFromUtf16(System.Byte[])">
            <summary>
            Converts UTF-16 encoded array to string using the little endian byte order.
            </summary>
            <param name="bytes">A byte array of UTF-16 characters.</param>
            <returns>A string created from the bytes.</returns>
        </member>
        <member name="M:Godot.StringExtensions.GetStringFromUtf32(System.Byte[])">
            <summary>
            Converts UTF-32 encoded array to string using the little endian byte order.
            </summary>
            <param name="bytes">A byte array of UTF-32 characters.</param>
            <returns>A string created from the bytes.</returns>
        </member>
        <member name="M:Godot.StringExtensions.GetStringFromUtf8(System.Byte[])">
            <summary>
            Converts UTF-8 encoded array to 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.HexDecode(System.String)">
            <summary>
            Decodes a hexadecimal string.
            </summary>
            <param name="instance">The hexadecimal string.</param>
            <returns>The byte array representation of this 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.Indent(System.String,System.String)">
            <summary>
            Returns a copy of the string with lines indented with <paramref name="prefix"/>.
            For example, the string can be indented with two tabs using <c>"\t\t"</c>,
            or four spaces using <c>"    "</c>. The prefix can be any string so it can
            also be used to comment out strings with e.g. <c>"// </c>.
            See also <see cref="M:Godot.StringExtensions.Dedent(System.String)"/> to remove indentation.
            Note: Empty lines are kept empty.
            </summary>
            <param name="instance">The string to add indentation to.</param>
            <param name="prefix">The string to use as indentation.</param>
            <returns>The string with indentation added.</returns>
        </member>
        <member name="M:Godot.StringExtensions.IsAbsolutePath(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.IsRelativePath(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.IsRelativePath(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.IsAbsolutePath(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.IsSubsequenceOfN(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.IsSubsequenceOfN(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.IsValidFileName(System.String)">
            <summary>
            Returns <see langword="true"/> if this string is free from characters that
            aren't allowed in file names.
            </summary>
            <param name="instance">The string to check.</param>
            <returns>If the string contains a valid file name.</returns>
        </member>
        <member name="M:Godot.StringExtensions.IsValidFloat(System.String)">
            <summary>
            Returns <see langword="true"/> if this string contains a valid <see langword="float"/>.
            This is inclusive of integers, and also supports exponents.
            </summary>
            <example>
            <code>
            GD.Print("1.7".IsValidFloat())  // Prints "True"
            GD.Print("24".IsValidFloat())  // Prints "True"
            GD.Print("7e3".IsValidFloat())  // Prints "True"
            GD.Print("Hello".IsValidFloat())  // Prints "False"
            </code>
            </example>
            <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.IsValidHexNumber(System.String,System.Boolean)">
            <summary>
            Returns <see langword="true"/> if this string contains a valid hexadecimal number.
            If <paramref name="withPrefix"/> is <see langword="true"/>, then a validity of the
            hexadecimal number is determined by <c>0x</c> prefix, for instance: <c>0xDEADC0DE</c>.
            </summary>
            <param name="instance">The string to check.</param>
            <param name="withPrefix">If the string must contain the <c>0x</c> prefix to be valid.</param>
            <returns>If the string contains a valid hexadecimal number.</returns>
        </member>
        <member name="M:Godot.StringExtensions.IsValidHtmlColor(System.String)">
            <summary>
            Returns <see langword="true"/> if this string contains a valid color in hexadecimal
            HTML notation. Other HTML notations such as named colors or <c>hsl()</c> aren't
            considered valid by this method and will return <see langword="false"/>.
            </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>
            Returns <see langword="true"/> if this string is a valid identifier.
            A valid identifier may contain only letters, digits and underscores (<c>_</c>)
            and the first character may not be a digit.
            </summary>
            <example>
            <code>
            GD.Print("good_ident_1".IsValidIdentifier())  // Prints "True"
            GD.Print("1st_bad_ident".IsValidIdentifier())  // Prints "False"
            GD.Print("bad_ident_#2".IsValidIdentifier())  // Prints "False"
            </code>
            </example>
            <param name="instance">The string to check.</param>
            <returns>If the string contains a valid identifier.</returns>
        </member>
        <member name="M:Godot.StringExtensions.IsValidInt(System.String)">
            <summary>
            Returns <see langword="true"/> if this string contains a valid <see langword="int"/>.
            </summary>
            <example>
            <code>
            GD.Print("7".IsValidInt())  // Prints "True"
            GD.Print("14.6".IsValidInt())  // Prints "False"
            GD.Print("L".IsValidInt())  // Prints "False"
            GD.Print("+3".IsValidInt())  // Prints "True"
            GD.Print("-12".IsValidInt())  // Prints "True"
            </code>
            </example>
            <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>
            Returns <see langword="true"/> if this string contains only a well-formatted
            IPv4 or IPv6 address. This method considers reserved IP addresses such as
            <c>0.0.0.0</c> as valid.
            </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.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.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.PathJoin(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".PathJoin("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,System.Boolean)">
            <summary>
            Returns the index of the last occurrence of the specified string in this instance,
            or <c>-1</c>. Optionally, the starting search index can be specified, continuing to
            the beginning of the string.
            </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.FindN(System.String,System.String,System.Int32)"/>
            <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>
            <param name="caseSensitive">If <see langword="true"/>, the search is case sensitive.</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>
            Returns the index of the last case-insensitive occurrence of the specified string in this instance,
            or <c>-1</c>. Optionally, the starting search index can be specified, continuing to
            the beginning of the string.
            </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.FindN(System.String,System.String,System.Int32)"/>
            <seealso cref="M:Godot.StringExtensions.RFind(System.String,System.String,System.Int32,System.Boolean)"/>
            <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.Sha1Buffer(System.String)">
            <summary>
            Returns the SHA-1 hash of the string as an array of bytes.
            </summary>
            <seealso cref="M:Godot.StringExtensions.Sha1Text(System.String)"/>
            <param name="instance">The string to hash.</param>
            <returns>The SHA-1 hash of the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Sha1Text(System.String)">
            <summary>
            Returns the SHA-1 hash of the string as a string.
            </summary>
            <seealso cref="M:Godot.StringExtensions.Sha1Buffer(System.String)"/>
            <param name="instance">The string to hash.</param>
            <returns>The SHA-1 hash of the string.</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
            (including tabulations, spaces and line breaks) 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.StripEscapes(System.String)">
            <summary>
            Returns a copy of the string stripped of any escape character.
            These include all non-printable control characters of the first page
            of the ASCII table (&lt; 32), such as tabulation (<c>\t</c>) and
            newline (<c>\n</c> and <c>\r</c>) characters, but not spaces.
            </summary>
            <param name="instance">The string to strip.</param>
            <returns>The string stripped of any escape 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.ToAsciiBuffer(System.String)">
            <summary>
            Converts the String (which is a character array) to PackedByteArray (which is an array of bytes).
            The conversion is faster compared to <see cref="M:Godot.StringExtensions.ToUtf8Buffer(System.String)"/>,
            as this method assumes that all the characters in the String are ASCII characters.
            </summary>
            <seealso cref="M:Godot.StringExtensions.ToUtf8Buffer(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.ToUtf16Buffer(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.ToUtf32Buffer(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.ToUtf16Buffer(System.String)">
            <summary>
            Converts the string (which is an array of characters) to an UTF-16 encoded array of bytes.
            </summary>
            <seealso cref="M:Godot.StringExtensions.ToAsciiBuffer(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.ToUtf32Buffer(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.ToUtf8Buffer(System.String)"/>
            <param name="instance">The string to convert.</param>
            <returns>The string as UTF-16 encoded bytes.</returns>
        </member>
        <member name="M:Godot.StringExtensions.ToUtf32Buffer(System.String)">
            <summary>
            Converts the string (which is an array of characters) to an UTF-32 encoded array of bytes.
            </summary>
            <seealso cref="M:Godot.StringExtensions.ToAsciiBuffer(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.ToUtf16Buffer(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.ToUtf8Buffer(System.String)"/>
            <param name="instance">The string to convert.</param>
            <returns>The string as UTF-32 encoded bytes.</returns>
        </member>
        <member name="M:Godot.StringExtensions.ToUtf8Buffer(System.String)">
            <summary>
            Converts the string (which is an array of characters) to an UTF-8 encoded array of bytes.
            The conversion is a bit slower than <see cref="M:Godot.StringExtensions.ToAsciiBuffer(System.String)"/>,
            but supports all UTF-8 characters. Therefore, you should prefer this function
            over <see cref="M:Godot.StringExtensions.ToAsciiBuffer(System.String)"/>.
            </summary>
            <seealso cref="M:Godot.StringExtensions.ToAsciiBuffer(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.ToUtf16Buffer(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.ToUtf32Buffer(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.TrimPrefix(System.String,System.String)">
            <summary>
            Removes a given string from the start if it starts with it or leaves the string unchanged.
            </summary>
            <param name="instance">The string to remove the prefix from.</param>
            <param name="prefix">The string to remove from the start.</param>
            <returns>A copy of the string with the prefix string removed from the start.</returns>
        </member>
        <member name="M:Godot.StringExtensions.TrimSuffix(System.String,System.String)">
            <summary>
            Removes a given string from the end if it ends with it or leaves the string unchanged.
            </summary>
            <param name="instance">The string to remove the suffix from.</param>
            <param name="suffix">The string to remove from the end.</param>
            <returns>A copy of the string with the suffix string removed from the end.</returns>
        </member>
        <member name="M:Godot.StringExtensions.URIDecode(System.String)">
            <summary>
            Decodes a string in URL encoded format. This is meant to
            decode parameters in a URL when receiving an HTTP request.
            This mostly wraps around <see cref="M:System.Uri.UnescapeDataString(System.String)"/>,
            but also handles <c>+</c>.
            See <see cref="M:Godot.StringExtensions.URIEncode(System.String)"/> for encoding.
            </summary>
            <param name="instance">The string to decode.</param>
            <returns>The unescaped string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.URIEncode(System.String)">
            <summary>
            Encodes a string to URL friendly format. This is meant to
            encode parameters in a URL when sending an HTTP request.
            This wraps around <see cref="M:System.Uri.EscapeDataString(System.String)"/>.
            See <see cref="M:Godot.StringExtensions.URIDecode(System.String)"/> for decoding.
            </summary>
            <param name="instance">The string to encode.</param>
            <returns>The escaped string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.ValidateNodeName(System.String)">
            <summary>
            Removes any characters from the string that are prohibited in
            <see cref="T:Godot.Node"/> names (<c>.</c> <c>:</c> <c>@</c> <c>/</c> <c>"</c>).
            </summary>
            <param name="instance">The string to sanitize.</param>
            <returns>The string sanitized as a valid node name.</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.StringName">
            <summary>
            StringNames are immutable strings designed for general-purpose representation of unique names.
            StringName ensures that only one instance of a given name exists (so two StringNames with the
            same value are the same object).
            Comparing them is much faster than with regular strings, because only the pointers are compared,
            not the whole strings.
            </summary>
        </member>
        <member name="M:Godot.StringName.Dispose">
            <summary>
            Disposes of this <see cref="T:Godot.StringName"/>.
            </summary>
        </member>
        <member name="M:Godot.StringName.#ctor">
            <summary>
            Constructs an empty <see cref="T:Godot.StringName"/>.
            </summary>
        </member>
        <member name="M:Godot.StringName.#ctor(System.String)">
            <summary>
            Constructs a <see cref="T:Godot.StringName"/> from the given <paramref name="name"/> string.
            </summary>
            <param name="name">String to construct the <see cref="T:Godot.StringName"/> from.</param>
        </member>
        <member name="M:Godot.StringName.op_Implicit(System.String)~Godot.StringName">
            <summary>
            Converts a string to a <see cref="T:Godot.StringName"/>.
            </summary>
            <param name="from">The string to convert.</param>
        </member>
        <member name="M:Godot.StringName.op_Implicit(Godot.StringName)~System.String">
            <summary>
            Converts a <see cref="T:Godot.StringName"/> to a string.
            </summary>
            <param name="from">The <see cref="T:Godot.StringName"/> to convert.</param>
        </member>
        <member name="M:Godot.StringName.ToString">
            <summary>
            Converts this <see cref="T:Godot.StringName"/> to a string.
            </summary>
            <returns>A string representation of this <see cref="T:Godot.StringName"/>.</returns>
        </member>
        <member name="P:Godot.StringName.IsEmpty">
            <summary>
            Check whether this <see cref="T:Godot.StringName"/> is empty.
            </summary>
            <returns>If the <see cref="T:Godot.StringName"/> is empty.</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/latest/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>
            Returns the transform's rotation (in radians).
            </summary>
        </member>
        <member name="P:Godot.Transform2D.Scale">
            <summary>
            Returns the scale.
            </summary>
        </member>
        <member name="P:Godot.Transform2D.Skew">
            <summary>
            Returns the transform's skew (in radians).
            </summary>
        </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>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="column"/> is not 0, 1 or 2.
            </exception>
        </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.IsFinite">
            <summary>
            Returns <see langword="true"/> if this transform is finite, by calling
            <see cref="M:Godot.Mathf.IsFinite(System.Single)"/> on each component.
            </summary>
            <returns>Whether this vector is finite or not.</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).
            The operation is done in the parent/global frame, equivalent to
            multiplying the matrix from the left.
            </summary>
            <param name="angle">The angle to rotate, in radians.</param>
            <returns>The rotated transformation matrix.</returns>
        </member>
        <member name="M:Godot.Transform2D.RotatedLocal(System.Single)">
            <summary>
            Rotates the transform by <paramref name="angle"/> (in radians).
            The operation is done in the local frame, equivalent to
            multiplying the matrix from the right.
            </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.
            The operation is done in the parent/global frame, equivalent to
            multiplying the matrix from the left.
            </summary>
            <param name="scale">The scale to introduce.</param>
            <returns>The scaled transformation matrix.</returns>
        </member>
        <member name="M:Godot.Transform2D.ScaledLocal(Godot.Vector2)">
            <summary>
            Scales the transform by the given scaling factor.
            The operation is done in the local frame, equivalent to
            multiplying the matrix from the right.
            </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"/>.
            The operation is done in the parent/global frame, equivalent to
            multiplying the matrix from the left.
            </summary>
            <param name="offset">The offset to translate by.</param>
            <returns>The translated matrix.</returns>
        </member>
        <member name="M:Godot.Transform2D.TranslatedLocal(Godot.Vector2)">
            <summary>
            Translates the transform by the given <paramref name="offset"/>.
            The operation is done in the local frame, equivalent to
            multiplying the matrix from the right.
            </summary>
            <param name="offset">The offset to translate by.</param>
            <returns>The translated matrix.</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 <c>X.Y</c>.
            </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.#ctor(System.Single,Godot.Vector2,System.Single,Godot.Vector2)">
            <summary>
            Constructs a transformation matrix from a <paramref name="rotation"/> value,
            <paramref name="scale"/> vector, <paramref name="skew"/> value, and
            <paramref name="origin"/> vector.
            </summary>
            <param name="rotation">The rotation of the new transform, in radians.</param>
            <param name="scale">The scale of the new transform.</param>
            <param name="skew">The skew 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 the 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 the 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 the 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.Transform3D">
             <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/latest/tutorials/math/matrices_and_transforms.html
             </summary>
        </member>
        <member name="F:Godot.Transform3D.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.Transform3D.Origin">
            <summary>
            The origin vector (column 3, the fourth column). Equivalent to array index <c>[3]</c>.
            </summary>
        </member>
        <member name="P:Godot.Transform3D.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.Transform3D.Origin"/> vector.
            </summary>
            <param name="column">Which column vector.</param>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="column"/> is not 0, 1, 2 or 3.
            </exception>
        </member>
        <member name="P:Godot.Transform3D.Item(System.Int32,System.Int32)">
            <summary>
            Access matrix elements in column-major order.
            The fourth column is the <see cref="F:Godot.Transform3D.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.Transform3D.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.Transform3D.Inverse"/>
            <returns>The inverse transformation matrix.</returns>
        </member>
        <member name="M:Godot.Transform3D.InterpolateWith(Godot.Transform3D,System.Single)">
            <summary>
            Returns a transform interpolated between this transform and another
            <paramref name="transform"/> by a given <paramref name="weight"/>
            (on the range of 0.0 to 1.0).
            </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.Transform3D.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.Transform3D.AffineInverse"/> for transforms with scaling).
            </summary>
            <returns>The inverse matrix.</returns>
        </member>
        <member name="M:Godot.Transform3D.IsFinite">
            <summary>
            Returns <see langword="true"/> if this transform is finite, by calling
            <see cref="M:Godot.Mathf.IsFinite(System.Single)"/> on each component.
            </summary>
            <returns>Whether this vector is finite or not.</returns>
        </member>
        <member name="M:Godot.Transform3D.LookingAt(Godot.Vector3,Godot.Vector3)">
            <summary>
            Returns a copy of the transform rotated such that the forward axis (-Z)
            points towards the <paramref name="target"/> position.
            The up axis (+Y) points as close to the <paramref name="up"/> vector
            as possible while staying perpendicular to the forward axis.
            The resulting transform is orthonormalized.
            The existing rotation, scale, and skew information from the original transform is discarded.
            The <paramref name="target"/> and <paramref name="up"/> vectors cannot be zero,
            cannot be parallel to each other, and are defined in global/parent 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.Transform3D.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.Transform3D.Rotated(Godot.Vector3,System.Single)">
            <summary>
            Rotates the transform around the given <paramref name="axis"/> by <paramref name="angle"/> (in radians).
            The axis must be a normalized vector.
            The operation is done in the parent/global frame, equivalent to
            multiplying the matrix from the left.
            </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.Transform3D.RotatedLocal(Godot.Vector3,System.Single)">
            <summary>
            Rotates the transform around the given <paramref name="axis"/> by <paramref name="angle"/> (in radians).
            The axis must be a normalized vector.
            The operation is done in the local frame, equivalent to
            multiplying the matrix from the right.
            </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.Transform3D.Scaled(Godot.Vector3)">
            <summary>
            Scales the transform by the given 3D <paramref name="scale"/> factor.
            The operation is done in the parent/global frame, equivalent to
            multiplying the matrix from the left.
            </summary>
            <param name="scale">The scale to introduce.</param>
            <returns>The scaled transformation matrix.</returns>
        </member>
        <member name="M:Godot.Transform3D.ScaledLocal(Godot.Vector3)">
            <summary>
            Scales the transform by the given 3D <paramref name="scale"/> factor.
            The operation is done in the local frame, equivalent to
            multiplying the matrix from the right.
            </summary>
            <param name="scale">The scale to introduce.</param>
            <returns>The scaled transformation matrix.</returns>
        </member>
        <member name="M:Godot.Transform3D.Translated(Godot.Vector3)">
            <summary>
            Translates the transform by the given <paramref name="offset"/>.
            The operation is done in the parent/global frame, equivalent to
            multiplying the matrix from the left.
            </summary>
            <param name="offset">The offset to translate by.</param>
            <returns>The translated matrix.</returns>
        </member>
        <member name="M:Godot.Transform3D.TranslatedLocal(Godot.Vector3)">
            <summary>
            Translates the transform by the given <paramref name="offset"/>.
            The operation is done in the local frame, equivalent to
            multiplying the matrix from the right.
            </summary>
            <param name="offset">The offset to translate by.</param>
            <returns>The translated matrix.</returns>
        </member>
        <member name="P:Godot.Transform3D.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.Transform3D.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.Transform3D.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.Transform3D.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.Transform3D.#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.Transform3D.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,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 <c>Basis.X.Y</c>.
            </summary>
            <param name="xx">The X component of the X column vector, accessed via <c>t.Basis.X.X</c> or <c>[0][0]</c>.</param>
            <param name="yx">The X component of the Y column vector, accessed via <c>t.Basis.Y.X</c> or <c>[1][0]</c>.</param>
            <param name="zx">The X component of the Z column vector, accessed via <c>t.Basis.Z.X</c> or <c>[2][0]</c>.</param>
            <param name="xy">The Y component of the X column vector, accessed via <c>t.Basis.X.Y</c> or <c>[0][1]</c>.</param>
            <param name="yy">The Y component of the Y column vector, accessed via <c>t.Basis.Y.Y</c> or <c>[1][1]</c>.</param>
            <param name="zy">The Y component of the Z column vector, accessed via <c>t.Basis.Y.Y</c> or <c>[2][1]</c>.</param>
            <param name="xz">The Z component of the X column vector, accessed via <c>t.Basis.X.Y</c> or <c>[0][2]</c>.</param>
            <param name="yz">The Z component of the Y column vector, accessed via <c>t.Basis.Y.Y</c> or <c>[1][2]</c>.</param>
            <param name="zz">The Z component of the Z column vector, accessed via <c>t.Basis.Y.Y</c> or <c>[2][2]</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>
            <param name="oz">The Z component of the origin vector, accessed via <c>t.Origin.Z</c> or <c>[2][2]</c>.</param>
        </member>
        <member name="M:Godot.Transform3D.#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.Transform3D.#ctor(Godot.Projection)">
            <summary>
            Constructs a transformation matrix from the given <paramref name="projection"/>
            by trimming the last row of the projection matrix (<c>projection.X.W</c>,
            <c>projection.Y.W</c>, <c>projection.Z.W</c>, and <c>projection.W.W</c>
            are not copied over).
            </summary>
            <param name="projection">The <see cref="T:Godot.Projection"/> to create the transform from.</param>
        </member>
        <member name="M:Godot.Transform3D.op_Multiply(Godot.Transform3D,Godot.Transform3D)">
            <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.Transform3D.op_Multiply(Godot.Transform3D,Godot.Vector3)">
            <summary>
            Returns a Vector3 transformed (multiplied) by the transformation matrix.
            </summary>
            <param name="transform">The transformation to apply.</param>
            <param name="vector">A Vector3 to transform.</param>
            <returns>The transformed Vector3.</returns>
        </member>
        <member name="M:Godot.Transform3D.op_Multiply(Godot.Vector3,Godot.Transform3D)">
             <summary>
             Returns a Vector3 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>
             <param name="vector">A Vector3 to inversely transform.</param>
             <param name="transform">The transformation to apply.</param>
             <returns>The inversely transformed Vector3.</returns>
        </member>
        <member name="M:Godot.Transform3D.op_Multiply(Godot.Transform3D,Godot.Aabb)">
            <summary>
            Returns an AABB transformed (multiplied) by the transformation matrix.
            </summary>
            <param name="transform">The transformation to apply.</param>
            <param name="aabb">An AABB to transform.</param>
            <returns>The transformed AABB.</returns>
        </member>
        <member name="M:Godot.Transform3D.op_Multiply(Godot.Aabb,Godot.Transform3D)">
            <summary>
            Returns an AABB transformed (multiplied) by the inverse transformation matrix.
            </summary>
            <param name="aabb">An AABB to inversely transform.</param>
            <param name="transform">The transformation to apply.</param>
            <returns>The inversely transformed AABB.</returns>
        </member>
        <member name="M:Godot.Transform3D.op_Multiply(Godot.Transform3D,Godot.Plane)">
            <summary>
            Returns a Plane transformed (multiplied) by the transformation matrix.
            </summary>
            <param name="transform">The transformation to apply.</param>
            <param name="plane">A Plane to transform.</param>
            <returns>The transformed Plane.</returns>
        </member>
        <member name="M:Godot.Transform3D.op_Multiply(Godot.Plane,Godot.Transform3D)">
            <summary>
            Returns a Plane transformed (multiplied) by the inverse transformation matrix.
            </summary>
            <param name="plane">A Plane to inversely transform.</param>
            <param name="transform">The transformation to apply.</param>
            <returns>The inversely transformed Plane.</returns>
        </member>
        <member name="M:Godot.Transform3D.op_Multiply(Godot.Transform3D,Godot.Vector3[])">
            <summary>
            Returns a copy of the given Vector3[] transformed (multiplied) by the transformation matrix.
            </summary>
            <param name="transform">The transformation to apply.</param>
            <param name="array">A Vector3[] to transform.</param>
            <returns>The transformed copy of the Vector3[].</returns>
        </member>
        <member name="M:Godot.Transform3D.op_Multiply(Godot.Vector3[],Godot.Transform3D)">
            <summary>
            Returns a copy of the given Vector3[] transformed (multiplied) by the inverse transformation matrix.
            </summary>
            <param name="array">A Vector3[] to inversely transform.</param>
            <param name="transform">The transformation to apply.</param>
            <returns>The inversely transformed copy of the Vector3[].</returns>
        </member>
        <member name="M:Godot.Transform3D.op_Equality(Godot.Transform3D,Godot.Transform3D)">
            <summary>
            Returns <see langword="true"/> if the transforms are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Transform3D.IsEqualApprox(Godot.Transform3D)"/> 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.Transform3D.op_Inequality(Godot.Transform3D,Godot.Transform3D)">
            <summary>
            Returns <see langword="true"/> if the transforms are not equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Transform3D.IsEqualApprox(Godot.Transform3D)"/> 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.Transform3D.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.Transform3D.IsEqualApprox(Godot.Transform3D)"/> 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.Transform3D.Equals(Godot.Transform3D)">
            <summary>
            Returns <see langword="true"/> if the transforms are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Transform3D.IsEqualApprox(Godot.Transform3D)"/> 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.Transform3D.IsEqualApprox(Godot.Transform3D)">
            <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.Transform3D.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Transform3D"/>.
            </summary>
            <returns>A hash code for this transform.</returns>
        </member>
        <member name="M:Godot.Transform3D.ToString">
            <summary>
            Converts this <see cref="T:Godot.Transform3D"/> to a string.
            </summary>
            <returns>A string representation of this transform.</returns>
        </member>
        <member name="M:Godot.Transform3D.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Transform3D"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this transform.</returns>
        </member>
        <member name="M:Godot.Variant.CopyNativeVariant">
            <summary>
            Constructs a new <see cref="T:Godot.NativeInterop.godot_variant"/> from this instance.
            The caller is responsible of disposing the new instance to avoid memory leaks.
            </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.Float">
            <summary>
            <para>Variable is of type <see cref="T:System.Single"/>.</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.Vector2I">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Vector2I"/>.</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.Rect2I">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Rect2I"/>.</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.Vector3I">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Vector3I"/>.</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.Vector4">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Vector4"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Vector4I">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Vector4I"/>.</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.Quaternion">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Quaternion"/>.</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.Transform3D">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Transform3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Projection">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Projection"/>.</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.StringName">
            <summary>
            <para>Variable is of type <see cref="T:Godot.StringName"/>.</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.GodotObject"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Callable">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Callable"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Signal">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Signal"/>.</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.PackedByteArray">
            <summary>
            <para>Variable is of type <see cref="T:System.Byte"/>[].</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.PackedInt32Array">
            <summary>
            <para>Variable is of type <see cref="T:System.Int32"/>[].</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.PackedInt64Array">
            <summary>
            <para>Variable is of type <see cref="T:System.Int64"/>[].</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.PackedFloat32Array">
            <summary>
            <para>Variable is of type <see cref="T:System.Single"/>[].</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.PackedFloat64Array">
            <summary>
            <para>Variable is of type <see cref="T:System.Double"/>[].</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.PackedStringArray">
            <summary>
            <para>Variable is of type <see cref="T:System.String"/>[].</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.PackedVector2Array">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Vector2"/>[].</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.PackedVector3Array">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Vector3"/>[].</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.PackedColorArray">
            <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.Power">
            <summary>
            <para>Power 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.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.MaxAxisIndex"/> and <see cref="M:Godot.Vector2.MinAxisIndex"/>.
            </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.ArgumentOutOfRangeException">
            <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.Deconstruct(System.Single@,System.Single@)">
            <summary>
            Helper method for deconstruction into a tuple.
            </summary>
        </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.Clamp(Godot.Vector2,Godot.Vector2)">
            <summary>
            Returns a new vector with all components clamped between the
            components of <paramref name="min"/> and <paramref name="max"/> using
            <see cref="M:Godot.Mathf.Clamp(System.Single,System.Single,System.Single)"/>.
            </summary>
            <param name="min">The vector with minimum allowed values.</param>
            <param name="max">The vector with maximum allowed values.</param>
            <returns>The vector with all components clamped.</returns>
        </member>
        <member name="M:Godot.Vector2.Cross(Godot.Vector2)">
            <summary>
            Returns the cross product of this vector and <paramref name="with"/>.
            </summary>
            <param name="with">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.CubicInterpolateInTime(Godot.Vector2,Godot.Vector2,Godot.Vector2,System.Single,System.Single,System.Single,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"/>.
            It can perform smoother interpolation than <see cref="M:Godot.Vector2.CubicInterpolate(Godot.Vector2,Godot.Vector2,Godot.Vector2,System.Single)"/>
            by the time values.
            </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>
            <param name="t"></param>
            <param name="preAT"></param>
            <param name="postBT"></param>
            <returns>The interpolated vector.</returns>
        </member>
        <member name="M:Godot.Vector2.BezierInterpolate(Godot.Vector2,Godot.Vector2,Godot.Vector2,System.Single)">
            <summary>
            Returns the point at the given <paramref name="t"/> on a one-dimensional Bezier curve defined by this vector
            and the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points.
            </summary>
            <param name="control1">Control point that defines the bezier curve.</param>
            <param name="control2">Control point that defines the bezier curve.</param>
            <param name="end">The destination vector.</param>
            <param name="t">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.BezierDerivative(Godot.Vector2,Godot.Vector2,Godot.Vector2,System.Single)">
            <summary>
            Returns the derivative at the given <paramref name="t"/> on the Bezier curve defined by this vector
            and the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points.
            </summary>
            <param name="control1">Control point that defines the bezier curve.</param>
            <param name="control2">Control point that defines the bezier curve.</param>
            <param name="end">The destination value for the interpolation.</param>
            <param name="t">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.Vector2.DirectionTo(Godot.Vector2)">
            <summary>
            Returns the normalized vector pointing from this vector to <paramref name="to"/>.
            </summary>
            <param name="to">The other vector to point towards.</param>
            <returns>The direction from this vector to <paramref name="to"/>.</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.IsFinite">
            <summary>
            Returns <see langword="true"/> if this vector is finite, by calling
            <see cref="M:Godot.Mathf.IsFinite(System.Single)"/> on each component.
            </summary>
            <returns>Whether this vector is finite or not.</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.Lerp(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.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.MaxAxisIndex">
            <summary>
            Returns the axis of the vector's highest 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 highest axis.</returns>
        </member>
        <member name="M:Godot.Vector2.MinAxisIndex">
            <summary>
            Returns the axis of the vector's lowest 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 lowest 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.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"/>.
            
             This method also handles interpolating the lengths if the input vectors
             have different lengths. For the special case of one or both input vectors
             having zero length, this method behaves like <see cref="M:Godot.Vector2.Lerp(Godot.Vector2,System.Single)"/>.
             </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.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.Orthogonal">
            <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="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.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.FromAngle(System.Single)">
            <summary>
            Creates a unit Vector2 rotated to the given angle. This is equivalent to doing
            <c>Vector2(Mathf.Cos(angle), Mathf.Sin(angle))</c> or <c>Vector2.Right.Rotated(angle)</c>.
            </summary>
            <param name="angle">Angle of the vector, in radians.</param>
            <returns>The resulting vector.</returns>
        </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.IsZeroApprox">
            <summary>
            Returns <see langword="true"/> if this vector's values are approximately zero,
            by running <see cref="M:Godot.Mathf.IsZeroApprox(System.Single)"/> on each component.
            This method is faster than using <see cref="M:Godot.Vector2.IsEqualApprox(Godot.Vector2)"/> with one value
            as a zero vector.
            </summary>
            <returns>Whether or not the vector is approximately zero.</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.Vector2I">
            <summary>
            2-element structure that can be used to represent 2D grid coordinates or pairs of integers.
            </summary>
        </member>
        <member name="T:Godot.Vector2I.Axis">
            <summary>
            Enumerated index values for the axes.
            Returned by <see cref="M:Godot.Vector2I.MaxAxisIndex"/> and <see cref="M:Godot.Vector2I.MinAxisIndex"/>.
            </summary>
        </member>
        <member name="F:Godot.Vector2I.Axis.X">
            <summary>
            The vector's X axis.
            </summary>
        </member>
        <member name="F:Godot.Vector2I.Axis.Y">
            <summary>
            The vector's Y axis.
            </summary>
        </member>
        <member name="F:Godot.Vector2I.X">
            <summary>
            The vector's X component. Also accessible by using the index position <c>[0]</c>.
            </summary>
        </member>
        <member name="F:Godot.Vector2I.Y">
            <summary>
            The vector's Y component. Also accessible by using the index position <c>[1]</c>.
            </summary>
        </member>
        <member name="P:Godot.Vector2I.Item(System.Int32)">
            <summary>
            Access vector components using their index.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is not 0 or 1.
            </exception>
            <value>
            <c>[0]</c> is equivalent to <see cref="F:Godot.Vector2I.X"/>,
            <c>[1]</c> is equivalent to <see cref="F:Godot.Vector2I.Y"/>.
            </value>
        </member>
        <member name="M:Godot.Vector2I.Deconstruct(System.Int32@,System.Int32@)">
            <summary>
            Helper method for deconstruction into a tuple.
            </summary>
        </member>
        <member name="M:Godot.Vector2I.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.Int32)"/> called on each component.</returns>
        </member>
        <member name="M:Godot.Vector2I.Aspect">
            <summary>
            Returns the aspect ratio of this vector, the ratio of <see cref="F:Godot.Vector2I.X"/> to <see cref="F:Godot.Vector2I.Y"/>.
            </summary>
            <returns>The <see cref="F:Godot.Vector2I.X"/> component divided by the <see cref="F:Godot.Vector2I.Y"/> component.</returns>
        </member>
        <member name="M:Godot.Vector2I.Clamp(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            Returns a new vector with all components clamped between the
            components of <paramref name="min"/> and <paramref name="max"/> using
            <see cref="M:Godot.Mathf.Clamp(System.Int32,System.Int32,System.Int32)"/>.
            </summary>
            <param name="min">The vector with minimum allowed values.</param>
            <param name="max">The vector with maximum allowed values.</param>
            <returns>The vector with all components clamped.</returns>
        </member>
        <member name="M:Godot.Vector2I.Length">
            <summary>
            Returns the length (magnitude) of this vector.
            </summary>
            <seealso cref="M:Godot.Vector2I.LengthSquared"/>
            <returns>The length of this vector.</returns>
        </member>
        <member name="M:Godot.Vector2I.LengthSquared">
            <summary>
            Returns the squared length (squared magnitude) of this vector.
            This method runs faster than <see cref="M:Godot.Vector2I.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.Vector2I.MaxAxisIndex">
            <summary>
            Returns the axis of the vector's highest value. See <see cref="T:Godot.Vector2I.Axis"/>.
            If both components are equal, this method returns <see cref="F:Godot.Vector2I.Axis.X"/>.
            </summary>
            <returns>The index of the highest axis.</returns>
        </member>
        <member name="M:Godot.Vector2I.MinAxisIndex">
            <summary>
            Returns the axis of the vector's lowest value. See <see cref="T:Godot.Vector2I.Axis"/>.
            If both components are equal, this method returns <see cref="F:Godot.Vector2I.Axis.Y"/>.
            </summary>
            <returns>The index of the lowest axis.</returns>
        </member>
        <member name="M:Godot.Vector2I.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.Int32)"/> 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="P:Godot.Vector2I.Zero">
            <summary>
            Zero vector, a vector with all components set to <c>0</c>.
            </summary>
            <value>Equivalent to <c>new Vector2I(0, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector2I.One">
            <summary>
            One vector, a vector with all components set to <c>1</c>.
            </summary>
            <value>Equivalent to <c>new Vector2I(1, 1)</c>.</value>
        </member>
        <member name="P:Godot.Vector2I.Up">
            <summary>
            Up unit vector. Y is down in 2D, so this vector points -Y.
            </summary>
            <value>Equivalent to <c>new Vector2I(0, -1)</c>.</value>
        </member>
        <member name="P:Godot.Vector2I.Down">
            <summary>
            Down unit vector. Y is down in 2D, so this vector points +Y.
            </summary>
            <value>Equivalent to <c>new Vector2I(0, 1)</c>.</value>
        </member>
        <member name="P:Godot.Vector2I.Right">
            <summary>
            Right unit vector. Represents the direction of right.
            </summary>
            <value>Equivalent to <c>new Vector2I(1, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector2I.Left">
            <summary>
            Left unit vector. Represents the direction of left.
            </summary>
            <value>Equivalent to <c>new Vector2I(-1, 0)</c>.</value>
        </member>
        <member name="M:Godot.Vector2I.#ctor(System.Int32,System.Int32)">
            <summary>
            Constructs a new <see cref="T:Godot.Vector2I"/> 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.Vector2I.op_Addition(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            Adds each component of the <see cref="T:Godot.Vector2I"/>
            with the components of the given <see cref="T:Godot.Vector2I"/>.
            </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.Vector2I.op_Subtraction(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            Subtracts each component of the <see cref="T:Godot.Vector2I"/>
            by the components of the given <see cref="T:Godot.Vector2I"/>.
            </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.Vector2I.op_UnaryNegation(Godot.Vector2I)">
            <summary>
            Returns the negative value of the <see cref="T:Godot.Vector2I"/>.
            This is the same as writing <c>new Vector2I(-v.X, -v.Y)</c>.
            This operation flips the direction of the vector while
            keeping the same magnitude.
            </summary>
            <param name="vec">The vector to negate/flip.</param>
            <returns>The negated/flipped vector.</returns>
        </member>
        <member name="M:Godot.Vector2I.op_Multiply(Godot.Vector2I,System.Int32)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector2I"/>
            by the given <see langword="int"/>.
            </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.Vector2I.op_Multiply(System.Int32,Godot.Vector2I)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector2I"/>
            by the given <see langword="int"/>.
            </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.Vector2I.op_Multiply(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector2I"/>
            by the components of the given <see cref="T:Godot.Vector2I"/>.
            </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.Vector2I.op_Division(Godot.Vector2I,System.Int32)">
            <summary>
            Divides each component of the <see cref="T:Godot.Vector2I"/>
            by the given <see langword="int"/>.
            </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.Vector2I.op_Division(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            Divides each component of the <see cref="T:Godot.Vector2I"/>
            by the components of the given <see cref="T:Godot.Vector2I"/>.
            </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.Vector2I.op_Modulus(Godot.Vector2I,System.Int32)">
            <summary>
            Gets the remainder of each component of the <see cref="T:Godot.Vector2I"/>
            with the components of the given <see langword="int"/>.
            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.Mathf.PosMod(System.Int32,System.Int32)"/> instead
            if you want to handle negative numbers.
            </summary>
            <example>
            <code>
            GD.Print(new Vector2I(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.Vector2I.op_Modulus(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            Gets the remainder of each component of the <see cref="T:Godot.Vector2I"/>
            with the components of the given <see cref="T:Godot.Vector2I"/>.
            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.Mathf.PosMod(System.Int32,System.Int32)"/> instead
            if you want to handle negative numbers.
            </summary>
            <example>
            <code>
            GD.Print(new Vector2I(10, -20) % new Vector2I(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.Vector2I.op_Equality(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            Returns <see langword="true"/> if the vectors are equal.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the vectors are equal.</returns>
        </member>
        <member name="M:Godot.Vector2I.op_Inequality(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            Returns <see langword="true"/> if the vectors are not equal.
            </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.Vector2I.op_LessThan(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            Compares two <see cref="T:Godot.Vector2I"/> 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.Vector2I.op_GreaterThan(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            Compares two <see cref="T:Godot.Vector2I"/> 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.Vector2I.op_LessThanOrEqual(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            Compares two <see cref="T:Godot.Vector2I"/> 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.Vector2I.op_GreaterThanOrEqual(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            Compares two <see cref="T:Godot.Vector2I"/> 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.Vector2I.op_Implicit(Godot.Vector2I)~Godot.Vector2">
            <summary>
            Converts this <see cref="T:Godot.Vector2I"/> to a <see cref="T:Godot.Vector2"/>.
            </summary>
            <param name="value">The vector to convert.</param>
        </member>
        <member name="M:Godot.Vector2I.op_Explicit(Godot.Vector2)~Godot.Vector2I">
            <summary>
            Converts a <see cref="T:Godot.Vector2"/> to a <see cref="T:Godot.Vector2I"/> by truncating
            components' fractional parts (rounding towards zero). For a different
            behavior consider passing the result of <see cref="M:Godot.Vector2.Ceil"/>,
            <see cref="M:Godot.Vector2.Floor"/> or <see cref="M:Godot.Vector2.Round"/> to this conversion operator instead.
            </summary>
            <param name="value">The vector to convert.</param>
        </member>
        <member name="M:Godot.Vector2I.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if the vector is equal
            to the given object (<see paramref="obj"/>).
            </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.Vector2I.Equals(Godot.Vector2I)">
            <summary>
            Returns <see langword="true"/> if the vectors are equal.
            </summary>
            <param name="other">The other vector.</param>
            <returns>Whether or not the vectors are equal.</returns>
        </member>
        <member name="M:Godot.Vector2I.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Vector2I"/>.
            </summary>
            <returns>A hash code for this vector.</returns>
        </member>
        <member name="M:Godot.Vector2I.ToString">
            <summary>
            Converts this <see cref="T:Godot.Vector2I"/> to a string.
            </summary>
            <returns>A string representation of this vector.</returns>
        </member>
        <member name="M:Godot.Vector2I.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Vector2I"/> 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.MaxAxisIndex"/> and <see cref="M:Godot.Vector3.MinAxisIndex"/>.
            </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.ArgumentOutOfRangeException">
            <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.Deconstruct(System.Single@,System.Single@,System.Single@)">
            <summary>
            Helper method for deconstruction into a tuple.
            </summary>
        </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.Clamp(Godot.Vector3,Godot.Vector3)">
            <summary>
            Returns a new vector with all components clamped between the
            components of <paramref name="min"/> and <paramref name="max"/> using
            <see cref="M:Godot.Mathf.Clamp(System.Single,System.Single,System.Single)"/>.
            </summary>
            <param name="min">The vector with minimum allowed values.</param>
            <param name="max">The vector with maximum allowed values.</param>
            <returns>The vector with all components clamped.</returns>
        </member>
        <member name="M:Godot.Vector3.Cross(Godot.Vector3)">
            <summary>
            Returns the cross product of this vector and <paramref name="with"/>.
            </summary>
            <param name="with">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.CubicInterpolateInTime(Godot.Vector3,Godot.Vector3,Godot.Vector3,System.Single,System.Single,System.Single,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"/>.
            It can perform smoother interpolation than <see cref="M:Godot.Vector3.CubicInterpolate(Godot.Vector3,Godot.Vector3,Godot.Vector3,System.Single)"/>
            by the time values.
            </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>
            <param name="t"></param>
            <param name="preAT"></param>
            <param name="postBT"></param>
            <returns>The interpolated vector.</returns>
        </member>
        <member name="M:Godot.Vector3.BezierInterpolate(Godot.Vector3,Godot.Vector3,Godot.Vector3,System.Single)">
            <summary>
            Returns the point at the given <paramref name="t"/> on a one-dimensional Bezier curve defined by this vector
            and the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points.
            </summary>
            <param name="control1">Control point that defines the bezier curve.</param>
            <param name="control2">Control point that defines the bezier curve.</param>
            <param name="end">The destination vector.</param>
            <param name="t">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.BezierDerivative(Godot.Vector3,Godot.Vector3,Godot.Vector3,System.Single)">
            <summary>
            Returns the derivative at the given <paramref name="t"/> on the Bezier curve defined by this vector
            and the given <paramref name="control1"/>, <paramref name="control2"/>, and <paramref name="end"/> points.
            </summary>
            <param name="control1">Control point that defines the bezier curve.</param>
            <param name="control2">Control point that defines the bezier curve.</param>
            <param name="end">The destination value for the interpolation.</param>
            <param name="t">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.Vector3.DirectionTo(Godot.Vector3)">
            <summary>
            Returns the normalized vector pointing from this vector to <paramref name="to"/>.
            </summary>
            <param name="to">The other vector to point towards.</param>
            <returns>The direction from this vector to <paramref name="to"/>.</returns>
        </member>
        <member name="M:Godot.Vector3.DistanceSquaredTo(Godot.Vector3)">
            <summary>
            Returns the squared distance between this vector and <paramref name="to"/>.
            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="to">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="to"/>.
            </summary>
            <seealso cref="M:Godot.Vector3.DistanceSquaredTo(Godot.Vector3)"/>
            <param name="to">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="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.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.IsFinite">
            <summary>
            Returns <see langword="true"/> if this vector is finite, by calling
            <see cref="M:Godot.Mathf.IsFinite(System.Single)"/> on each component.
            </summary>
            <returns>Whether this vector is finite or not.</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.Lerp(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.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.MaxAxisIndex">
            <summary>
            Returns the axis of the vector's highest 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 highest axis.</returns>
        </member>
        <member name="M:Godot.Vector3.MinAxisIndex">
            <summary>
            Returns the axis of the vector's lowest 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 lowest 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="with"/>.
            </summary>
            <param name="with">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"/>.
            
             This method also handles interpolating the lengths if the input vectors
             have different lengths. For the special case of one or both input vectors
             having zero length, this method behaves like <see cref="M:Godot.Vector3.Lerp(Godot.Vector3,System.Single)"/>.
             </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.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="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.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.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.IsZeroApprox">
            <summary>
            Returns <see langword="true"/> if this vector's values are approximately zero,
            by running <see cref="M:Godot.Mathf.IsZeroApprox(System.Single)"/> on each component.
            This method is faster than using <see cref="M:Godot.Vector3.IsEqualApprox(Godot.Vector3)"/> with one value
            as a zero vector.
            </summary>
            <returns>Whether or not the vector is approximately zero.</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="T:Godot.Vector3I">
            <summary>
            3-element structure that can be used to represent 3D grid coordinates or sets of integers.
            </summary>
        </member>
        <member name="T:Godot.Vector3I.Axis">
            <summary>
            Enumerated index values for the axes.
            Returned by <see cref="M:Godot.Vector3I.MaxAxisIndex"/> and <see cref="M:Godot.Vector3I.MinAxisIndex"/>.
            </summary>
        </member>
        <member name="F:Godot.Vector3I.Axis.X">
            <summary>
            The vector's X axis.
            </summary>
        </member>
        <member name="F:Godot.Vector3I.Axis.Y">
            <summary>
            The vector's Y axis.
            </summary>
        </member>
        <member name="F:Godot.Vector3I.Axis.Z">
            <summary>
            The vector's Z axis.
            </summary>
        </member>
        <member name="F:Godot.Vector3I.X">
            <summary>
            The vector's X component. Also accessible by using the index position <c>[0]</c>.
            </summary>
        </member>
        <member name="F:Godot.Vector3I.Y">
            <summary>
            The vector's Y component. Also accessible by using the index position <c>[1]</c>.
            </summary>
        </member>
        <member name="F:Godot.Vector3I.Z">
            <summary>
            The vector's Z component. Also accessible by using the index position <c>[2]</c>.
            </summary>
        </member>
        <member name="P:Godot.Vector3I.Item(System.Int32)">
            <summary>
            Access vector components using their <paramref name="index"/>.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is not 0, 1 or 2.
            </exception>
            <value>
            <c>[0]</c> is equivalent to <see cref="F:Godot.Vector3I.X"/>,
            <c>[1]</c> is equivalent to <see cref="F:Godot.Vector3I.Y"/>,
            <c>[2]</c> is equivalent to <see cref="F:Godot.Vector3I.Z"/>.
            </value>
        </member>
        <member name="M:Godot.Vector3I.Deconstruct(System.Int32@,System.Int32@,System.Int32@)">
            <summary>
            Helper method for deconstruction into a tuple.
            </summary>
        </member>
        <member name="M:Godot.Vector3I.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.Int32)"/> called on each component.</returns>
        </member>
        <member name="M:Godot.Vector3I.Clamp(Godot.Vector3I,Godot.Vector3I)">
            <summary>
            Returns a new vector with all components clamped between the
            components of <paramref name="min"/> and <paramref name="max"/> using
            <see cref="M:Godot.Mathf.Clamp(System.Int32,System.Int32,System.Int32)"/>.
            </summary>
            <param name="min">The vector with minimum allowed values.</param>
            <param name="max">The vector with maximum allowed values.</param>
            <returns>The vector with all components clamped.</returns>
        </member>
        <member name="M:Godot.Vector3I.Length">
            <summary>
            Returns the length (magnitude) of this vector.
            </summary>
            <seealso cref="M:Godot.Vector3I.LengthSquared"/>
            <returns>The length of this vector.</returns>
        </member>
        <member name="M:Godot.Vector3I.LengthSquared">
            <summary>
            Returns the squared length (squared magnitude) of this vector.
            This method runs faster than <see cref="M:Godot.Vector3I.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.Vector3I.MaxAxisIndex">
            <summary>
            Returns the axis of the vector's highest value. See <see cref="T:Godot.Vector3I.Axis"/>.
            If all components are equal, this method returns <see cref="F:Godot.Vector3I.Axis.X"/>.
            </summary>
            <returns>The index of the highest axis.</returns>
        </member>
        <member name="M:Godot.Vector3I.MinAxisIndex">
            <summary>
            Returns the axis of the vector's lowest value. See <see cref="T:Godot.Vector3I.Axis"/>.
            If all components are equal, this method returns <see cref="F:Godot.Vector3I.Axis.Z"/>.
            </summary>
            <returns>The index of the lowest axis.</returns>
        </member>
        <member name="M:Godot.Vector3I.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.Int32)"/> 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="P:Godot.Vector3I.Zero">
            <summary>
            Zero vector, a vector with all components set to <c>0</c>.
            </summary>
            <value>Equivalent to <c>new Vector3I(0, 0, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector3I.One">
            <summary>
            One vector, a vector with all components set to <c>1</c>.
            </summary>
            <value>Equivalent to <c>new Vector3I(1, 1, 1)</c>.</value>
        </member>
        <member name="P:Godot.Vector3I.Up">
            <summary>
            Up unit vector.
            </summary>
            <value>Equivalent to <c>new Vector3I(0, 1, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector3I.Down">
            <summary>
            Down unit vector.
            </summary>
            <value>Equivalent to <c>new Vector3I(0, -1, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector3I.Right">
            <summary>
            Right unit vector. Represents the local direction of right,
            and the global direction of east.
            </summary>
            <value>Equivalent to <c>new Vector3I(1, 0, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector3I.Left">
            <summary>
            Left unit vector. Represents the local direction of left,
            and the global direction of west.
            </summary>
            <value>Equivalent to <c>new Vector3I(-1, 0, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector3I.Forward">
            <summary>
            Forward unit vector. Represents the local direction of forward,
            and the global direction of north.
            </summary>
            <value>Equivalent to <c>new Vector3I(0, 0, -1)</c>.</value>
        </member>
        <member name="P:Godot.Vector3I.Back">
            <summary>
            Back unit vector. Represents the local direction of back,
            and the global direction of south.
            </summary>
            <value>Equivalent to <c>new Vector3I(0, 0, 1)</c>.</value>
        </member>
        <member name="M:Godot.Vector3I.#ctor(System.Int32,System.Int32,System.Int32)">
            <summary>
            Constructs a new <see cref="T:Godot.Vector3I"/> 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.Vector3I.op_Addition(Godot.Vector3I,Godot.Vector3I)">
            <summary>
            Adds each component of the <see cref="T:Godot.Vector3I"/>
            with the components of the given <see cref="T:Godot.Vector3I"/>.
            </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.Vector3I.op_Subtraction(Godot.Vector3I,Godot.Vector3I)">
            <summary>
            Subtracts each component of the <see cref="T:Godot.Vector3I"/>
            by the components of the given <see cref="T:Godot.Vector3I"/>.
            </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.Vector3I.op_UnaryNegation(Godot.Vector3I)">
            <summary>
            Returns the negative value of the <see cref="T:Godot.Vector3I"/>.
            This is the same as writing <c>new Vector3I(-v.X, -v.Y, -v.Z)</c>.
            This operation flips the direction of the vector while
            keeping the same magnitude.
            </summary>
            <param name="vec">The vector to negate/flip.</param>
            <returns>The negated/flipped vector.</returns>
        </member>
        <member name="M:Godot.Vector3I.op_Multiply(Godot.Vector3I,System.Int32)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector3I"/>
            by the given <see langword="int"/>.
            </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.Vector3I.op_Multiply(System.Int32,Godot.Vector3I)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector3I"/>
            by the given <see langword="int"/>.
            </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.Vector3I.op_Multiply(Godot.Vector3I,Godot.Vector3I)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector3I"/>
            by the components of the given <see cref="T:Godot.Vector3I"/>.
            </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.Vector3I.op_Division(Godot.Vector3I,System.Int32)">
            <summary>
            Divides each component of the <see cref="T:Godot.Vector3I"/>
            by the given <see langword="int"/>.
            </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.Vector3I.op_Division(Godot.Vector3I,Godot.Vector3I)">
            <summary>
            Divides each component of the <see cref="T:Godot.Vector3I"/>
            by the components of the given <see cref="T:Godot.Vector3I"/>.
            </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.Vector3I.op_Modulus(Godot.Vector3I,System.Int32)">
            <summary>
            Gets the remainder of each component of the <see cref="T:Godot.Vector3I"/>
            with the components of the given <see langword="int"/>.
            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.Mathf.PosMod(System.Int32,System.Int32)"/> instead
            if you want to handle negative numbers.
            </summary>
            <example>
            <code>
            GD.Print(new Vector3I(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.Vector3I.op_Modulus(Godot.Vector3I,Godot.Vector3I)">
            <summary>
            Gets the remainder of each component of the <see cref="T:Godot.Vector3I"/>
            with the components of the given <see cref="T:Godot.Vector3I"/>.
            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.Mathf.PosMod(System.Int32,System.Int32)"/> instead
            if you want to handle negative numbers.
            </summary>
            <example>
            <code>
            GD.Print(new Vector3I(10, -20, 30) % new Vector3I(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.Vector3I.op_Equality(Godot.Vector3I,Godot.Vector3I)">
            <summary>
            Returns <see langword="true"/> if the vectors are equal.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the vectors are equal.</returns>
        </member>
        <member name="M:Godot.Vector3I.op_Inequality(Godot.Vector3I,Godot.Vector3I)">
            <summary>
            Returns <see langword="true"/> if the vectors are not equal.
            </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.Vector3I.op_LessThan(Godot.Vector3I,Godot.Vector3I)">
            <summary>
            Compares two <see cref="T:Godot.Vector3I"/> 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.Vector3I.op_GreaterThan(Godot.Vector3I,Godot.Vector3I)">
            <summary>
            Compares two <see cref="T:Godot.Vector3I"/> 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.Vector3I.op_LessThanOrEqual(Godot.Vector3I,Godot.Vector3I)">
            <summary>
            Compares two <see cref="T:Godot.Vector3I"/> 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.Vector3I.op_GreaterThanOrEqual(Godot.Vector3I,Godot.Vector3I)">
            <summary>
            Compares two <see cref="T:Godot.Vector3I"/> 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.Vector3I.op_Implicit(Godot.Vector3I)~Godot.Vector3">
            <summary>
            Converts this <see cref="T:Godot.Vector3I"/> to a <see cref="T:Godot.Vector3"/>.
            </summary>
            <param name="value">The vector to convert.</param>
        </member>
        <member name="M:Godot.Vector3I.op_Explicit(Godot.Vector3)~Godot.Vector3I">
            <summary>
            Converts a <see cref="T:Godot.Vector3"/> to a <see cref="T:Godot.Vector3I"/> by truncating
            components' fractional parts (rounding towards zero). For a different
            behavior consider passing the result of <see cref="M:Godot.Vector3.Ceil"/>,
            <see cref="M:Godot.Vector3.Floor"/> or <see cref="M:Godot.Vector3.Round"/> to this conversion operator instead.
            </summary>
            <param name="value">The vector to convert.</param>
        </member>
        <member name="M:Godot.Vector3I.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if the vector is equal
            to the given object (<see paramref="obj"/>).
            </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.Vector3I.Equals(Godot.Vector3I)">
            <summary>
            Returns <see langword="true"/> if the vectors are equal.
            </summary>
            <param name="other">The other vector.</param>
            <returns>Whether or not the vectors are equal.</returns>
        </member>
        <member name="M:Godot.Vector3I.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Vector3I"/>.
            </summary>
            <returns>A hash code for this vector.</returns>
        </member>
        <member name="M:Godot.Vector3I.ToString">
            <summary>
            Converts this <see cref="T:Godot.Vector3I"/> to a string.
            </summary>
            <returns>A string representation of this vector.</returns>
        </member>
        <member name="M:Godot.Vector3I.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Vector3I"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this vector.</returns>
        </member>
        <member name="T:Godot.Vector4">
            <summary>
            4-element structure that can be used to represent positions in 4D space or any other pair of numeric values.
            </summary>
        </member>
        <member name="T:Godot.Vector4.Axis">
            <summary>
            Enumerated index values for the axes.
            Returned by <see cref="M:Godot.Vector4.MaxAxisIndex"/> and <see cref="M:Godot.Vector4.MinAxisIndex"/>.
            </summary>
        </member>
        <member name="F:Godot.Vector4.Axis.X">
            <summary>
            The vector's X axis.
            </summary>
        </member>
        <member name="F:Godot.Vector4.Axis.Y">
            <summary>
            The vector's Y axis.
            </summary>
        </member>
        <member name="F:Godot.Vector4.Axis.Z">
            <summary>
            The vector's Z axis.
            </summary>
        </member>
        <member name="F:Godot.Vector4.Axis.W">
            <summary>
            The vector's W axis.
            </summary>
        </member>
        <member name="F:Godot.Vector4.X">
            <summary>
            The vector's X component. Also accessible by using the index position <c>[0]</c>.
            </summary>
        </member>
        <member name="F:Godot.Vector4.Y">
            <summary>
            The vector's Y component. Also accessible by using the index position <c>[1]</c>.
            </summary>
        </member>
        <member name="F:Godot.Vector4.Z">
            <summary>
            The vector's Z component. Also accessible by using the index position <c>[2]</c>.
            </summary>
        </member>
        <member name="F:Godot.Vector4.W">
            <summary>
            The vector's W component. Also accessible by using the index position <c>[3]</c>.
            </summary>
        </member>
        <member name="P:Godot.Vector4.Item(System.Int32)">
            <summary>
            Access vector components using their index.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is not 0, 1, 2 or 3.
            </exception>
            <value>
            <c>[0]</c> is equivalent to <see cref="F:Godot.Vector4.X"/>,
            <c>[1]</c> is equivalent to <see cref="F:Godot.Vector4.Y"/>,
            <c>[2]</c> is equivalent to <see cref="F:Godot.Vector4.Z"/>.
            <c>[3]</c> is equivalent to <see cref="F:Godot.Vector4.W"/>.
            </value>
        </member>
        <member name="M:Godot.Vector4.Deconstruct(System.Single@,System.Single@,System.Single@,System.Single@)">
            <summary>
            Helper method for deconstruction into a tuple.
            </summary>
        </member>
        <member name="M:Godot.Vector4.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.Vector4.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.Vector4.Clamp(Godot.Vector4,Godot.Vector4)">
            <summary>
            Returns a new vector with all components clamped between the
            components of <paramref name="min"/> and <paramref name="max"/> using
            <see cref="M:Godot.Mathf.Clamp(System.Single,System.Single,System.Single)"/>.
            </summary>
            <param name="min">The vector with minimum allowed values.</param>
            <param name="max">The vector with maximum allowed values.</param>
            <returns>The vector with all components clamped.</returns>
        </member>
        <member name="M:Godot.Vector4.CubicInterpolate(Godot.Vector4,Godot.Vector4,Godot.Vector4,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.Vector4.CubicInterpolateInTime(Godot.Vector4,Godot.Vector4,Godot.Vector4,System.Single,System.Single,System.Single,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"/>.
            It can perform smoother interpolation than <see cref="M:Godot.Vector4.CubicInterpolate(Godot.Vector4,Godot.Vector4,Godot.Vector4,System.Single)"/>
            by the time values.
            </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>
            <param name="t"></param>
            <param name="preAT"></param>
            <param name="postBT"></param>
            <returns>The interpolated vector.</returns>
        </member>
        <member name="M:Godot.Vector4.DirectionTo(Godot.Vector4)">
            <summary>
            Returns the normalized vector pointing from this vector to <paramref name="to"/>.
            </summary>
            <param name="to">The other vector to point towards.</param>
            <returns>The direction from this vector to <paramref name="to"/>.</returns>
        </member>
        <member name="M:Godot.Vector4.DistanceSquaredTo(Godot.Vector4)">
            <summary>
            Returns the squared distance between this vector and <paramref name="to"/>.
            This method runs faster than <see cref="M:Godot.Vector4.DistanceTo(Godot.Vector4)"/>, 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.Vector4.DistanceTo(Godot.Vector4)">
            <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.Vector4.Dot(Godot.Vector4)">
            <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.Vector4.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.Vector4.Inverse">
            <summary>
            Returns the inverse of this vector. This is the same as <c>new Vector4(1 / v.X, 1 / v.Y, 1 / v.Z, 1 / v.W)</c>.
            </summary>
            <returns>The inverse of this vector.</returns>
        </member>
        <member name="M:Godot.Vector4.IsFinite">
            <summary>
            Returns <see langword="true"/> if this vector is finite, by calling
            <see cref="M:Godot.Mathf.IsFinite(System.Single)"/> on each component.
            </summary>
            <returns>Whether this vector is finite or not.</returns>
        </member>
        <member name="M:Godot.Vector4.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.Vector4.Length">
            <summary>
            Returns the length (magnitude) of this vector.
            </summary>
            <seealso cref="M:Godot.Vector4.LengthSquared"/>
            <returns>The length of this vector.</returns>
        </member>
        <member name="M:Godot.Vector4.LengthSquared">
            <summary>
            Returns the squared length (squared magnitude) of this vector.
            This method runs faster than <see cref="M:Godot.Vector4.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.Vector4.Lerp(Godot.Vector4,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.Vector4.MaxAxisIndex">
            <summary>
            Returns the axis of the vector's highest value. See <see cref="T:Godot.Vector4.Axis"/>.
            If all components are equal, this method returns <see cref="F:Godot.Vector4.Axis.X"/>.
            </summary>
            <returns>The index of the highest axis.</returns>
        </member>
        <member name="M:Godot.Vector4.MinAxisIndex">
            <summary>
            Returns the axis of the vector's lowest value. See <see cref="T:Godot.Vector4.Axis"/>.
            If all components are equal, this method returns <see cref="F:Godot.Vector4.Axis.W"/>.
            </summary>
            <returns>The index of the lowest axis.</returns>
        </member>
        <member name="M:Godot.Vector4.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.Vector4.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.Vector4.PosMod(Godot.Vector4)">
            <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.Vector4.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.Vector4.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.Vector4.Snapped(Godot.Vector4)">
            <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="P:Godot.Vector4.Zero">
            <summary>
            Zero vector, a vector with all components set to <c>0</c>.
            </summary>
            <value>Equivalent to <c>new Vector4(0, 0, 0, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector4.One">
            <summary>
            One vector, a vector with all components set to <c>1</c>.
            </summary>
            <value>Equivalent to <c>new Vector4(1, 1, 1, 1)</c>.</value>
        </member>
        <member name="P:Godot.Vector4.Inf">
            <summary>
            Infinity vector, a vector with all components set to <see cref="F:Godot.Mathf.Inf"/>.
            </summary>
            <value>Equivalent to <c>new Vector4(Mathf.Inf, Mathf.Inf, Mathf.Inf, Mathf.Inf)</c>.</value>
        </member>
        <member name="M:Godot.Vector4.#ctor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a new <see cref="T:Godot.Vector4"/> 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>
            <param name="w">The vector's W component.</param>
        </member>
        <member name="M:Godot.Vector4.op_Addition(Godot.Vector4,Godot.Vector4)">
            <summary>
            Adds each component of the <see cref="T:Godot.Vector4"/>
            with the components of the given <see cref="T:Godot.Vector4"/>.
            </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.Vector4.op_Subtraction(Godot.Vector4,Godot.Vector4)">
            <summary>
            Subtracts each component of the <see cref="T:Godot.Vector4"/>
            by the components of the given <see cref="T:Godot.Vector4"/>.
            </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.Vector4.op_UnaryNegation(Godot.Vector4)">
            <summary>
            Returns the negative value of the <see cref="T:Godot.Vector4"/>.
            This is the same as writing <c>new Vector4(-v.X, -v.Y, -v.Z, -v.W)</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.Vector4.op_Multiply(Godot.Vector4,System.Single)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector4"/>
            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.Vector4.op_Multiply(System.Single,Godot.Vector4)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector4"/>
            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.Vector4.op_Multiply(Godot.Vector4,Godot.Vector4)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector4"/>
            by the components of the given <see cref="T:Godot.Vector4"/>.
            </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.Vector4.op_Division(Godot.Vector4,System.Single)">
            <summary>
            Divides each component of the <see cref="T:Godot.Vector4"/>
            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.Vector4.op_Division(Godot.Vector4,Godot.Vector4)">
            <summary>
            Divides each component of the <see cref="T:Godot.Vector4"/>
            by the components of the given <see cref="T:Godot.Vector4"/>.
            </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.Vector4.op_Modulus(Godot.Vector4,System.Single)">
            <summary>
            Gets the remainder of each component of the <see cref="T:Godot.Vector4"/>
            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.Vector4.PosMod(System.Single)"/> instead
            if you want to handle negative numbers.
            </summary>
            <example>
            <code>
            GD.Print(new Vector4(10, -20, 30, 40) % 7); // Prints "(3, -6, 2, 5)"
            </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.Vector4.op_Modulus(Godot.Vector4,Godot.Vector4)">
            <summary>
            Gets the remainder of each component of the <see cref="T:Godot.Vector4"/>
            with the components of the given <see cref="T:Godot.Vector4"/>.
            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.Vector4.PosMod(Godot.Vector4)"/> instead
            if you want to handle negative numbers.
            </summary>
            <example>
            <code>
            GD.Print(new Vector4(10, -20, 30, 10) % new Vector4(7, 8, 9, 10)); // Prints "(3, -4, 3, 0)"
            </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.Vector4.op_Equality(Godot.Vector4,Godot.Vector4)">
            <summary>
            Returns <see langword="true"/> if the vectors are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Vector4.IsEqualApprox(Godot.Vector4)"/> 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.Vector4.op_Inequality(Godot.Vector4,Godot.Vector4)">
            <summary>
            Returns <see langword="true"/> if the vectors are not equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Vector4.IsEqualApprox(Godot.Vector4)"/> 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.Vector4.op_LessThan(Godot.Vector4,Godot.Vector4)">
            <summary>
            Compares two <see cref="T:Godot.Vector4"/> 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, Z and finally W 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.Vector4.op_GreaterThan(Godot.Vector4,Godot.Vector4)">
            <summary>
            Compares two <see cref="T:Godot.Vector4"/> 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, Z and finally W 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.Vector4.op_LessThanOrEqual(Godot.Vector4,Godot.Vector4)">
            <summary>
            Compares two <see cref="T:Godot.Vector4"/> 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, Z and finally W 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.Vector4.op_GreaterThanOrEqual(Godot.Vector4,Godot.Vector4)">
            <summary>
            Compares two <see cref="T:Godot.Vector4"/> 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, Z and finally W 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.Vector4.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.Vector4.IsEqualApprox(Godot.Vector4)"/> 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.Vector4.Equals(Godot.Vector4)">
            <summary>
            Returns <see langword="true"/> if the vectors are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Vector4.IsEqualApprox(Godot.Vector4)"/> 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.Vector4.IsEqualApprox(Godot.Vector4)">
            <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.Vector4.IsZeroApprox">
            <summary>
            Returns <see langword="true"/> if this vector's values are approximately zero,
            by running <see cref="M:Godot.Mathf.IsZeroApprox(System.Single)"/> on each component.
            This method is faster than using <see cref="M:Godot.Vector4.IsEqualApprox(Godot.Vector4)"/> with one value
            as a zero vector.
            </summary>
            <returns>Whether or not the vector is approximately zero.</returns>
        </member>
        <member name="M:Godot.Vector4.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Vector4"/>.
            </summary>
            <returns>A hash code for this vector.</returns>
        </member>
        <member name="M:Godot.Vector4.ToString">
            <summary>
            Converts this <see cref="T:Godot.Vector4"/> to a string.
            </summary>
            <returns>A string representation of this vector.</returns>
        </member>
        <member name="M:Godot.Vector4.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Vector4"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this vector.</returns>
        </member>
        <member name="T:Godot.Vector4I">
            <summary>
            4-element structure that can be used to represent 4D grid coordinates or sets of integers.
            </summary>
        </member>
        <member name="T:Godot.Vector4I.Axis">
            <summary>
            Enumerated index values for the axes.
            Returned by <see cref="M:Godot.Vector4I.MaxAxisIndex"/> and <see cref="M:Godot.Vector4I.MinAxisIndex"/>.
            </summary>
        </member>
        <member name="F:Godot.Vector4I.Axis.X">
            <summary>
            The vector's X axis.
            </summary>
        </member>
        <member name="F:Godot.Vector4I.Axis.Y">
            <summary>
            The vector's Y axis.
            </summary>
        </member>
        <member name="F:Godot.Vector4I.Axis.Z">
            <summary>
            The vector's Z axis.
            </summary>
        </member>
        <member name="F:Godot.Vector4I.Axis.W">
            <summary>
            The vector's W axis.
            </summary>
        </member>
        <member name="F:Godot.Vector4I.X">
            <summary>
            The vector's X component. Also accessible by using the index position <c>[0]</c>.
            </summary>
        </member>
        <member name="F:Godot.Vector4I.Y">
            <summary>
            The vector's Y component. Also accessible by using the index position <c>[1]</c>.
            </summary>
        </member>
        <member name="F:Godot.Vector4I.Z">
            <summary>
            The vector's Z component. Also accessible by using the index position <c>[2]</c>.
            </summary>
        </member>
        <member name="F:Godot.Vector4I.W">
            <summary>
            The vector's W component. Also accessible by using the index position <c>[3]</c>.
            </summary>
        </member>
        <member name="P:Godot.Vector4I.Item(System.Int32)">
            <summary>
            Access vector components using their <paramref name="index"/>.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException">
            <paramref name="index"/> is not 0, 1, 2 or 3.
            </exception>
            <value>
            <c>[0]</c> is equivalent to <see cref="F:Godot.Vector4I.X"/>,
            <c>[1]</c> is equivalent to <see cref="F:Godot.Vector4I.Y"/>,
            <c>[2]</c> is equivalent to <see cref="F:Godot.Vector4I.Z"/>.
            <c>[3]</c> is equivalent to <see cref="F:Godot.Vector4I.W"/>.
            </value>
        </member>
        <member name="M:Godot.Vector4I.Deconstruct(System.Int32@,System.Int32@,System.Int32@,System.Int32@)">
            <summary>
            Helper method for deconstruction into a tuple.
            </summary>
        </member>
        <member name="M:Godot.Vector4I.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.Int32)"/> called on each component.</returns>
        </member>
        <member name="M:Godot.Vector4I.Clamp(Godot.Vector4I,Godot.Vector4I)">
            <summary>
            Returns a new vector with all components clamped between the
            components of <paramref name="min"/> and <paramref name="max"/> using
            <see cref="M:Godot.Mathf.Clamp(System.Int32,System.Int32,System.Int32)"/>.
            </summary>
            <param name="min">The vector with minimum allowed values.</param>
            <param name="max">The vector with maximum allowed values.</param>
            <returns>The vector with all components clamped.</returns>
        </member>
        <member name="M:Godot.Vector4I.Length">
            <summary>
            Returns the length (magnitude) of this vector.
            </summary>
            <seealso cref="M:Godot.Vector4I.LengthSquared"/>
            <returns>The length of this vector.</returns>
        </member>
        <member name="M:Godot.Vector4I.LengthSquared">
            <summary>
            Returns the squared length (squared magnitude) of this vector.
            This method runs faster than <see cref="M:Godot.Vector4I.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.Vector4I.MaxAxisIndex">
            <summary>
            Returns the axis of the vector's highest value. See <see cref="T:Godot.Vector4I.Axis"/>.
            If all components are equal, this method returns <see cref="F:Godot.Vector4I.Axis.X"/>.
            </summary>
            <returns>The index of the highest axis.</returns>
        </member>
        <member name="M:Godot.Vector4I.MinAxisIndex">
            <summary>
            Returns the axis of the vector's lowest value. See <see cref="T:Godot.Vector4I.Axis"/>.
            If all components are equal, this method returns <see cref="F:Godot.Vector4I.Axis.W"/>.
            </summary>
            <returns>The index of the lowest axis.</returns>
        </member>
        <member name="M:Godot.Vector4I.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.Int32)"/> 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="P:Godot.Vector4I.Zero">
            <summary>
            Zero vector, a vector with all components set to <c>0</c>.
            </summary>
            <value>Equivalent to <c>new Vector4I(0, 0, 0, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector4I.One">
            <summary>
            One vector, a vector with all components set to <c>1</c>.
            </summary>
            <value>Equivalent to <c>new Vector4I(1, 1, 1, 1)</c>.</value>
        </member>
        <member name="M:Godot.Vector4I.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Constructs a new <see cref="T:Godot.Vector4I"/> 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>
            <param name="w">The vector's W component.</param>
        </member>
        <member name="M:Godot.Vector4I.op_Addition(Godot.Vector4I,Godot.Vector4I)">
            <summary>
            Adds each component of the <see cref="T:Godot.Vector4I"/>
            with the components of the given <see cref="T:Godot.Vector4I"/>.
            </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.Vector4I.op_Subtraction(Godot.Vector4I,Godot.Vector4I)">
            <summary>
            Subtracts each component of the <see cref="T:Godot.Vector4I"/>
            by the components of the given <see cref="T:Godot.Vector4I"/>.
            </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.Vector4I.op_UnaryNegation(Godot.Vector4I)">
            <summary>
            Returns the negative value of the <see cref="T:Godot.Vector4I"/>.
            This is the same as writing <c>new Vector4I(-v.X, -v.Y, -v.Z, -v.W)</c>.
            This operation flips the direction of the vector while
            keeping the same magnitude.
            </summary>
            <param name="vec">The vector to negate/flip.</param>
            <returns>The negated/flipped vector.</returns>
        </member>
        <member name="M:Godot.Vector4I.op_Multiply(Godot.Vector4I,System.Int32)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector4I"/>
            by the given <see langword="int"/>.
            </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.Vector4I.op_Multiply(System.Int32,Godot.Vector4I)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector4I"/>
            by the given <see langword="int"/>.
            </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.Vector4I.op_Multiply(Godot.Vector4I,Godot.Vector4I)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector4I"/>
            by the components of the given <see cref="T:Godot.Vector4I"/>.
            </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.Vector4I.op_Division(Godot.Vector4I,System.Int32)">
            <summary>
            Divides each component of the <see cref="T:Godot.Vector4I"/>
            by the given <see langword="int"/>.
            </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.Vector4I.op_Division(Godot.Vector4I,Godot.Vector4I)">
            <summary>
            Divides each component of the <see cref="T:Godot.Vector4I"/>
            by the components of the given <see cref="T:Godot.Vector4I"/>.
            </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.Vector4I.op_Modulus(Godot.Vector4I,System.Int32)">
            <summary>
            Gets the remainder of each component of the <see cref="T:Godot.Vector4I"/>
            with the components of the given <see langword="int"/>.
            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.Mathf.PosMod(System.Int32,System.Int32)"/> instead
            if you want to handle negative numbers.
            </summary>
            <example>
            <code>
            GD.Print(new Vector4I(10, -20, 30, -40) % 7); // Prints "(3, -6, 2, -5)"
            </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.Vector4I.op_Modulus(Godot.Vector4I,Godot.Vector4I)">
            <summary>
            Gets the remainder of each component of the <see cref="T:Godot.Vector4I"/>
            with the components of the given <see cref="T:Godot.Vector4I"/>.
            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.Mathf.PosMod(System.Int32,System.Int32)"/> instead
            if you want to handle negative numbers.
            </summary>
            <example>
            <code>
            GD.Print(new Vector4I(10, -20, 30, -40) % new Vector4I(6, 7, 8, 9)); // Prints "(4, -6, 6, -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.Vector4I.op_Equality(Godot.Vector4I,Godot.Vector4I)">
            <summary>
            Returns <see langword="true"/> if the vectors are equal.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the vectors are equal.</returns>
        </member>
        <member name="M:Godot.Vector4I.op_Inequality(Godot.Vector4I,Godot.Vector4I)">
            <summary>
            Returns <see langword="true"/> if the vectors are not equal.
            </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.Vector4I.op_LessThan(Godot.Vector4I,Godot.Vector4I)">
            <summary>
            Compares two <see cref="T:Godot.Vector4I"/> 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, Z and finally W 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.Vector4I.op_GreaterThan(Godot.Vector4I,Godot.Vector4I)">
            <summary>
            Compares two <see cref="T:Godot.Vector4I"/> 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, Z and finally W 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.Vector4I.op_LessThanOrEqual(Godot.Vector4I,Godot.Vector4I)">
            <summary>
            Compares two <see cref="T:Godot.Vector4I"/> 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, Z and finally W 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.Vector4I.op_GreaterThanOrEqual(Godot.Vector4I,Godot.Vector4I)">
            <summary>
            Compares two <see cref="T:Godot.Vector4I"/> 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, Z and finally W 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.Vector4I.op_Implicit(Godot.Vector4I)~Godot.Vector4">
            <summary>
            Converts this <see cref="T:Godot.Vector4I"/> to a <see cref="T:Godot.Vector4"/>.
            </summary>
            <param name="value">The vector to convert.</param>
        </member>
        <member name="M:Godot.Vector4I.op_Explicit(Godot.Vector4)~Godot.Vector4I">
            <summary>
            Converts a <see cref="T:Godot.Vector4"/> to a <see cref="T:Godot.Vector4I"/> by truncating
            components' fractional parts (rounding towards zero). For a different
            behavior consider passing the result of <see cref="M:Godot.Vector4.Ceil"/>,
            <see cref="M:Godot.Vector4.Floor"/> or <see cref="M:Godot.Vector4.Round"/> to this conversion operator instead.
            </summary>
            <param name="value">The vector to convert.</param>
        </member>
        <member name="M:Godot.Vector4I.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if the vector is equal
            to the given object (<see paramref="obj"/>).
            </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.Vector4I.Equals(Godot.Vector4I)">
            <summary>
            Returns <see langword="true"/> if the vectors are equal.
            </summary>
            <param name="other">The other vector.</param>
            <returns>Whether or not the vectors are equal.</returns>
        </member>
        <member name="M:Godot.Vector4I.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Vector4I"/>.
            </summary>
            <returns>A hash code for this vector.</returns>
        </member>
        <member name="M:Godot.Vector4I.ToString">
            <summary>
            Converts this <see cref="T:Godot.Vector4I"/> to a string.
            </summary>
            <returns>A string representation of this vector.</returns>
        </member>
        <member name="M:Godot.Vector4I.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Vector4I"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this vector.</returns>
        </member>
        <member name="F:Godot.Side.Left">
            <summary>
            <para>Left side, usually used for <see cref="T:Godot.Control"/> or <see cref="T:Godot.StyleBox"/>-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.Side.Top">
            <summary>
            <para>Top side, usually used for <see cref="T:Godot.Control"/> or <see cref="T:Godot.StyleBox"/>-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.Side.Right">
            <summary>
            <para>Right side, usually used for <see cref="T:Godot.Control"/> or <see cref="T:Godot.StyleBox"/>-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.Side.Bottom">
            <summary>
            <para>Bottom side, 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.ClockDirection.Clockwise">
            <summary>
            <para>Clockwise rotation. Used by some methods (e.g. <see cref="M:Godot.Image.Rotate90(Godot.ClockDirection)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.ClockDirection.Counterclockwise">
            <summary>
            <para>Counter-clockwise rotation. Used by some methods (e.g. <see cref="M:Godot.Image.Rotate90(Godot.ClockDirection)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.HorizontalAlignment.Left">
            <summary>
            <para>Horizontal left alignment, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.HorizontalAlignment.Center">
            <summary>
            <para>Horizontal center alignment, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.HorizontalAlignment.Right">
            <summary>
            <para>Horizontal right alignment, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.HorizontalAlignment.Fill">
            <summary>
            <para>Expand row to fit width, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.VerticalAlignment.Top">
            <summary>
            <para>Vertical top alignment, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.VerticalAlignment.Center">
            <summary>
            <para>Vertical center alignment, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.VerticalAlignment.Bottom">
            <summary>
            <para>Vertical bottom alignment, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.VerticalAlignment.Fill">
            <summary>
            <para>Expand rows to fit height, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.InlineAlignment.TopTo">
            <summary>
            <para>Aligns the top of the inline object (e.g. image, table) to the position of the text specified by <c>INLINE_ALIGNMENT_TO_*</c> constant.</para>
            </summary>
        </member>
        <member name="F:Godot.InlineAlignment.CenterTo">
            <summary>
            <para>Aligns the center of the inline object (e.g. image, table) to the position of the text specified by <c>INLINE_ALIGNMENT_TO_*</c> constant.</para>
            </summary>
        </member>
        <member name="F:Godot.InlineAlignment.BaselineTo">
            <summary>
            <para>Aligns the baseline (user defined) of the inline object (e.g. image, table) to the position of the text specified by <c>INLINE_ALIGNMENT_TO_*</c> constant.</para>
            </summary>
        </member>
        <member name="F:Godot.InlineAlignment.BottomTo">
            <summary>
            <para>Aligns the bottom of the inline object (e.g. image, table) to the position of the text specified by <c>INLINE_ALIGNMENT_TO_*</c> constant.</para>
            </summary>
        </member>
        <member name="F:Godot.InlineAlignment.ToTop">
            <summary>
            <para>Aligns the position of the inline object (e.g. image, table) specified by <c>INLINE_ALIGNMENT_*_TO</c> constant to the top of the text.</para>
            </summary>
        </member>
        <member name="F:Godot.InlineAlignment.ToCenter">
            <summary>
            <para>Aligns the position of the inline object (e.g. image, table) specified by <c>INLINE_ALIGNMENT_*_TO</c> constant to the center of the text.</para>
            </summary>
        </member>
        <member name="F:Godot.InlineAlignment.ToBaseline">
            <summary>
            <para>Aligns the position of the inline object (e.g. image, table) specified by <c>INLINE_ALIGNMENT_*_TO</c> constant to the baseline of the text.</para>
            </summary>
        </member>
        <member name="F:Godot.InlineAlignment.ToBottom">
            <summary>
            <para>Aligns inline object (e.g. image, table) to the bottom of the text.</para>
            </summary>
        </member>
        <member name="F:Godot.InlineAlignment.Top">
            <summary>
            <para>Aligns top of the inline object (e.g. image, table) to the top of the text. Equivalent to <c>INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.InlineAlignment.Center">
            <summary>
            <para>Aligns center of the inline object (e.g. image, table) to the center of the text. Equivalent to <c>INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.InlineAlignment.Bottom">
            <summary>
            <para>Aligns bottom of the inline object (e.g. image, table) to the bottom of the text. Equivalent to <c>INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.InlineAlignment.ImageMask">
            <summary>
            <para>A bit mask for <c>INLINE_ALIGNMENT_*_TO</c> alignment constants.</para>
            </summary>
        </member>
        <member name="F:Godot.InlineAlignment.TextMask">
            <summary>
            <para>A bit mask for <c>INLINE_ALIGNMENT_TO_*</c> alignment constants.</para>
            </summary>
        </member>
        <member name="F:Godot.EulerOrder.Xyz">
            <summary>
            <para>Specifies that Euler angles should be in XYZ order. When composing, the order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X last.</para>
            </summary>
        </member>
        <member name="F:Godot.EulerOrder.Xzy">
            <summary>
            <para>Specifies that Euler angles should be in XZY order. When composing, the order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X last.</para>
            </summary>
        </member>
        <member name="F:Godot.EulerOrder.Yxz">
            <summary>
            <para>Specifies that Euler angles should be in YXZ order. When composing, the order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y last.</para>
            </summary>
        </member>
        <member name="F:Godot.EulerOrder.Yzx">
            <summary>
            <para>Specifies that Euler angles should be in YZX order. When composing, the order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y last.</para>
            </summary>
        </member>
        <member name="F:Godot.EulerOrder.Zxy">
            <summary>
            <para>Specifies that Euler angles should be in ZXY order. When composing, the order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z last.</para>
            </summary>
        </member>
        <member name="F:Godot.EulerOrder.Zyx">
            <summary>
            <para>Specifies that Euler angles should be in ZYX order. When composing, the order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z last.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.None">
            <summary>
            <para>Enum value which doesn't correspond to any key. This is used to initialize <see cref="T:Godot.Key"/> properties with a generic state.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Special">
            <summary>
            <para>Keycodes with this bit applied are non-printable.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Escape">
            <summary>
            <para>Escape key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Tab">
            <summary>
            <para>Tab key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Backtab">
            <summary>
            <para>Shift + Tab key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Backspace">
            <summary>
            <para>Backspace key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Enter">
            <summary>
            <para>Return key (on the main keyboard).</para>
            </summary>
        </member>
        <member name="F:Godot.Key.KpEnter">
            <summary>
            <para>Enter key on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Insert">
            <summary>
            <para>Insert key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Delete">
            <summary>
            <para>Delete key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Pause">
            <summary>
            <para>Pause key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Print">
            <summary>
            <para>Print Screen key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Sysreq">
            <summary>
            <para>System Request key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Clear">
            <summary>
            <para>Clear key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Home">
            <summary>
            <para>Home key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.End">
            <summary>
            <para>End key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Left">
            <summary>
            <para>Left arrow key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Up">
            <summary>
            <para>Up arrow key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Right">
            <summary>
            <para>Right arrow key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Down">
            <summary>
            <para>Down arrow key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Pageup">
            <summary>
            <para>Page Up key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Pagedown">
            <summary>
            <para>Page Down key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Shift">
            <summary>
            <para>Shift key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Ctrl">
            <summary>
            <para>Control key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Meta">
            <summary>
            <para>Meta key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Alt">
            <summary>
            <para>Alt key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Capslock">
            <summary>
            <para>Caps Lock key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Numlock">
            <summary>
            <para>Num Lock key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Scrolllock">
            <summary>
            <para>Scroll Lock key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F1">
            <summary>
            <para>F1 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F2">
            <summary>
            <para>F2 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F3">
            <summary>
            <para>F3 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F4">
            <summary>
            <para>F4 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F5">
            <summary>
            <para>F5 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F6">
            <summary>
            <para>F6 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F7">
            <summary>
            <para>F7 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F8">
            <summary>
            <para>F8 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F9">
            <summary>
            <para>F9 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F10">
            <summary>
            <para>F10 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F11">
            <summary>
            <para>F11 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F12">
            <summary>
            <para>F12 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F13">
            <summary>
            <para>F13 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F14">
            <summary>
            <para>F14 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F15">
            <summary>
            <para>F15 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F16">
            <summary>
            <para>F16 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F17">
            <summary>
            <para>F17 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F18">
            <summary>
            <para>F18 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F19">
            <summary>
            <para>F19 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F20">
            <summary>
            <para>F20 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F21">
            <summary>
            <para>F21 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F22">
            <summary>
            <para>F22 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F23">
            <summary>
            <para>F23 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F24">
            <summary>
            <para>F24 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F25">
            <summary>
            <para>F25 key. Only supported on macOS and Linux due to a Windows limitation.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F26">
            <summary>
            <para>F26 key. Only supported on macOS and Linux due to a Windows limitation.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F27">
            <summary>
            <para>F27 key. Only supported on macOS and Linux due to a Windows limitation.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F28">
            <summary>
            <para>F28 key. Only supported on macOS and Linux due to a Windows limitation.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F29">
            <summary>
            <para>F29 key. Only supported on macOS and Linux due to a Windows limitation.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F30">
            <summary>
            <para>F30 key. Only supported on macOS and Linux due to a Windows limitation.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F31">
            <summary>
            <para>F31 key. Only supported on macOS and Linux due to a Windows limitation.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F32">
            <summary>
            <para>F32 key. Only supported on macOS and Linux due to a Windows limitation.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F33">
            <summary>
            <para>F33 key. Only supported on macOS and Linux due to a Windows limitation.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F34">
            <summary>
            <para>F34 key. Only supported on macOS and Linux due to a Windows limitation.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F35">
            <summary>
            <para>F35 key. Only supported on macOS and Linux due to a Windows limitation.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.KpMultiply">
            <summary>
            <para>Multiply (*) key on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.KpDivide">
            <summary>
            <para>Divide (/) key on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.KpSubtract">
            <summary>
            <para>Subtract (-) key on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.KpPeriod">
            <summary>
            <para>Period (.) key on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.KpAdd">
            <summary>
            <para>Add (+) key on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Kp0">
            <summary>
            <para>Number 0 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Kp1">
            <summary>
            <para>Number 1 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Kp2">
            <summary>
            <para>Number 2 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Kp3">
            <summary>
            <para>Number 3 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Kp4">
            <summary>
            <para>Number 4 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Kp5">
            <summary>
            <para>Number 5 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Kp6">
            <summary>
            <para>Number 6 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Kp7">
            <summary>
            <para>Number 7 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Kp8">
            <summary>
            <para>Number 8 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Kp9">
            <summary>
            <para>Number 9 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Menu">
            <summary>
            <para>Context menu key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Hyper">
            <summary>
            <para>Hyper key. (On Linux/X11 only).</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Help">
            <summary>
            <para>Help key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.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.Key.Forward">
            <summary>
            <para>Media forward key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Stop">
            <summary>
            <para>Media stop key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Refresh">
            <summary>
            <para>Media refresh key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Volumedown">
            <summary>
            <para>Volume down key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Volumemute">
            <summary>
            <para>Mute volume key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Volumeup">
            <summary>
            <para>Volume up key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Mediaplay">
            <summary>
            <para>Media play key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Mediastop">
            <summary>
            <para>Media stop key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Mediaprevious">
            <summary>
            <para>Previous song key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Medianext">
            <summary>
            <para>Next song key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Mediarecord">
            <summary>
            <para>Media record key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Homepage">
            <summary>
            <para>Home page key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Favorites">
            <summary>
            <para>Favorites key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Search">
            <summary>
            <para>Search key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Standby">
            <summary>
            <para>Standby key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Openurl">
            <summary>
            <para>Open URL / Launch Browser key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launchmail">
            <summary>
            <para>Launch Mail key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launchmedia">
            <summary>
            <para>Launch Media key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launch0">
            <summary>
            <para>Launch Shortcut 0 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launch1">
            <summary>
            <para>Launch Shortcut 1 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launch2">
            <summary>
            <para>Launch Shortcut 2 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launch3">
            <summary>
            <para>Launch Shortcut 3 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launch4">
            <summary>
            <para>Launch Shortcut 4 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launch5">
            <summary>
            <para>Launch Shortcut 5 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launch6">
            <summary>
            <para>Launch Shortcut 6 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launch7">
            <summary>
            <para>Launch Shortcut 7 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launch8">
            <summary>
            <para>Launch Shortcut 8 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launch9">
            <summary>
            <para>Launch Shortcut 9 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launcha">
            <summary>
            <para>Launch Shortcut A key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launchb">
            <summary>
            <para>Launch Shortcut B key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launchc">
            <summary>
            <para>Launch Shortcut C key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launchd">
            <summary>
            <para>Launch Shortcut D key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launche">
            <summary>
            <para>Launch Shortcut E key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Launchf">
            <summary>
            <para>Launch Shortcut F key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Unknown">
            <summary>
            <para>Unknown key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Space">
            <summary>
            <para>Space key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Exclam">
            <summary>
            <para>! key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Quotedbl">
            <summary>
            <para>" key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Numbersign">
            <summary>
            <para># key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Dollar">
            <summary>
            <para>$ key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Percent">
            <summary>
            <para>% key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Ampersand">
            <summary>
            <para>&amp; key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Apostrophe">
            <summary>
            <para>' key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Parenleft">
            <summary>
            <para>( key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Parenright">
            <summary>
            <para>) key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Asterisk">
            <summary>
            <para>* key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Plus">
            <summary>
            <para>+ key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Comma">
            <summary>
            <para>, key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Minus">
            <summary>
            <para>- key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Period">
            <summary>
            <para>. key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Slash">
            <summary>
            <para>/ key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Key0">
            <summary>
            <para>Number 0 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Key1">
            <summary>
            <para>Number 1 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Key2">
            <summary>
            <para>Number 2 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Key3">
            <summary>
            <para>Number 3 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Key4">
            <summary>
            <para>Number 4 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Key5">
            <summary>
            <para>Number 5 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Key6">
            <summary>
            <para>Number 6 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Key7">
            <summary>
            <para>Number 7 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Key8">
            <summary>
            <para>Number 8 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Key9">
            <summary>
            <para>Number 9 key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Colon">
            <summary>
            <para>: key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Semicolon">
            <summary>
            <para>; key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Less">
            <summary>
            <para>&lt; key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Equal">
            <summary>
            <para>= key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Greater">
            <summary>
            <para>&gt; key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Question">
            <summary>
            <para>? key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.At">
            <summary>
            <para>@ key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.A">
            <summary>
            <para>A key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.B">
            <summary>
            <para>B key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.C">
            <summary>
            <para>C key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.D">
            <summary>
            <para>D key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.E">
            <summary>
            <para>E key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.F">
            <summary>
            <para>F key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.G">
            <summary>
            <para>G key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.H">
            <summary>
            <para>H key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.I">
            <summary>
            <para>I key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.J">
            <summary>
            <para>J key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.K">
            <summary>
            <para>K key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.L">
            <summary>
            <para>L key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.M">
            <summary>
            <para>M key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.N">
            <summary>
            <para>N key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.O">
            <summary>
            <para>O key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.P">
            <summary>
            <para>P key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Q">
            <summary>
            <para>Q key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.R">
            <summary>
            <para>R key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.S">
            <summary>
            <para>S key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.T">
            <summary>
            <para>T key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.U">
            <summary>
            <para>U key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.V">
            <summary>
            <para>V key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.W">
            <summary>
            <para>W key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.X">
            <summary>
            <para>X key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Y">
            <summary>
            <para>Y key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Z">
            <summary>
            <para>Z key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Bracketleft">
            <summary>
            <para>[ key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Backslash">
            <summary>
            <para>\ key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Bracketright">
            <summary>
            <para>] key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Asciicircum">
            <summary>
            <para>^ key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Underscore">
            <summary>
            <para>_ key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Quoteleft">
            <summary>
            <para>` key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Braceleft">
            <summary>
            <para>{ key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Bar">
            <summary>
            <para>| key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Braceright">
            <summary>
            <para>} key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Asciitilde">
            <summary>
            <para>~ key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Yen">
            <summary>
            <para>¥ key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Section">
            <summary>
            <para>§ key.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Globe">
            <summary>
            <para>"Globe" key on Mac / iPad keyboard.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.Keyboard">
            <summary>
            <para>"On-screen keyboard" key iPad keyboard.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.JisEisu">
            <summary>
            <para>英数 key on Mac keyboard.</para>
            </summary>
        </member>
        <member name="F:Godot.Key.JisKana">
            <summary>
            <para>かな key on Mac keyboard.</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.MaskCmdOrCtrl">
            <summary>
            <para>Automatically remapped to <see cref="F:Godot.Key.Meta"/> on macOS and <see cref="F:Godot.Key.Ctrl"/> on other platforms, this mask is never set in the actual events, and should be used for key mapping only.</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 or Option (on macOS) key mask.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyModifierMask.MaskMeta">
            <summary>
            <para>Command (on macOS) or Meta/Windows key mask.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyModifierMask.MaskCtrl">
            <summary>
            <para>Control key mask.</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.MouseButton.None">
            <summary>
            <para>Enum value which doesn't correspond to any mouse button. This is used to initialize <see cref="T:Godot.MouseButton"/> properties with a generic state.</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButton.Left">
            <summary>
            <para>Primary mouse button, usually assigned to the left button.</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButton.Right">
            <summary>
            <para>Secondary mouse button, usually assigned to the right button.</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButton.Middle">
            <summary>
            <para>Middle mouse button.</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButton.WheelUp">
            <summary>
            <para>Mouse wheel scrolling up.</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButton.WheelDown">
            <summary>
            <para>Mouse wheel scrolling down.</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButton.WheelLeft">
            <summary>
            <para>Mouse wheel left button (only present on some mice).</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButton.WheelRight">
            <summary>
            <para>Mouse wheel right button (only present on some mice).</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButton.Xbutton1">
            <summary>
            <para>Extra mouse button 1. This is sometimes present, usually to the sides of the mouse.</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButton.Xbutton2">
            <summary>
            <para>Extra mouse button 2. This is sometimes present, usually to the sides of the mouse.</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButtonMask.Left">
            <summary>
            <para>Primary mouse button mask, usually for the left button.</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButtonMask.Right">
            <summary>
            <para>Secondary mouse button mask, usually for the right button.</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButtonMask.Middle">
            <summary>
            <para>Middle mouse button mask.</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButtonMask.MbXbutton1">
            <summary>
            <para>Extra mouse button 1 mask.</para>
            </summary>
        </member>
        <member name="F:Godot.MouseButtonMask.MbXbutton2">
            <summary>
            <para>Extra mouse button 2 mask.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.Invalid">
            <summary>
            <para>An invalid game controller button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.A">
            <summary>
            <para>Game controller SDL button A. Corresponds to the bottom action button: Sony Cross, Xbox A, Nintendo B.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.B">
            <summary>
            <para>Game controller SDL button B. Corresponds to the right action button: Sony Circle, Xbox B, Nintendo A.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.X">
            <summary>
            <para>Game controller SDL button X. Corresponds to the left action button: Sony Square, Xbox X, Nintendo Y.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.Y">
            <summary>
            <para>Game controller SDL button Y. Corresponds to the top action button: Sony Triangle, Xbox Y, Nintendo X.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.Back">
            <summary>
            <para>Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, Nintendo - button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.Guide">
            <summary>
            <para>Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.Start">
            <summary>
            <para>Game controller SDL start button. Corresponds to the Nintendo + button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.LeftStick">
            <summary>
            <para>Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.RightStick">
            <summary>
            <para>Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.LeftShoulder">
            <summary>
            <para>Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.RightShoulder">
            <summary>
            <para>Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox RB button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.DpadUp">
            <summary>
            <para>Game controller D-pad up button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.DpadDown">
            <summary>
            <para>Game controller D-pad down button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.DpadLeft">
            <summary>
            <para>Game controller D-pad left button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.DpadRight">
            <summary>
            <para>Game controller D-pad right button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.Misc1">
            <summary>
            <para>Game controller SDL miscellaneous button. Corresponds to Xbox share button, PS5 microphone button, Nintendo Switch capture button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.Paddle1">
            <summary>
            <para>Game controller SDL paddle 1 button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.Paddle2">
            <summary>
            <para>Game controller SDL paddle 2 button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.Paddle3">
            <summary>
            <para>Game controller SDL paddle 3 button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.Paddle4">
            <summary>
            <para>Game controller SDL paddle 4 button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.Touchpad">
            <summary>
            <para>Game controller SDL touchpad button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.SdlMax">
            <summary>
            <para>The number of SDL game controller buttons.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyButton.Max">
            <summary>
            <para>The maximum number of game controller buttons supported by the engine. The actual limit may be lower on specific platforms:</para>
            <para>- <b>Android:</b> Up to 36 buttons.</para>
            <para>- <b>Linux:</b> Up to 80 buttons.</para>
            <para>- <b>Windows</b> and <b>macOS:</b> Up to 128 buttons.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyAxis.Invalid">
            <summary>
            <para>An invalid game controller axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyAxis.LeftX">
            <summary>
            <para>Game controller left joystick x-axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyAxis.LeftY">
            <summary>
            <para>Game controller left joystick y-axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyAxis.RightX">
            <summary>
            <para>Game controller right joystick x-axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyAxis.RightY">
            <summary>
            <para>Game controller right joystick y-axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyAxis.TriggerLeft">
            <summary>
            <para>Game controller left trigger axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyAxis.TriggerRight">
            <summary>
            <para>Game controller right trigger axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyAxis.SdlMax">
            <summary>
            <para>The number of SDL game controller axes.</para>
            </summary>
        </member>
        <member name="F:Godot.JoyAxis.Max">
            <summary>
            <para>The maximum number of game controller axes: OpenVR supports up to 5 Joysticks making a total of 10 axes.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessage.None">
            <summary>
            <para>Enum value which doesn't correspond to any MIDI message. This is used to initialize <see cref="T:Godot.MidiMessage"/> properties with a generic state.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessage.NoteOff">
            <summary>
            <para>MIDI note OFF message. Not all MIDI devices send this event; some send <see cref="!:Godot.MIDIMessage.NoteOn"/> with zero velocity instead. See the documentation of <see cref="T:Godot.InputEventMidi"/> for information of how to use MIDI inputs.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessage.NoteOn">
            <summary>
            <para>MIDI note ON message. Some MIDI devices send this event with velocity zero instead of <see cref="!:Godot.MIDIMessage.NoteOff"/>, but implementations vary. See the documentation of <see cref="T:Godot.InputEventMidi"/> for information of how to use MIDI inputs.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessage.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.MidiMessage.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.MidiMessage.ProgramChange">
            <summary>
            <para>MIDI program change message. This message sent when the program patch number changes.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessage.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.MidiMessage.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.MidiMessage.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.MidiMessage.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.MidiMessage.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.MidiMessage.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.MidiMessage.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.MidiMessage.TimingClock">
            <summary>
            <para>MIDI timing clock message. Sent 24 times per quarter note when synchronization is required.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessage.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.MidiMessage.Continue">
            <summary>
            <para>MIDI continue message. Continue at the point the sequence was stopped.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessage.Stop">
            <summary>
            <para>MIDI stop message. Stop the current sequence.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessage.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.MidiMessage.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.</para>
            <para>Since <see cref="F:Godot.Error.Ok"/> has value 0, and all other error constants are positive integers, it can also be used in boolean checks.</para>
            <para><b>Example:</b></para>
            <para><code>
            var error = method_that_returns_error()
            if error != OK:
                printerr("Failure!")
            
            # Or, alternatively:
            if error:
                printerr("Still failing!")
            </code></para>
            <para><b>Note:</b> Many functions do not return an error code, but will print error messages to standard output.</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. Used internally when passing <c>--version</c> or <c>--help</c> as executable options.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.Bug">
            <summary>
            <para>Bug error, caused by an implementation issue in the method.</para>
            <para><b>Note:</b> If a built-in method returns this code, please open an issue on <a href="https://github.com/godotengine/godot/issues">the GitHub Issue Tracker</a>.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.PrinterOnFire">
            <summary>
            <para>Printer on fire error (This is an easter egg, no built-in methods return this error code).</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.None">
            <summary>
            <para>The property has no hint for the editor.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Range">
            <summary>
            <para>Hints that an <see cref="T:System.Int32"/> or <see cref="T:System.Single"/> 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_less"</c> to allow manual input going respectively above the max or below the min values.</para>
            <para><b>Example:</b> <c>"-360,360,1,or_greater,or_less"</c>.</para>
            <para>Additionally, other keywords can be included: <c>"exp"</c> for exponential range editing, <c>"radians"</c> for editing radian angles in degrees, <c>"degrees"</c> to hint at an angle and <c>"hide_slider"</c> to hide the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Enum">
            <summary>
            <para>Hints that an <see cref="T:System.Int32"/> or <see cref="T:System.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 <b>not</b> removed from either end of a name. For integer 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 <see cref="T:System.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 <see cref="T:System.Single"/> 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>"positive_only"</c> to exclude in/out easing and limit values to be greater than or equal to zero.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Link">
            <summary>
            <para>Hints that a vector property should allow its components to be linked. For example, this allows <c>Vector2.x</c> and <c>Vector2.y</c> to be edited together.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Flags">
            <summary>
            <para>Hints that an <see cref="T:System.Int32"/> property is a bitmask with named bit flags.</para>
            <para>The hint string is a comma separated list of names such as <c>"Bit0,Bit1,Bit2,Bit3"</c>. Whitespaces are <b>not</b> removed from either end of a name. The first name in the list has value 1, the next 2, then 4, 8, 16 and so on. Explicit values can also be specified by appending <c>:integer</c> to the name, e.g. <c>"A:4,B:8,C:16"</c>. You can also combine several flags (<c>"A:4,B:8,AB:12,C:16"</c>).</para>
            <para><b>Note:</b> A flag value must be at least <c>1</c> and at most <c>2 ** 32 - 1</c>.</para>
            <para><b>Note:</b> Unlike <see cref="F:Godot.PropertyHint.Enum"/>, the previous explicit value is not taken into account. For the hint <c>"A:16,B,C"</c>, A is 16, B is 2, C is 4.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Layers2DRender">
            <summary>
            <para>Hints that an <see cref="T:System.Int32"/> 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 <see cref="T:System.Int32"/> 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 <see cref="T:System.Int32"/> 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 <see cref="T:System.Int32"/> 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 <see cref="T:System.Int32"/> 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 <see cref="T:System.Int32"/> property is a bitmask using the optionally named 3D navigation layers.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.LayersAvoidance">
            <summary>
            <para>Hints that an integer property is a bitmask using the optionally named avoidance layers.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.File">
            <summary>
            <para>Hints that a <see cref="T:System.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 <see cref="T:System.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 <see cref="T:System.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 <see cref="T:System.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>"Texture2D"</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 <see cref="T:System.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.Expression">
            <summary>
            <para>Hints that a <see cref="T:System.String"/> property is an <see cref="T:Godot.Expression"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.PlaceholderText">
            <summary>
            <para>Hints that a <see cref="T:System.String"/> property should show a placeholder text on its input field, if empty. The hint string is the placeholder text to use.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.ColorNoAlpha">
            <summary>
            <para>Hints that a <see cref="T:Godot.Color"/> property should be edited without affecting its transparency (<c>Color.a</c> is not editable).</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 integers.
            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><b>Note:</b> The final colon is required 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.PropertyHint.LocalizableString">
            <summary>
            <para>Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.HideQuaternionEdit">
            <summary>
            <para>Hints that a quaternion property should disable the temporary euler editor.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Password">
            <summary>
            <para>Hints that a string property is a password, and every character is replaced with the secret character.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.PropertyHint"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.None">
            <summary>
            <para>The property is not stored, and does not display in the editor. This is the default for non-exported properties.</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 <see cref="!:Godot.EditorInspector"/> (default).</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Internal">
            <summary>
            <para>The property is excluded from the class reference.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Checkable">
            <summary>
            <para>The property can be checked in the <see cref="!:Godot.EditorInspector"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Checked">
            <summary>
            <para>The property is checked in the <see cref="!:Godot.EditorInspector"/>.</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.Subgroup">
            <summary>
            <para>Used to group properties together in the editor in a subgroup (under a group). See <see cref="!:Godot.EditorInspector"/>.</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.Array">
            <summary>
            <para>The property is an array.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.AlwaysDuplicate">
            <summary>
            <para>When duplicating a resource with <see cref="M:Godot.Resource.Duplicate(System.Boolean)"/>, and this flag is set on a property of that resource, the property should always be duplicated, regardless of the <c>subresources</c> bool parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.NeverDuplicate">
            <summary>
            <para>When duplicating a resource with <see cref="M:Godot.Resource.Duplicate(System.Boolean)"/>, and this flag is set on a property of that resource, the property should never be duplicated, regardless of the <c>subresources</c> bool parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.HighEndGfx">
            <summary>
            <para>The property is only shown in the editor if modern renderers are supported (the Compatibility rendering method is excluded).</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.ReadOnly">
            <summary>
            <para>The property is read-only in the <see cref="!:Godot.EditorInspector"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Secret">
            <summary>
            <para>An export preset property with this flag contains confidential information and is stored separately from the rest of the export preset configuration.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Default">
            <summary>
            <para>Default usage (storage and editor).</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.NoEditor">
            <summary>
            <para>Default usage but without showing the property in the editor (storage).</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.Const">
            <summary>
            <para>Flag for a constant method.</para>
            </summary>
        </member>
        <member name="F:Godot.MethodFlags.Virtual">
            <summary>
            <para>Flag for a virtual method.</para>
            </summary>
        </member>
        <member name="F:Godot.MethodFlags.Vararg">
            <summary>
            <para>Flag for a method with a variable number of arguments.</para>
            </summary>
        </member>
        <member name="F:Godot.MethodFlags.Static">
            <summary>
            <para>Flag for a static method.</para>
            </summary>
        </member>
        <member name="F:Godot.MethodFlags.ObjectCore">
            <summary>
            <para>Used internally. Allows to not dump core virtual methods (such as <see cref="M:Godot.GodotObject._Notification(System.Int32)"/>) to the JSON API.</para>
            </summary>
        </member>
        <member name="F:Godot.MethodFlags.Default">
            <summary>
            <para>Default method flags (normal).</para>
            </summary>
        </member>
        <member name="T:Godot.AesContext">
            <summary>
            <para>This class holds the context information required for encryption and decryption operations with AES (Advanced Encryption Standard). Both AES-ECB and AES-CBC modes are supported.</para>
            <para><code>
            using Godot;
            using System.Diagnostics;
            
            public partial class MyNode : Node
            {
                private AesContext _aes = new AesContext();
            
                public override void _Ready()
                {
                    string key = "My secret key!!!"; // Key must be either 16 or 32 bytes.
                    string data = "My secret text!!"; // Data size must be multiple of 16 bytes, apply padding if needed.
                    // Encrypt ECB
                    _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());
                    byte[] encrypted = _aes.Update(data.ToUtf8Buffer());
                    _aes.Finish();
                    // Decrypt ECB
                    _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());
                    byte[] decrypted = _aes.Update(encrypted);
                    _aes.Finish();
                    // Check ECB
                    Debug.Assert(decrypted == data.ToUtf8Buffer());
            
                    string iv = "My secret iv!!!!"; // IV must be of exactly 16 bytes.
                    // Encrypt CBC
                    _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv.ToUtf8Buffer());
                    encrypted = _aes.Update(data.ToUtf8Buffer());
                    _aes.Finish();
                    // Decrypt CBC
                    _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv.ToUtf8Buffer());
                    decrypted = _aes.Update(encrypted);
                    _aes.Finish();
                    // Check CBC
                    Debug.Assert(decrypted == data.ToUtf8Buffer());
                }
            }
            </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 <c>Array.Empty&lt;byte&gt;()</c>.</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><b>Note:</b> 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><b>Note:</b> 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.AStar2D">
            <summary>
            <para>An implementation of the A* algorithm, used to find the shortest path between two vertices on a connected graph in 2D space.</para>
            <para>See <see cref="T:Godot.AStar3D"/> for a more thorough explanation on how to use this class. <see cref="T:Godot.AStar2D"/> is a wrapper for <see cref="T:Godot.AStar3D"/> that enforces 2D coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D._ComputeCost(System.Int64,System.Int64)">
            <summary>
            <para>Called when computing the cost between two connected points.</para>
            <para>Note that this function is hidden in the default <see cref="T:Godot.AStar2D"/> class.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D._EstimateCost(System.Int64,System.Int64)">
            <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 <see cref="T:Godot.AStar2D"/> 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.Int64,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>weightScale</c> must be 0.0 or greater.</para>
            <para>The <c>weightScale</c> is multiplied by the result of <see cref="M:Godot.AStar2D._ComputeCost(System.Int64,System.Int64)"/> 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>weightScale</c>s to form a path.</para>
            <para><code>
            var astar = new AStar2D();
            astar.AddPoint(1, new 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.Int64)">
            <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.Int64,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.Int64)">
            <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.Int64,System.Single)">
            <summary>
            <para>Sets the <c>weightScale</c> for the point with the given <c>id</c>. The <c>weightScale</c> is multiplied by the result of <see cref="M:Godot.AStar2D._ComputeCost(System.Int64,System.Int64)"/> 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.Int64)">
            <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.Int64)">
            <summary>
            <para>Returns whether a point associated with the given <c>id</c> exists.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.GetPointConnections(System.Int64)">
            <summary>
            <para>Returns an array with the IDs of the points that form the connection with the given point.</para>
            <para><code>
            var astar = new AStar2D();
            astar.AddPoint(1, new Vector2(0, 0));
            astar.AddPoint(2, new Vector2(0, 1));
            astar.AddPoint(3, new Vector2(1, 1));
            astar.AddPoint(4, new Vector2(2, 0));
            
            astar.ConnectPoints(1, 2, true);
            astar.ConnectPoints(1, 3, true);
            
            int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.GetPointIds">
            <summary>
            <para>Returns an array of all point IDs.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.SetPointDisabled(System.Int64,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.Int64)">
            <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.Int64,System.Int64,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>toId</c> is allowed, not the reverse direction.</para>
            <para><code>
            var astar = new AStar2D();
            astar.AddPoint(1, new Vector2(1, 1));
            astar.AddPoint(2, new Vector2(0, 5));
            astar.ConnectPoints(1, 2, false);
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.DisconnectPoints(System.Int64,System.Int64,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>toId</c> is prevented, and a unidirectional segment possibly remains.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.ArePointsConnected(System.Int64,System.Int64,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>toId</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 <see cref="M:Godot.AStar2D.ReserveSpace(System.Int64)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.ReserveSpace(System.Int64)">
            <summary>
            <para>Reserves space internally for <c>numNodes</c> points, useful if you're adding a known large number of points at once, such as points on a grid. 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>toPosition</c>, optionally taking disabled points into account. Returns <c>-1</c> if there are no points in the points pool.</para>
            <para><b>Note:</b> If several points are the closest to <c>toPosition</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>toPosition</c> that resides inside a segment between two connected points.</para>
            <para><code>
            var astar = new AStar2D();
            astar.AddPoint(1, new Vector2(0, 0));
            astar.AddPoint(2, new Vector2(0, 5));
            astar.ConnectPoints(1, 2);
            Vector2 res = astar.GetClosestPositionInSegment(new 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.Int64,System.Int64)">
            <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><b>Note:</b> This method is not thread-safe. If called from a <see cref="T:Godot.GodotThread"/>, 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.Int64,System.Int64)">
            <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 = new AStar2D();
            astar.AddPoint(1, new Vector2(0, 0));
            astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1
            astar.AddPoint(3, new Vector2(1, 1));
            astar.AddPoint(4, new Vector2(2, 0));
            
            astar.ConnectPoints(1, 2, false);
            astar.ConnectPoints(2, 3, false);
            astar.ConnectPoints(4, 3, false);
            astar.ConnectPoints(1, 4, false);
            int[] res = astar.GetIdPath(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.AStar3D">
            <summary>
            <para>A* (A star) is a computer algorithm 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 3D space and Euclidean distances by default.</para>
            <para>You must add points manually with <see cref="M:Godot.AStar3D.AddPoint(System.Int64,Godot.Vector3,System.Single)"/> and create segments manually with <see cref="M:Godot.AStar3D.ConnectPoints(System.Int64,System.Int64,System.Boolean)"/>. Once done, you can test if there is a path between two points with the <see cref="M:Godot.AStar3D.ArePointsConnected(System.Int64,System.Int64,System.Boolean)"/> function, get a path containing indices by <see cref="M:Godot.AStar3D.GetIdPath(System.Int64,System.Int64)"/>, or one containing actual coordinates with <see cref="M:Godot.AStar3D.GetPointPath(System.Int64,System.Int64)"/>.</para>
            <para>It is also possible to use non-Euclidean distances. To do so, create a class that extends <c>AStar3D</c> and override methods <see cref="M:Godot.AStar3D._ComputeCost(System.Int64,System.Int64)"/> and <see cref="M:Godot.AStar3D._EstimateCost(System.Int64,System.Int64)"/>. Both take two indices and return a length, as is shown in the following example.</para>
            <para><code>
            public partial class MyAStar : AStar3D
            {
                public override float _ComputeCost(long fromId, long toId)
                {
                    return Mathf.Abs((int)(fromId - toId));
                }
            
                public override float _EstimateCost(long fromId, long toId)
                {
                    return Mathf.Min(0, Mathf.Abs((int)(fromId - toId)) - 1);
                }
            }
            </code></para>
            <para><see cref="M:Godot.AStar3D._EstimateCost(System.Int64,System.Int64)"/> 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.AStar3D._EstimateCost(System.Int64,System.Int64)"/> return the same value as <see cref="M:Godot.AStar3D._ComputeCost(System.Int64,System.Int64)"/> to provide the algorithm with the most accurate information.</para>
            <para>If the default <see cref="M:Godot.AStar3D._EstimateCost(System.Int64,System.Int64)"/> and <see cref="M:Godot.AStar3D._ComputeCost(System.Int64,System.Int64)"/> methods are used, or if the supplied <see cref="M:Godot.AStar3D._EstimateCost(System.Int64,System.Int64)"/> 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.AStar3D._ComputeCost(System.Int64,System.Int64)"/> 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.AStar3D._ComputeCost(System.Int64,System.Int64)">
            <summary>
            <para>Called when computing the cost between two connected points.</para>
            <para>Note that this function is hidden in the default <c>AStar3D</c> class.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D._EstimateCost(System.Int64,System.Int64)">
            <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>AStar3D</c> class.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.GetAvailablePointId">
            <summary>
            <para>Returns the next available point ID with no point associated to it.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.AddPoint(System.Int64,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>weightScale</c> must be 0.0 or greater.</para>
            <para>The <c>weightScale</c> is multiplied by the result of <see cref="M:Godot.AStar3D._ComputeCost(System.Int64,System.Int64)"/> 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>weightScale</c>s to form a path.</para>
            <para><code>
            var astar = new AStar3D();
            astar.AddPoint(1, new 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.AStar3D.GetPointPosition(System.Int64)">
            <summary>
            <para>Returns the position of the point associated with the given <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.SetPointPosition(System.Int64,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.AStar3D.GetPointWeightScale(System.Int64)">
            <summary>
            <para>Returns the weight scale of the point associated with the given <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.SetPointWeightScale(System.Int64,System.Single)">
            <summary>
            <para>Sets the <c>weightScale</c> for the point with the given <c>id</c>. The <c>weightScale</c> is multiplied by the result of <see cref="M:Godot.AStar3D._ComputeCost(System.Int64,System.Int64)"/> when determining the overall cost of traveling across a segment from a neighboring point to this point.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.RemovePoint(System.Int64)">
            <summary>
            <para>Removes the point associated with the given <c>id</c> from the points pool.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.HasPoint(System.Int64)">
            <summary>
            <para>Returns whether a point associated with the given <c>id</c> exists.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.GetPointConnections(System.Int64)">
            <summary>
            <para>Returns an array with the IDs of the points that form the connection with the given point.</para>
            <para><code>
            var astar = new AStar3D();
            astar.AddPoint(1, new Vector3(0, 0, 0));
            astar.AddPoint(2, new Vector3(0, 1, 0));
            astar.AddPoint(3, new Vector3(1, 1, 0));
            astar.AddPoint(4, new Vector3(2, 0, 0));
            astar.ConnectPoints(1, 2, true);
            astar.ConnectPoints(1, 3, true);
            
            int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.GetPointIds">
            <summary>
            <para>Returns an array of all point IDs.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.SetPointDisabled(System.Int64,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.AStar3D.IsPointDisabled(System.Int64)">
            <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.AStar3D.ConnectPoints(System.Int64,System.Int64,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>toId</c> is allowed, not the reverse direction.</para>
            <para><code>
            var astar = new AStar3D();
            astar.AddPoint(1, new Vector3(1, 1, 0));
            astar.AddPoint(2, new Vector3(0, 5, 0));
            astar.ConnectPoints(1, 2, false);
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.DisconnectPoints(System.Int64,System.Int64,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>toId</c> is prevented, and a unidirectional segment possibly remains.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.ArePointsConnected(System.Int64,System.Int64,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>toId</c> is possible through this segment.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.GetPointCount">
            <summary>
            <para>Returns the number of points currently in the points pool.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.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.AStar3D.ReserveSpace(System.Int64)">
            <summary>
            <para>Reserves space internally for <c>numNodes</c> points. Useful if you're adding a known large number of points at once, such as points on a grid. New capacity must be greater or equals to old capacity.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.Clear">
            <summary>
            <para>Clears all the points and segments.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.GetClosestPoint(Godot.Vector3,System.Boolean)">
            <summary>
            <para>Returns the ID of the closest point to <c>toPosition</c>, optionally taking disabled points into account. Returns <c>-1</c> if there are no points in the points pool.</para>
            <para><b>Note:</b> If several points are the closest to <c>toPosition</c>, the one with the smallest ID will be returned, ensuring a deterministic result.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.GetClosestPositionInSegment(Godot.Vector3)">
            <summary>
            <para>Returns the closest position to <c>toPosition</c> that resides inside a segment between two connected points.</para>
            <para><code>
            var astar = new AStar3D();
            astar.AddPoint(1, new Vector3(0, 0, 0));
            astar.AddPoint(2, new Vector3(0, 5, 0));
            astar.ConnectPoints(1, 2);
            Vector3 res = astar.GetClosestPositionInSegment(new 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.AStar3D.GetPointPath(System.Int64,System.Int64)">
            <summary>
            <para>Returns an array with the points that are in the path found by AStar3D between the given points. The array is ordered from the starting point to the ending point of the path.</para>
            <para><b>Note:</b> This method is not thread-safe. If called from a <see cref="T:Godot.GodotThread"/>, it will return an empty <see cref="T:Godot.Vector3"/>[] and will print an error message.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar3D.GetIdPath(System.Int64,System.Int64)">
            <summary>
            <para>Returns an array with the IDs of the points that form the path found by AStar3D between the given points. The array is ordered from the starting point to the ending point of the path.</para>
            <para><code>
            var astar = new AStar3D();
            astar.AddPoint(1, new Vector3(0, 0, 0));
            astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1
            astar.AddPoint(3, new Vector3(1, 1, 0));
            astar.AddPoint(4, new Vector3(2, 0, 0));
            astar.ConnectPoints(1, 2, false);
            astar.ConnectPoints(2, 3, false);
            astar.ConnectPoints(4, 3, false);
            astar.ConnectPoints(1, 4, false);
            int[] res = astar.GetIdPath(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.AStarGrid2D">
            <summary>
            <para><see cref="T:Godot.AStarGrid2D"/> is a variant of <see cref="T:Godot.AStar2D"/> that is specialized for partial 2D grids. It is simpler to use because it doesn't require you to manually create points and connect them together. This class also supports multiple types of heuristics, modes for diagonal movement, and a jumping mode to speed up calculations.</para>
            <para>To use <see cref="T:Godot.AStarGrid2D"/>, you only need to set the <see cref="P:Godot.AStarGrid2D.Region"/> of the grid, optionally set the <see cref="P:Godot.AStarGrid2D.CellSize"/>, and then call the <see cref="M:Godot.AStarGrid2D.Update"/> method:</para>
            <para><code>
            AStarGrid2D astarGrid = new AStarGrid2D();
            astarGrid.Size = new Vector2I(32, 32);
            astarGrid.CellSize = new Vector2I(16, 16);
            astarGrid.Update();
            GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4)
            GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)
            </code></para>
            <para>To remove a point from the pathfinding grid, it must be set as "solid" with <see cref="M:Godot.AStarGrid2D.SetPointSolid(Godot.Vector2I,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.AStarGrid2D.Heuristic.Euclidean">
            <summary>
            <para>The <a href="https://en.wikipedia.org/wiki/Euclidean_distance">Euclidean heuristic</a> to be used for the pathfinding using the following formula:</para>
            <para><code>
            dx = abs(to_id.x - from_id.x)
            dy = abs(to_id.y - from_id.y)
            result = sqrt(dx * dx + dy * dy)
            </code></para>
            <para><b>Note:</b> This is also the internal heuristic used in <see cref="T:Godot.AStar3D"/> and <see cref="T:Godot.AStar2D"/> by default (with the inclusion of possible z-axis coordinate).</para>
            </summary>
        </member>
        <member name="F:Godot.AStarGrid2D.Heuristic.Manhattan">
            <summary>
            <para>The <a href="https://en.wikipedia.org/wiki/Taxicab_geometry">Manhattan heuristic</a> to be used for the pathfinding using the following formula:</para>
            <para><code>
            dx = abs(to_id.x - from_id.x)
            dy = abs(to_id.y - from_id.y)
            result = dx + dy
            </code></para>
            <para><b>Note:</b> This heuristic is intended to be used with 4-side orthogonal movements, provided by setting the <see cref="P:Godot.AStarGrid2D.DiagonalMode"/> to <see cref="F:Godot.AStarGrid2D.DiagonalModeEnum.Never"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.AStarGrid2D.Heuristic.Octile">
            <summary>
            <para>The Octile heuristic to be used for the pathfinding using the following formula:</para>
            <para><code>
            dx = abs(to_id.x - from_id.x)
            dy = abs(to_id.y - from_id.y)
            f = sqrt(2) - 1
            result = (dx &lt; dy) ? f * dx + dy : f * dy + dx;
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.AStarGrid2D.Heuristic.Chebyshev">
            <summary>
            <para>The <a href="https://en.wikipedia.org/wiki/Chebyshev_distance">Chebyshev heuristic</a> to be used for the pathfinding using the following formula:</para>
            <para><code>
            dx = abs(to_id.x - from_id.x)
            dy = abs(to_id.y - from_id.y)
            result = max(dx, dy)
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.AStarGrid2D.Heuristic.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.AStarGrid2D.Heuristic"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.AStarGrid2D.DiagonalModeEnum.Always">
            <summary>
            <para>The pathfinding algorithm will ignore solid neighbors around the target cell and allow passing using diagonals.</para>
            </summary>
        </member>
        <member name="F:Godot.AStarGrid2D.DiagonalModeEnum.Never">
            <summary>
            <para>The pathfinding algorithm will ignore all diagonals and the way will be always orthogonal.</para>
            </summary>
        </member>
        <member name="F:Godot.AStarGrid2D.DiagonalModeEnum.AtLeastOneWalkable">
            <summary>
            <para>The pathfinding algorithm will avoid using diagonals if at least two obstacles have been placed around the neighboring cells of the specific path segment.</para>
            </summary>
        </member>
        <member name="F:Godot.AStarGrid2D.DiagonalModeEnum.OnlyIfNoObstacles">
            <summary>
            <para>The pathfinding algorithm will avoid using diagonals if any obstacle has been placed around the neighboring cells of the specific path segment.</para>
            </summary>
        </member>
        <member name="F:Godot.AStarGrid2D.DiagonalModeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.AStarGrid2D.DiagonalModeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.AStarGrid2D.Region">
            <summary>
            <para>The region of grid cells available for pathfinding. If changed, <see cref="M:Godot.AStarGrid2D.Update"/> needs to be called before finding the next path.</para>
            </summary>
        </member>
        <member name="P:Godot.AStarGrid2D.Size">
            <summary>
            <para>The size of the grid (number of cells of size <see cref="P:Godot.AStarGrid2D.CellSize"/> on each axis). If changed, <see cref="M:Godot.AStarGrid2D.Update"/> needs to be called before finding the next path.</para>
            <para><b>Note:</b> This property is deprecated, use <see cref="P:Godot.AStarGrid2D.Region"/> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.AStarGrid2D.Offset">
            <summary>
            <para>The offset of the grid which will be applied to calculate the resulting point position returned by <see cref="M:Godot.AStarGrid2D.GetPointPath(Godot.Vector2I,Godot.Vector2I)"/>. If changed, <see cref="M:Godot.AStarGrid2D.Update"/> needs to be called before finding the next path.</para>
            </summary>
        </member>
        <member name="P:Godot.AStarGrid2D.CellSize">
            <summary>
            <para>The size of the point cell which will be applied to calculate the resulting point position returned by <see cref="M:Godot.AStarGrid2D.GetPointPath(Godot.Vector2I,Godot.Vector2I)"/>. If changed, <see cref="M:Godot.AStarGrid2D.Update"/> needs to be called before finding the next path.</para>
            </summary>
        </member>
        <member name="P:Godot.AStarGrid2D.JumpingEnabled">
            <summary>
            <para>Enables or disables jumping to skip up the intermediate points and speeds up the searching algorithm.</para>
            <para><b>Note:</b> Currently, toggling it on disables the consideration of weight scaling in pathfinding.</para>
            </summary>
        </member>
        <member name="P:Godot.AStarGrid2D.DefaultComputeHeuristic">
            <summary>
            <para>The default <see cref="T:Godot.AStarGrid2D.Heuristic"/> which will be used to calculate the cost between two points if <see cref="M:Godot.AStarGrid2D._ComputeCost(Godot.Vector2I,Godot.Vector2I)"/> was not overridden.</para>
            </summary>
        </member>
        <member name="P:Godot.AStarGrid2D.DefaultEstimateHeuristic">
            <summary>
            <para>The default <see cref="T:Godot.AStarGrid2D.Heuristic"/> which will be used to calculate the cost between the point and the end point if <see cref="M:Godot.AStarGrid2D._EstimateCost(Godot.Vector2I,Godot.Vector2I)"/> was not overridden.</para>
            </summary>
        </member>
        <member name="P:Godot.AStarGrid2D.DiagonalMode">
            <summary>
            <para>A specific <see cref="T:Godot.AStarGrid2D.DiagonalModeEnum"/> mode which will force the path to avoid or accept the specified diagonals.</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D._ComputeCost(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            <para>Called when computing the cost between two connected points.</para>
            <para>Note that this function is hidden in the default <c>AStarGrid2D</c> class.</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D._EstimateCost(Godot.Vector2I,Godot.Vector2I)">
            <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>AStarGrid2D</c> class.</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D.IsInBounds(System.Int32,System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the <c>x</c> and <c>y</c> is a valid grid coordinate (id).</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D.IsInBoundsv(Godot.Vector2I)">
            <summary>
            <para>Returns <c>true</c> if the <c>id</c> vector is a valid grid coordinate.</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D.IsDirty">
            <summary>
            <para>Indicates that the grid parameters were changed and <see cref="M:Godot.AStarGrid2D.Update"/> needs to be called.</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D.Update">
            <summary>
            <para>Updates the internal state of the grid according to the parameters to prepare it to search the path. Needs to be called if parameters like <see cref="P:Godot.AStarGrid2D.Region"/>, <see cref="P:Godot.AStarGrid2D.CellSize"/> or <see cref="P:Godot.AStarGrid2D.Offset"/> are changed. <see cref="M:Godot.AStarGrid2D.IsDirty"/> will return <c>true</c> if this is the case and this needs to be called.</para>
            <para><b>Note:</b> All point data (solidity and weight scale) will be cleared.</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D.SetPointSolid(Godot.Vector2I,System.Boolean)">
            <summary>
            <para>Disables or enables the specified point for pathfinding. Useful for making an obstacle. By default, all points are enabled.</para>
            <para><b>Note:</b> Calling <see cref="M:Godot.AStarGrid2D.Update"/> is not needed after the call of this function.</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D.IsPointSolid(Godot.Vector2I)">
            <summary>
            <para>Returns <c>true</c> if a point is disabled for pathfinding. By default, all points are enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D.SetPointWeightScale(Godot.Vector2I,System.Single)">
            <summary>
            <para>Sets the <c>weightScale</c> for the point with the given <c>id</c>. The <c>weightScale</c> is multiplied by the result of <see cref="M:Godot.AStarGrid2D._ComputeCost(Godot.Vector2I,Godot.Vector2I)"/> when determining the overall cost of traveling across a segment from a neighboring point to this point.</para>
            <para><b>Note:</b> Calling <see cref="M:Godot.AStarGrid2D.Update"/> is not needed after the call of this function.</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D.GetPointWeightScale(Godot.Vector2I)">
            <summary>
            <para>Returns the weight scale of the point associated with the given <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D.Clear">
            <summary>
            <para>Clears the grid and sets the <see cref="P:Godot.AStarGrid2D.Region"/> to <c>Rect2i(0, 0, 0, 0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D.GetPointPosition(Godot.Vector2I)">
            <summary>
            <para>Returns the position of the point associated with the given <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D.GetPointPath(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            <para>Returns an array with the points that are in the path found by AStarGrid2D between the given points. The array is ordered from the starting point to the ending point of the path.</para>
            <para><b>Note:</b> This method is not thread-safe. If called from a <see cref="T:Godot.GodotThread"/>, it will return an empty <see cref="T:Godot.Vector3"/>[] and will print an error message.</para>
            </summary>
        </member>
        <member name="M:Godot.AStarGrid2D.GetIdPath(Godot.Vector2I,Godot.Vector2I)">
            <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>
            </summary>
        </member>
        <member name="T:Godot.AcceptDialog">
            <summary>
            <para>The default use of <see cref="T:Godot.AcceptDialog"/> is to allow it to only be accepted or closed, with the same result. However, the <see cref="E:Godot.AcceptDialog.Confirmed"/> and <see cref="E:Godot.AcceptDialog.Canceled"/> signals allow to make the two actions different, and the <see cref="M:Godot.AcceptDialog.AddButton(System.String,System.Boolean,System.String)"/> method allows to add custom buttons and actions.</para>
            </summary>
        </member>
        <member name="P:Godot.AcceptDialog.OkButtonText">
            <summary>
            <para>The text displayed by the OK button (see <see cref="M:Godot.AcceptDialog.GetOkButton"/>).</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 <see cref="E:Godot.AcceptDialog.Confirmed"/> signal, and handle hiding the dialog in your own logic.</para>
            <para><b>Note:</b> 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.DialogCloseOnEscape">
            <summary>
            <para>If <c>true</c>, the dialog will be hidden when the escape key (<see cref="F:Godot.Key.Escape"/>) is pressed.</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.GetOkButton">
            <summary>
            <para>Returns the OK <see cref="T:Godot.Button"/> instance.</para>
            <para><b>Warning:</b> 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><b>Warning:</b> 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 <see cref="E:Godot.AcceptDialog.CustomAction"/> 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.AddCancelButton(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.AddCancelButton(System.String)"/> method. After removal, pressing the <c>button</c> will no longer emit this dialog's <see cref="E:Godot.AcceptDialog.CustomAction"/> or <see cref="E:Godot.AcceptDialog.Canceled"/> signals.</para>
            </summary>
        </member>
        <member name="M:Godot.AcceptDialog.RegisterTextEnter(Godot.Control)">
            <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="E:Godot.AcceptDialog.Confirmed">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AcceptDialog.Confirmed"/> event of a <see cref="T:Godot.AcceptDialog"/> class.
            </summary>
            <summary>
            <para>Emitted when the dialog is accepted, i.e. the OK button is pressed.</para>
            </summary>
        </member>
        <member name="E:Godot.AcceptDialog.Canceled">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AcceptDialog.Canceled"/> event of a <see cref="T:Godot.AcceptDialog"/> class.
            </summary>
            <summary>
            <para>Emitted when the dialog is closed or the button created with <see cref="M:Godot.AcceptDialog.AddCancelButton(System.String)"/> is pressed.</para>
            </summary>
        </member>
        <member name="T:Godot.AcceptDialog.CustomActionEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AcceptDialog.CustomAction"/> event of a <see cref="T:Godot.AcceptDialog"/> class.
            </summary>
        </member>
        <member name="E:Godot.AcceptDialog.CustomAction">
            <summary>
            <para>Emitted when a custom button is pressed. See <see cref="M:Godot.AcceptDialog.AddButton(System.String,System.Boolean,System.String)"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimatableBody2D">
            <summary>
            <para>An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, <see cref="T:Godot.AnimationPlayer"/>s (with <see cref="P:Godot.AnimationPlayer.PlaybackProcessMode"/> set to <c>ANIMATION_PROCESS_PHYSICS</c>), and <see cref="T:Godot.RemoteTransform2D"/>.</para>
            <para>When <see cref="T:Godot.AnimatableBody2D"/> is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatableBody2D.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 <b>not</b> use together with <see cref="M:Godot.PhysicsBody2D.MoveAndCollide(Godot.Vector2,System.Boolean,System.Single,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimatableBody3D">
            <summary>
            <para>An animatable 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, <see cref="T:Godot.AnimationPlayer"/>s (with <see cref="P:Godot.AnimationPlayer.PlaybackProcessMode"/> set to <c>ANIMATION_PROCESS_PHYSICS</c>), and <see cref="T:Godot.RemoteTransform3D"/>.</para>
            <para>When <see cref="T:Godot.AnimatableBody3D"/> is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatableBody3D.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 <b>not</b> use together with <see cref="M:Godot.PhysicsBody3D.MoveAndCollide(Godot.Vector3,System.Boolean,System.Single,System.Boolean,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimatedSprite2D">
            <summary>
            <para><see cref="T:Godot.AnimatedSprite2D"/> is similar to the <see cref="T:Godot.Sprite2D"/> 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>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite2D.SpriteFrames">
            <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.AnimatedSprite2D.Animation">
            <summary>
            <para>The current animation from the <see cref="P:Godot.AnimatedSprite2D.SpriteFrames"/> resource. If this value is changed, the <see cref="P:Godot.AnimatedSprite2D.Frame"/> counter and the <see cref="P:Godot.AnimatedSprite2D.FrameProgress"/> are reset.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite2D.Autoplay">
            <summary>
            <para>The key of the animation to play when the scene loads.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite2D.Frame">
            <summary>
            <para>The displayed animation frame's index. Setting this property also resets <see cref="P:Godot.AnimatedSprite2D.FrameProgress"/>. If this is not desired, use <see cref="M:Godot.AnimatedSprite2D.SetFrameAndProgress(System.Int32,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite2D.FrameProgress">
            <summary>
            <para>The progress value between <c>0.0</c> and <c>1.0</c> until the current frame transitions to the next frame. If the animation is playing backwards, the value transitions from <c>1.0</c> to <c>0.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite2D.SpeedScale">
            <summary>
            <para>The speed scaling ratio. For example, if this value is <c>1</c>, then the animation plays at normal speed. If it's <c>0.5</c>, then it plays at half speed. If it's <c>2</c>, then it plays at double speed.</para>
            <para>If set to a negative value, the animation is played in reverse. If set to <c>0</c>, the animation will not advance.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite2D.Centered">
            <summary>
            <para>If <c>true</c>, texture will be centered.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite2D.Offset">
            <summary>
            <para>The texture's drawing offset.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite2D.FlipH">
            <summary>
            <para>If <c>true</c>, texture is flipped horizontally.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite2D.FlipV">
            <summary>
            <para>If <c>true</c>, texture is flipped vertically.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite2D.IsPlaying">
            <summary>
            <para>Returns <c>true</c> if an animation is currently playing (even if <see cref="P:Godot.AnimatedSprite2D.SpeedScale"/> and/or <c>custom_speed</c> are <c>0</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite2D.Play(Godot.StringName,System.Single,System.Boolean)">
            <summary>
            <para>Plays the animation with key <c>name</c>. If <c>customSpeed</c> is negative and <c>fromEnd</c> is <c>true</c>, the animation will play backwards (which is equivalent to calling <see cref="M:Godot.AnimatedSprite2D.PlayBackwards(Godot.StringName)"/>).</para>
            <para>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.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite2D.PlayBackwards(Godot.StringName)">
            <summary>
            <para>Plays the animation with key <c>name</c> in reverse.</para>
            <para>This method is a shorthand for <see cref="M:Godot.AnimatedSprite2D.Play(Godot.StringName,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.AnimatedSprite2D.Pause">
            <summary>
            <para>Pauses the currently playing animation. The <see cref="P:Godot.AnimatedSprite2D.Frame"/> and <see cref="P:Godot.AnimatedSprite2D.FrameProgress"/> will be kept and calling <see cref="M:Godot.AnimatedSprite2D.Play(Godot.StringName,System.Single,System.Boolean)"/> or <see cref="M:Godot.AnimatedSprite2D.PlayBackwards(Godot.StringName)"/> without arguments will resume the animation from the current playback position.</para>
            <para>See also <see cref="M:Godot.AnimatedSprite2D.Stop"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite2D.Stop">
            <summary>
            <para>Stops the currently playing animation. The animation position is reset to <c>0</c> and the <c>custom_speed</c> is reset to <c>1.0</c>. See also <see cref="M:Godot.AnimatedSprite2D.Pause"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite2D.SetFrameAndProgress(System.Int32,System.Single)">
            <summary>
            <para>The setter of <see cref="P:Godot.AnimatedSprite2D.Frame"/> resets the <see cref="P:Godot.AnimatedSprite2D.FrameProgress"/> to <c>0.0</c> implicitly, but this method avoids that.</para>
            <para>This is useful when you want to carry over the current <see cref="P:Godot.AnimatedSprite2D.FrameProgress"/> to another <see cref="P:Godot.AnimatedSprite2D.Frame"/>.</para>
            <para><b>Example:</b></para>
            <para></para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite2D.GetPlayingSpeed">
            <summary>
            <para>Returns the actual playing speed of current animation or <c>0</c> if not playing. This speed is the <see cref="P:Godot.AnimatedSprite2D.SpeedScale"/> property multiplied by <c>custom_speed</c> argument specified when calling the <see cref="M:Godot.AnimatedSprite2D.Play(Godot.StringName,System.Single,System.Boolean)"/> method.</para>
            <para>Returns a negative value if the current animation is playing backwards.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimatedSprite2D.SpriteFramesChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimatedSprite2D.SpriteFramesChanged"/> event of a <see cref="T:Godot.AnimatedSprite2D"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="P:Godot.AnimatedSprite2D.SpriteFrames"/> changes.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimatedSprite2D.AnimationChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimatedSprite2D.AnimationChanged"/> event of a <see cref="T:Godot.AnimatedSprite2D"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="P:Godot.AnimatedSprite2D.Animation"/> changes.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimatedSprite2D.FrameChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimatedSprite2D.FrameChanged"/> event of a <see cref="T:Godot.AnimatedSprite2D"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="P:Godot.AnimatedSprite2D.Frame"/> changes.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimatedSprite2D.AnimationLooped">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimatedSprite2D.AnimationLooped"/> event of a <see cref="T:Godot.AnimatedSprite2D"/> class.
            </summary>
            <summary>
            <para>Emitted when the animation loops.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimatedSprite2D.AnimationFinished">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimatedSprite2D.AnimationFinished"/> event of a <see cref="T:Godot.AnimatedSprite2D"/> class.
            </summary>
            <summary>
            <para>Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimatedSprite3D">
            <summary>
            <para><see cref="T:Godot.AnimatedSprite3D"/> is similar to the <see cref="T:Godot.Sprite3D"/> node, except it carries multiple textures as animation <see cref="P:Godot.AnimatedSprite3D.SpriteFrames"/>. 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>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite3D.SpriteFrames">
            <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.AnimatedSprite3D.Animation">
            <summary>
            <para>The current animation from the <see cref="P:Godot.AnimatedSprite3D.SpriteFrames"/> resource. If this value is changed, the <see cref="P:Godot.AnimatedSprite3D.Frame"/> counter and the <see cref="P:Godot.AnimatedSprite3D.FrameProgress"/> are reset.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite3D.Autoplay">
            <summary>
            <para>The key of the animation to play when the scene loads.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite3D.Frame">
            <summary>
            <para>The displayed animation frame's index. Setting this property also resets <see cref="P:Godot.AnimatedSprite3D.FrameProgress"/>. If this is not desired, use <see cref="M:Godot.AnimatedSprite3D.SetFrameAndProgress(System.Int32,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite3D.FrameProgress">
            <summary>
            <para>The progress value between <c>0.0</c> and <c>1.0</c> until the current frame transitions to the next frame. If the animation is playing backwards, the value transitions from <c>1.0</c> to <c>0.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite3D.SpeedScale">
            <summary>
            <para>The speed scaling ratio. For example, if this value is <c>1</c>, then the animation plays at normal speed. If it's <c>0.5</c>, then it plays at half speed. If it's <c>2</c>, then it plays at double speed.</para>
            <para>If set to a negative value, the animation is played in reverse. If set to <c>0</c>, the animation will not advance.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite3D.IsPlaying">
            <summary>
            <para>Returns <c>true</c> if an animation is currently playing (even if <see cref="P:Godot.AnimatedSprite3D.SpeedScale"/> and/or <c>custom_speed</c> are <c>0</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite3D.Play(Godot.StringName,System.Single,System.Boolean)">
            <summary>
            <para>Plays the animation with key <c>name</c>. If <c>customSpeed</c> is negative and <c>fromEnd</c> is <c>true</c>, the animation will play backwards (which is equivalent to calling <see cref="M:Godot.AnimatedSprite3D.PlayBackwards(Godot.StringName)"/>).</para>
            <para>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.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite3D.PlayBackwards(Godot.StringName)">
            <summary>
            <para>Plays the animation with key <c>name</c> in reverse.</para>
            <para>This method is a shorthand for <see cref="M:Godot.AnimatedSprite3D.Play(Godot.StringName,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.AnimatedSprite3D.Pause">
            <summary>
            <para>Pauses the currently playing animation. The <see cref="P:Godot.AnimatedSprite3D.Frame"/> and <see cref="P:Godot.AnimatedSprite3D.FrameProgress"/> will be kept and calling <see cref="M:Godot.AnimatedSprite3D.Play(Godot.StringName,System.Single,System.Boolean)"/> or <see cref="M:Godot.AnimatedSprite3D.PlayBackwards(Godot.StringName)"/> without arguments will resume the animation from the current playback position.</para>
            <para>See also <see cref="M:Godot.AnimatedSprite3D.Stop"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite3D.Stop">
            <summary>
            <para>Stops the currently playing animation. The animation position is reset to <c>0</c> and the <c>custom_speed</c> is reset to <c>1.0</c>. See also <see cref="M:Godot.AnimatedSprite3D.Pause"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite3D.SetFrameAndProgress(System.Int32,System.Single)">
            <summary>
            <para>The setter of <see cref="P:Godot.AnimatedSprite3D.Frame"/> resets the <see cref="P:Godot.AnimatedSprite3D.FrameProgress"/> to <c>0.0</c> implicitly, but this method avoids that.</para>
            <para>This is useful when you want to carry over the current <see cref="P:Godot.AnimatedSprite3D.FrameProgress"/> to another <see cref="P:Godot.AnimatedSprite3D.Frame"/>.</para>
            <para><b>Example:</b></para>
            <para></para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite3D.GetPlayingSpeed">
            <summary>
            <para>Returns the actual playing speed of current animation or <c>0</c> if not playing. This speed is the <see cref="P:Godot.AnimatedSprite3D.SpeedScale"/> property multiplied by <c>custom_speed</c> argument specified when calling the <see cref="M:Godot.AnimatedSprite3D.Play(Godot.StringName,System.Single,System.Boolean)"/> method.</para>
            <para>Returns a negative value if the current animation is playing backwards.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimatedSprite3D.SpriteFramesChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimatedSprite3D.SpriteFramesChanged"/> event of a <see cref="T:Godot.AnimatedSprite3D"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="P:Godot.AnimatedSprite3D.SpriteFrames"/> changes.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimatedSprite3D.AnimationChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimatedSprite3D.AnimationChanged"/> event of a <see cref="T:Godot.AnimatedSprite3D"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="P:Godot.AnimatedSprite3D.Animation"/> changes.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimatedSprite3D.FrameChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimatedSprite3D.FrameChanged"/> event of a <see cref="T:Godot.AnimatedSprite3D"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="P:Godot.AnimatedSprite3D.Frame"/> changes.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimatedSprite3D.AnimationLooped">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimatedSprite3D.AnimationLooped"/> event of a <see cref="T:Godot.AnimatedSprite3D"/> class.
            </summary>
            <summary>
            <para>Emitted when the animation loops.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimatedSprite3D.AnimationFinished">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimatedSprite3D.AnimationFinished"/> event of a <see cref="T:Godot.AnimatedSprite3D"/> class.
            </summary>
            <summary>
            <para>Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.</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.AnimatedSprite2D"/>, it isn't a <see cref="T:Godot.Node"/>, but has the advantage of being usable anywhere a <see cref="T:Godot.Texture2D"/> 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.SpeedScale"/> property, as well as each frame's duration (see <see cref="M:Godot.AnimatedTexture.SetFrameDuration(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><b>Note:</b> AnimatedTexture doesn't support using <see cref="T:Godot.AtlasTexture"/>s. Each frame needs to be a separate <see cref="T:Godot.Texture2D"/>.</para>
            <para><b>Warning:</b> AnimatedTexture is deprecated, and might be removed in a future release. Its current implementation is not efficient for the modern renderers.</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.AnimatedSprite2D"/>.</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.Texture2D)"/>, 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. Setting this frame while playing resets the current frame time, so the newly selected frame plays for its whole configured frame duration.</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.SpeedScale">
            <summary>
            <para>The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedTexture.SetFrameTexture(System.Int32,Godot.Texture2D)">
            <summary>
            <para>Assigns a <see cref="T:Godot.Texture2D"/> 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.Texture2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedTexture.SetFrameDuration(System.Int32,System.Single)">
            <summary>
            <para>Sets the duration of any given <c>frame</c>. The final duration is affected by the <see cref="P:Godot.AnimatedTexture.SpeedScale"/>. If set to <c>0</c>, the frame is skipped during playback.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedTexture.GetFrameDuration(System.Int32)">
            <summary>
            <para>Returns the given <c>frame</c>'s duration, in seconds.</para>
            </summary>
        </member>
        <member name="T:Godot.Animation">
            <summary>
            <para>This resource holds data that can be used to animate anything 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 = new Animation();
            int trackIndex = animation.AddTrack(Animation.TrackType.Value);
            animation.TrackSetPath(trackIndex, "Enemy:position:x");
            animation.TrackInsertKey(trackIndex, 0.0f, 0);
            animation.TrackInsertKey(trackIndex, 0.5f, 100);
            </code></para>
            <para>Animations are just data containers, and must be added to nodes such as an <see cref="T:Godot.AnimationPlayer"/> 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>
            <para><b>Note:</b> For 3D position/rotation/scale, using the dedicated <see cref="F:Godot.Animation.TrackType.Position3D"/>, <see cref="F:Godot.Animation.TrackType.Rotation3D"/> and <see cref="F:Godot.Animation.TrackType.Scale3D"/> track types instead of <see cref="F:Godot.Animation.TrackType.Value"/> is recommended for performance reasons.</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. For 3D position/rotation/scale, using the dedicated <see cref="F:Godot.Animation.TrackType.Position3D"/>, <see cref="F:Godot.Animation.TrackType.Rotation3D"/> and <see cref="F:Godot.Animation.TrackType.Scale3D"/> track types instead of <see cref="F:Godot.Animation.TrackType.Value"/> is recommended for performance reasons.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.TrackType.Position3D">
            <summary>
            <para>3D position track (values are stored in <see cref="T:Godot.Vector3"/>s).</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.TrackType.Rotation3D">
            <summary>
            <para>3D rotation track (values are stored in <see cref="T:Godot.Quaternion"/>s).</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.TrackType.Scale3D">
            <summary>
            <para>3D scale track (values are stored in <see cref="T:Godot.Vector3"/>s).</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.TrackType.BlendShape">
            <summary>
            <para>Blend shape track.</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.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. This looks smoother than linear interpolation, but is more expensive to interpolate. Stick to <see cref="F:Godot.Animation.InterpolationType.Linear"/> for complex 3D animations imported from external software, even if it requires using a higher animation framerate in return.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.InterpolationType.LinearAngle">
            <summary>
            <para>Linear interpolation with shortest path rotation.</para>
            <para><b>Note:</b> The result value is always normalized and may not match the key value.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.InterpolationType.CubicAngle">
            <summary>
            <para>Cubic interpolation with shortest path rotation.</para>
            <para><b>Note:</b> The result value is always normalized and may not match the key value.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.UpdateMode.Continuous">
            <summary>
            <para>Update between keyframes and hold the value.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.UpdateMode.Discrete">
            <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.LoopModeEnum.None">
            <summary>
            <para>At both ends of the animation, the animation will stop playing.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.LoopModeEnum.Linear">
            <summary>
            <para>At both ends of the animation, the animation will be repeated without changing the playback direction.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.LoopModeEnum.Pingpong">
            <summary>
            <para>Repeats playback and reverse playback at both ends of the animation.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.LoopedFlag.None">
            <summary>
            <para>This flag indicates that the animation proceeds without any looping.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.LoopedFlag.End">
            <summary>
            <para>This flag indicates that the animation has reached the end of the animation and just after loop processed.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.LoopedFlag.Start">
            <summary>
            <para>This flag indicates that the animation has reached the start of the animation and just after loop processed.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.FindMode.Nearest">
            <summary>
            <para>Finds the nearest time key.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.FindMode.Approx">
            <summary>
            <para>Finds only the key with approximating the time.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.FindMode.Exact">
            <summary>
            <para>Finds only the key with matching the time.</para>
            </summary>
        </member>
        <member name="P:Godot.Animation.Length">
            <summary>
            <para>The total length of the animation (in seconds).</para>
            <para><b>Note:</b> 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.LoopMode">
            <summary>
            <para>Determines the behavior of both ends of the animation timeline during animation playback. 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,Godot.Animation.TrackType)">
            <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>trackIdx</c> to the one defined in <c>toIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackSwap(System.Int32,System.Int32)">
            <summary>
            <para>Swaps the track <c>trackIdx</c>'s index position with the track <c>withIdx</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>trackIdx</c> is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.PositionTrackInsertKey(System.Int32,System.Double,Godot.Vector3)">
            <summary>
            <para>Inserts a key in a given 3D position track. Returns the key index.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.RotationTrackInsertKey(System.Int32,System.Double,Godot.Quaternion)">
            <summary>
            <para>Inserts a key in a given 3D rotation track. Returns the key index.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.ScaleTrackInsertKey(System.Int32,System.Double,Godot.Vector3)">
            <summary>
            <para>Inserts a key in a given 3D scale track. Returns the key index.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.BlendShapeTrackInsertKey(System.Int32,System.Double,System.Single)">
            <summary>
            <para>Inserts a key in a given blend shape track. Returns the key index.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.PositionTrackInterpolate(System.Int32,System.Double)">
            <summary>
            <para>Returns the interpolated position value at the given time (in seconds). The <c>trackIdx</c> must be the index of a 3D position track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.RotationTrackInterpolate(System.Int32,System.Double)">
            <summary>
            <para>Returns the interpolated rotation value at the given time (in seconds). The <c>trackIdx</c> must be the index of a 3D rotation track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.ScaleTrackInterpolate(System.Int32,System.Double)">
            <summary>
            <para>Returns the interpolated scale value at the given time (in seconds). The <c>trackIdx</c> must be the index of a 3D scale track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.BlendShapeTrackInterpolate(System.Int32,System.Double)">
            <summary>
            <para>Returns the interpolated blend shape value at the given time (in seconds). The <c>trackIdx</c> must be the index of a blend shape track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackInsertKey(System.Int32,System.Double,Godot.Variant,System.Single)">
            <summary>
            <para>Inserts a generic key in a given track. Returns the key index.</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.TrackRemoveKeyAtTime(System.Int32,System.Double)">
            <summary>
            <para>Removes a key at <c>time</c> in a given track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackSetKeyValue(System.Int32,System.Int32,Godot.Variant)">
            <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>@GlobalScope.ease</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackSetKeyTime(System.Int32,System.Int32,System.Double)">
            <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>@GlobalScope.ease</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackGetKeyCount(System.Int32)">
            <summary>
            <para>Returns the number 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.Double,Godot.Animation.FindMode)">
            <summary>
            <para>Finds the key index by time in a given track. Optionally, only find it if the approx/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>trackIdx</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>trackIdx</c> wraps the interpolation loop. New tracks wrap the interpolation loop by default.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackIsCompressed(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the track is compressed, <c>false</c> otherwise. See also <see cref="M:Godot.Animation.Compress(System.UInt32,System.UInt32,System.Single)"/>.</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.ValueTrackInterpolate(System.Int32,System.Double)">
            <summary>
            <para>Returns the interpolated value at the given time (in seconds). The <c>trackIdx</c> must be the index of a value track.</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.Double,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>trackIdx</c> must be the index of a Bezier Track.</para>
            <para><c>inHandle</c> is the left-side weight of the added Bezier curve point, <c>outHandle</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 <c>new Vector2(0, 0)</c>.</param>
            <param name="outHandle">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</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>keyIdx</c> to the given value. The <c>trackIdx</c> must be the index of a Bezier Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.BezierTrackSetKeyInHandle(System.Int32,System.Int32,Godot.Vector2,System.Single)">
            <summary>
            <para>Sets the in handle of the key identified by <c>keyIdx</c> to value <c>inHandle</c>. The <c>trackIdx</c> must be the index of a Bezier Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.BezierTrackSetKeyOutHandle(System.Int32,System.Int32,Godot.Vector2,System.Single)">
            <summary>
            <para>Sets the out handle of the key identified by <c>keyIdx</c> to value <c>outHandle</c>. The <c>trackIdx</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>keyIdx</c>. The <c>trackIdx</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>keyIdx</c>. The <c>trackIdx</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>keyIdx</c>. The <c>trackIdx</c> must be the index of a Bezier Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.BezierTrackInterpolate(System.Int32,System.Double)">
            <summary>
            <para>Returns the interpolated value at the given <c>time</c> (in seconds). The <c>trackIdx</c> must be the index of a Bezier Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AudioTrackInsertKey(System.Int32,System.Double,Godot.Resource,System.Single,System.Single)">
            <summary>
            <para>Inserts an Audio Track key at the given <c>time</c> in seconds. The <c>trackIdx</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>startOffset</c> is the number of seconds cut off at the beginning of the audio stream, while <c>endOffset</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>keyIdx</c> to value <c>stream</c>. The <c>trackIdx</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>keyIdx</c> to value <c>offset</c>. The <c>trackIdx</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>keyIdx</c> to value <c>offset</c>. The <c>trackIdx</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>keyIdx</c>. The <c>trackIdx</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>keyIdx</c>. The <c>trackIdx</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>keyIdx</c>. The <c>trackIdx</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.AudioTrackSetUseBlend(System.Int32,System.Boolean)">
            <summary>
            <para>Sets whether the track will be blended with other animations. If <c>true</c>, the audio playback volume changes depending on the blend value.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AudioTrackIsUseBlend(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the track at <c>trackIdx</c> will be blended with other animations.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AnimationTrackInsertKey(System.Int32,System.Double,Godot.StringName)">
            <summary>
            <para>Inserts a key with value <c>animation</c> at the given <c>time</c> (in seconds). The <c>trackIdx</c> must be the index of an Animation Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AnimationTrackSetKeyAnimation(System.Int32,System.Int32,Godot.StringName)">
            <summary>
            <para>Sets the key identified by <c>keyIdx</c> to value <c>animation</c>. The <c>trackIdx</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>keyIdx</c>. The <c>trackIdx</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>toAnimation</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.Compress(System.UInt32,System.UInt32,System.Single)">
            <summary>
            <para>Compress the animation and all its tracks in-place. This will make <see cref="M:Godot.Animation.TrackIsCompressed(System.Int32)"/> return <c>true</c> once called on this <see cref="T:Godot.Animation"/>. Compressed tracks require less memory to be played, and are designed to be used for complex 3D animations (such as cutscenes) imported from external 3D software. Compression is lossy, but the difference is usually not noticeable in real world conditions.</para>
            <para><b>Note:</b> Compressed tracks have various limitations (such as not being editable from the editor), so only use compressed animations if you actually need them.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationLibrary">
            <summary>
            <para>An animation library stores a set of animations accessible through <see cref="T:Godot.StringName"/> keys, for use with <see cref="T:Godot.AnimationPlayer"/> nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationLibrary.AddAnimation(Godot.StringName,Godot.Animation)">
            <summary>
            <para>Adds the <c>animation</c> to the library, accessible by the key <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationLibrary.RemoveAnimation(Godot.StringName)">
            <summary>
            <para>Removes the <see cref="T:Godot.Animation"/> with the key <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationLibrary.RenameAnimation(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Changes the key of the <see cref="T:Godot.Animation"/> associated with the key <c>name</c> to <c>newname</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationLibrary.HasAnimation(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the library stores an <see cref="T:Godot.Animation"/> with <c>name</c> as the key.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationLibrary.GetAnimation(Godot.StringName)">
            <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.AnimationLibrary.GetAnimationList">
            <summary>
            <para>Returns the keys for the <see cref="T:Godot.Animation"/>s stored in the library.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationLibrary.AnimationAddedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationLibrary.AnimationAdded"/> event of a <see cref="T:Godot.AnimationLibrary"/> class.
            </summary>
        </member>
        <member name="E:Godot.AnimationLibrary.AnimationAdded">
            <summary>
            <para>Emitted when an <see cref="T:Godot.Animation"/> is added, under the key <c>name</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationLibrary.AnimationRemovedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationLibrary.AnimationRemoved"/> event of a <see cref="T:Godot.AnimationLibrary"/> class.
            </summary>
        </member>
        <member name="E:Godot.AnimationLibrary.AnimationRemoved">
            <summary>
            <para>Emitted when an <see cref="T:Godot.Animation"/> stored with the key <c>name</c> is removed.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationLibrary.AnimationRenamedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationLibrary.AnimationRenamed"/> event of a <see cref="T:Godot.AnimationLibrary"/> class.
            </summary>
        </member>
        <member name="E:Godot.AnimationLibrary.AnimationRenamed">
            <summary>
            <para>Emitted when the key for an <see cref="T:Godot.Animation"/> is changed, from <c>name</c> to <c>toName</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationLibrary.AnimationChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationLibrary.AnimationChanged"/> event of a <see cref="T:Godot.AnimationLibrary"/> class.
            </summary>
        </member>
        <member name="E:Godot.AnimationLibrary.AnimationChanged">
            <summary>
            <para>Emitted when there's a change in one of the animations, e.g. tracks are added, moved or have changed paths. <c>name</c> is the key of the animation that was changed.</para>
            <para>See also <see cref="E:Godot.Resource.Changed"/>, which this acts as a relay for.</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 animation 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 animation node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode._GetChildByName(Godot.StringName)">
            <summary>
            <para>When inheriting from <see cref="T:Godot.AnimationRootNode"/>, implement this virtual method to return a child animation 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 animation nodes in order as a <c>name: node</c> dictionary.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode._GetParameterDefaultValue(Godot.StringName)">
            <summary>
            <para>When inheriting from <see cref="T:Godot.AnimationRootNode"/>, implement this virtual method to return the default value of a <c>parameter</c>. Parameters are custom local memory used for your animation 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 animation node. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees. Format is similar to <see cref="M:Godot.GodotObject.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 animation node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode._IsParameterReadOnly(Godot.StringName)">
            <summary>
            <para>When inheriting from <see cref="T:Godot.AnimationRootNode"/>, implement this virtual method to return whether the <c>parameter</c> is read-only. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode._Process(System.Double,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            <para>When inheriting from <see cref="T:Godot.AnimationRootNode"/>, implement this virtual method to run some code when this animation 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.Double,System.Boolean,System.Boolean,System.Single,Godot.AnimationNode.FilterAction,System.Boolean,System.Boolean)"/>, <see cref="M:Godot.AnimationNode.BlendNode(Godot.StringName,Godot.AnimationNode,System.Double,System.Boolean,System.Boolean,System.Single,Godot.AnimationNode.FilterAction,System.Boolean,System.Boolean)"/> or <see cref="M:Godot.AnimationNode.BlendAnimation(Godot.StringName,System.Double,System.Double,System.Boolean,System.Boolean,System.Single,Godot.Animation.LoopedFlag)"/> functions. You can also use <see cref="M:Godot.AnimationNode.GetParameter(Godot.StringName)"/> and <see cref="M:Godot.AnimationNode.SetParameter(Godot.StringName,Godot.Variant)"/> 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.AddInput(System.String)">
            <summary>
            <para>Adds an input to the animation node. This is only useful for animation nodes created for use in an <see cref="T:Godot.AnimationNodeBlendTree"/>. If the addition fails, returns <c>false</c>.</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.SetInputName(System.Int32,System.String)">
            <summary>
            <para>Sets the name of the input at the given <c>input</c> index. If the setting fails, returns <c>false</c>.</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.GetInputCount">
            <summary>
            <para>Amount of inputs in this animation node, only useful for animation nodes that go into <see cref="T:Godot.AnimationNodeBlendTree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.FindInput(System.String)">
            <summary>
            <para>Returns the input index which corresponds to <c>name</c>. If not found, returns <c>-1</c>.</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(Godot.StringName,System.Double,System.Double,System.Boolean,System.Boolean,System.Single,Godot.Animation.LoopedFlag)">
            <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>seeked</c> happened.</para>
            <para>A <c>loopedFlag</c> is used by internal processing immediately after the loop. See also <see cref="T:Godot.Animation.LoopedFlag"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.BlendNode(Godot.StringName,Godot.AnimationNode,System.Double,System.Boolean,System.Boolean,System.Single,Godot.AnimationNode.FilterAction,System.Boolean,System.Boolean)">
            <summary>
            <para>Blend another animation node (in case this animation 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 animation node for addition.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.BlendInput(System.Int32,System.Double,System.Boolean,System.Boolean,System.Single,Godot.AnimationNode.FilterAction,System.Boolean,System.Boolean)">
            <summary>
            <para>Blend an input. This is only useful for animation 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(Godot.StringName,Godot.Variant)">
            <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(Godot.StringName)">
            <summary>
            <para>Gets the value of a parameter. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimationNode.TreeChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationNode.TreeChanged"/> event of a <see cref="T:Godot.AnimationNode"/> class.
            </summary>
            <summary>
            <para>Emitted by nodes that inherit from this class and that have an internal tree when one of their animation nodes changes. The animation nodes that emit this signal are <see cref="T:Godot.AnimationNodeBlendSpace1D"/>, <see cref="T:Godot.AnimationNodeBlendSpace2D"/>, <see cref="T:Godot.AnimationNodeStateMachine"/>, <see cref="T:Godot.AnimationNodeBlendTree"/> and <see cref="T:Godot.AnimationNodeTransition"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNode.AnimationNodeRenamedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationNode.AnimationNodeRenamed"/> event of a <see cref="T:Godot.AnimationNode"/> class.
            </summary>
        </member>
        <member name="E:Godot.AnimationNode.AnimationNodeRenamed">
            <summary>
            <para>Emitted by nodes that inherit from this class and that have an internal tree when one of their animation node names changes. The animation nodes that emit this signal are <see cref="T:Godot.AnimationNodeBlendSpace1D"/>, <see cref="T:Godot.AnimationNodeBlendSpace2D"/>, <see cref="T:Godot.AnimationNodeStateMachine"/>, and <see cref="T:Godot.AnimationNodeBlendTree"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNode.AnimationNodeRemovedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationNode.AnimationNodeRemoved"/> event of a <see cref="T:Godot.AnimationNode"/> class.
            </summary>
        </member>
        <member name="E:Godot.AnimationNode.AnimationNodeRemoved">
            <summary>
            <para>Emitted by nodes that inherit from this class and that have an internal tree when one of their animation nodes removes. The animation nodes that emit this signal are <see cref="T:Godot.AnimationNodeBlendSpace1D"/>, <see cref="T:Godot.AnimationNodeBlendSpace2D"/>, <see cref="T:Godot.AnimationNodeStateMachine"/>, and <see cref="T:Godot.AnimationNodeBlendTree"/>.</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 the amount value.</para>
            <para>If the amount is greater than <c>1.0</c>, the animation connected to "in" port is blended with the amplified animation connected to "add" port.</para>
            <para>If the amount is less than <c>0.0</c>, the animation connected to "in" port is blended with the inverted animation connected to "add" port.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeAdd3">
            <summary>
            <para>A resource to add to an <see cref="T:Godot.AnimationNodeBlendTree"/>. Blends two animations out of three additively out of three based on the amounmt value.</para>
            <para>This animation 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 negative</para>
            <para>- A "+add" animation to blend with when the blend amount is positive</para>
            <para>If the absolute value of the amount is greater than <c>1.0</c>, the animation connected to "in" port is blended with the amplified animation connected to "-add"/"+add" port.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeAnimation">
            <summary>
            <para>A resource to add to an <see cref="T:Godot.AnimationNodeBlendTree"/>. Only has one output port using the <see cref="P:Godot.AnimationNodeAnimation.Animation"/> property. Used as an input for <see cref="T:Godot.AnimationNode"/>s that blend animations together.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeAnimation.PlayModeEnum.Forward">
            <summary>
            <para>Plays animation in forward direction.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeAnimation.PlayModeEnum.Backward">
            <summary>
            <para>Plays animation in backward direction.</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="P:Godot.AnimationNodeAnimation.PlayMode">
            <summary>
            <para>Determines the playback direction of the animation.</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 the amount value.</para>
            <para>In general, the blend value should be in the <c>[0.0, 1.0]</c> range. Values outside of this range can blend amplified or inverted animations, however, <see cref="T:Godot.AnimationNodeAdd2"/> works better for this purpose.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeBlend3">
            <summary>
            <para>A resource to add to an <see cref="T:Godot.AnimationNodeBlendTree"/>. Blends two animations out of three linearly out of three based on the amounmt value.</para>
            <para>This animation node has three inputs:</para>
            <para>- The base animation to blend with</para>
            <para>- A "-blend" animation to blend with when the blend amount is negative value</para>
            <para>- A "+blend" animation to blend with when the blend amount is positive value</para>
            <para>In general, the blend value should be in the <c>[-1.0, 1.0]</c> range. Values outside of this range can blend amplified animations, however, <see cref="T:Godot.AnimationNodeAdd3"/> works better for this purpose.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeBlendSpace1D">
            <summary>
            <para>A resource used by <see cref="T:Godot.AnimationNodeBlendTree"/>.</para>
            <para><see cref="T:Godot.AnimationNodeBlendSpace1D"/> represents a virtual axis on which any type of <see cref="T:Godot.AnimationRootNode"/>s can be added using <see cref="M:Godot.AnimationNodeBlendSpace1D.AddBlendPoint(Godot.AnimationRootNode,System.Single,System.Int32)"/>. Outputs the linear blend of the two <see cref="T:Godot.AnimationRootNode"/>s adjacent to the current value.</para>
            <para>You can set the extents of the axis with <see cref="P:Godot.AnimationNodeBlendSpace1D.MinSpace"/> and <see cref="P:Godot.AnimationNodeBlendSpace1D.MaxSpace"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeBlendSpace1D.BlendModeEnum.Interpolated">
            <summary>
            <para>The interpolation between animations is linear.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeBlendSpace1D.BlendModeEnum.Discrete">
            <summary>
            <para>The blend space plays the animation of the animation node which blending position is closest to. Useful for frame-by-frame 2D animations.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeBlendSpace1D.BlendModeEnum.DiscreteCarry">
            <summary>
            <para>Similar to <see cref="F:Godot.AnimationNodeBlendSpace1D.BlendModeEnum.Discrete"/>, but starts the new animation at the last animation's playback position.</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="P:Godot.AnimationNodeBlendSpace1D.BlendMode">
            <summary>
            <para>Controls the interpolation between animations. See <see cref="T:Godot.AnimationNodeBlendSpace1D.BlendModeEnum"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlendSpace1D.Sync">
            <summary>
            <para>If <c>false</c>, the blended animations' frame are stopped when the blend value is <c>0</c>.</para>
            <para>If <c>true</c>, forcing the blended animations to advance frame.</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>atIndex</c> argument. If you use the default value for <c>atIndex</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 used by <see cref="T:Godot.AnimationNodeBlendTree"/>.</para>
            <para><see cref="T:Godot.AnimationNodeBlendSpace1D"/> represents a virtual 2D space on which <see cref="T:Godot.AnimationRootNode"/>s are placed. Outputs the linear blend of the three adjacent animations using a <see cref="T:Godot.Vector2"/> weight. Adjacent in this context means the three <see cref="T:Godot.AnimationRootNode"/>s making up the triangle that contains the current value.</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 triangulate 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 animation node which 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="P:Godot.AnimationNodeBlendSpace2D.Sync">
            <summary>
            <para>If <c>false</c>, the blended animations' frame are stopped when the blend value is <c>0</c>.</para>
            <para>If <c>true</c>, forcing the blended animations to advance frame.</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>atIndex</c> argument. If you use the default value for <c>atIndex</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>atIndex</c> argument. If you use the default value for <c>atIndex</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="E:Godot.AnimationNodeBlendSpace2D.TrianglesUpdated">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationNodeBlendSpace2D.TrianglesUpdated"/> event of a <see cref="T:Godot.AnimationNodeBlendSpace2D"/> class.
            </summary>
            <summary>
            <para>Emitted every time the blend space's triangles are created, removed, or when one of their vertices changes position.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeBlendTree">
            <summary>
            <para>This animation node may contain a sub-tree of any other type animation 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 animation node 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 animation nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.AddNode(Godot.StringName,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 animation node later.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.GetNode(Godot.StringName)">
            <summary>
            <para>Returns the sub animation node with the specified <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.RemoveNode(Godot.StringName)">
            <summary>
            <para>Removes a sub animation node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.RenameNode(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Changes the name of a sub animation node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.HasNode(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if a sub animation node with specified <c>name</c> exists.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.ConnectNode(Godot.StringName,System.Int32,Godot.StringName)">
            <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>inputIndex</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.DisconnectNode(Godot.StringName,System.Int32)">
            <summary>
            <para>Disconnects the animation node connected to the specified input.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.SetNodePosition(Godot.StringName,Godot.Vector2)">
            <summary>
            <para>Modifies the position of a sub animation node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.GetNodePosition(Godot.StringName)">
            <summary>
            <para>Returns the position of the sub animation node with the specified <c>name</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeBlendTree.NodeChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationNodeBlendTree.NodeChanged"/> event of a <see cref="T:Godot.AnimationNodeBlendTree"/> class.
            </summary>
        </member>
        <member name="E:Godot.AnimationNodeBlendTree.NodeChanged">
            <summary>
            <para>Emitted when the input port information is changed.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeOneShot">
            <summary>
            <para>A resource to add to an <see cref="T:Godot.AnimationNodeBlendTree"/>. This animation 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>
            <para>After setting the request and changing the animation playback, the one-shot node automatically clears the request on the next process frame by setting its <c>request</c> value to <see cref="F:Godot.AnimationNodeOneShot.OneShotRequest.None"/>.</para>
            <para><code>
            // Play child animation connected to "shot" port.
            animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.Fire);
            
            // Abort child animation connected to "shot" port.
            animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.Abort);
            
            // Abort child animation with fading out connected to "shot" port.
            animationTree.Set("parameters/OneShot/request", (int)AnimationNodeOneShot.OneShotRequest.FadeOut);
            
            // Get current state (read-only).
            animationTree.Get("parameters/OneShot/active");
            
            // Get current internal state (read-only).
            animationTree.Get("parameters/OneShot/internal_active");
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeOneShot.OneShotRequest.None">
            <summary>
            <para>The default state of the request. Nothing is done.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeOneShot.OneShotRequest.Fire">
            <summary>
            <para>The request to play the animation connected to "shot" port.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeOneShot.OneShotRequest.Abort">
            <summary>
            <para>The request to stop the animation connected to "shot" port.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeOneShot.OneShotRequest.FadeOut">
            <summary>
            <para>The request to fade out the animation connected to "shot" port.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeOneShot.MixModeEnum.Blend">
            <summary>
            <para>Blends two animations. See also <see cref="T:Godot.AnimationNodeBlend2"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeOneShot.MixModeEnum.Add">
            <summary>
            <para>Blends two animations additively. See also <see cref="T:Godot.AnimationNodeAdd2"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeOneShot.MixMode">
            <summary>
            <para>The blend type.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeOneShot.FadeInTime">
            <summary>
            <para>The fade-in duration. For example, setting this to <c>1.0</c> for a 5 second length animation will produce a cross-fade that starts at 0 second and ends at 1 second during the animation.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeOneShot.FadeInCurve">
            <summary>
            <para>Determines how cross-fading between animations is eased. If empty, the transition will be linear.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeOneShot.FadeOutTime">
            <summary>
            <para>The fade-out duration. For example, setting this to <c>1.0</c> for a 5 second length animation will produce a cross-fade that starts at 4 second and ends at 5 second during the animation.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeOneShot.FadeOutCurve">
            <summary>
            <para>Determines how cross-fading between animations is eased. If empty, the transition will be linear.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeOneShot.Autorestart">
            <summary>
            <para>If <c>true</c>, the sub-animation will restart automatically after finishing.</para>
            <para>In other words, to start auto restarting, the animation must be played once with the <see cref="F:Godot.AnimationNodeOneShot.OneShotRequest.Fire"/> request. The <see cref="F:Godot.AnimationNodeOneShot.OneShotRequest.Abort"/> request stops the auto restarting, but it does not disable the <see cref="P:Godot.AnimationNodeOneShot.Autorestart"/> itself. So, the <see cref="F:Godot.AnimationNodeOneShot.OneShotRequest.Fire"/> request will start auto restarting again.</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.AnimationNodeOutput">
            <summary>
            <para>A node created automatically in an <see cref="T:Godot.AnimationNodeBlendTree"/> that outputs the final animation.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeStateMachine">
            <summary>
            <para>Contains multiple <see cref="T:Godot.AnimationRootNode"/>s representing animation states, connected in a graph. State 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><b>Example:</b></para>
            <para><code>
            var stateMachine = GetNode&lt;AnimationTree&gt;("AnimationTree").Get("parameters/playback") as AnimationNodeStateMachinePlayback;
            stateMachine.Travel("some_state");
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeStateMachine.StateMachineTypeEnum.Root">
            <summary>
            <para>Seeking to the beginning is treated as playing from the start state. Transition to the end state is treated as exiting the state machine.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeStateMachine.StateMachineTypeEnum.Nested">
            <summary>
            <para>Seeking to the beginning is treated as seeking to the beginning of the animation in the current state. Transition to the end state, or the absence of transitions in each state, is treated as exiting the state machine.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeStateMachine.StateMachineTypeEnum.Grouped">
            <summary>
            <para>This is a grouped state machine that can be controlled from a parent state machine. It does not work on standalone. There must be a state machine with <see cref="P:Godot.AnimationNodeStateMachine.StateMachineType"/> of <see cref="F:Godot.AnimationNodeStateMachine.StateMachineTypeEnum.Root"/> or <see cref="F:Godot.AnimationNodeStateMachine.StateMachineTypeEnum.Nested"/> in the parent or ancestor.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeStateMachine.StateMachineType">
            <summary>
            <para>This property can define the process of transitions for different use cases. See also <see cref="T:Godot.AnimationNodeStateMachine.StateMachineTypeEnum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeStateMachine.AllowTransitionToSelf">
            <summary>
            <para>If <c>true</c>, allows teleport to the self state with <see cref="M:Godot.AnimationNodeStateMachinePlayback.Travel(Godot.StringName,System.Boolean)"/>. When the reset option is enabled in <see cref="M:Godot.AnimationNodeStateMachinePlayback.Travel(Godot.StringName,System.Boolean)"/>, the animation is restarted. If <c>false</c>, nothing happens on the teleportation to the self state.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeStateMachine.ResetEnds">
            <summary>
            <para>If <c>true</c>, treat the cross-fade to the start and end nodes as a blend with the RESET animation.</para>
            <para>In most cases, when additional cross-fades are performed in the parent <see cref="T:Godot.AnimationNode"/> of the state machine, setting this property to <c>false</c> and matching the cross-fade time of the parent <see cref="T:Godot.AnimationNode"/> and the state machine's start node and end node gives good results.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.AddNode(Godot.StringName,Godot.AnimationNode,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Adds a new animation 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 <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.GetNode(Godot.StringName)">
            <summary>
            <para>Returns the animation node with the given name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.RemoveNode(Godot.StringName)">
            <summary>
            <para>Deletes the given animation node from the graph.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.RenameNode(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Renames the given animation node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.HasNode(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the graph contains the given animation 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(Godot.StringName,Godot.Vector2)">
            <summary>
            <para>Sets the animation node's coordinates. Used for display in the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.GetNodePosition(Godot.StringName)">
            <summary>
            <para>Returns the given animation node's coordinates. Used for display in the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.HasTransition(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if there is a transition between the given animation nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.AddTransition(Godot.StringName,Godot.StringName,Godot.AnimationNodeStateMachineTransition)">
            <summary>
            <para>Adds a transition between the given animation 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(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Deletes the transition between the two specified animation nodes.</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><b>Example:</b></para>
            <para><code>
            var stateMachine = GetNode&lt;AnimationTree&gt;("AnimationTree").Get("parameters/playback").As&lt;AnimationNodeStateMachinePlayback&gt;();
            stateMachine.Travel("some_state");
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachinePlayback.Travel(Godot.StringName,System.Boolean)">
            <summary>
            <para>Transitions from the current state to another one, following the shortest path.</para>
            <para>If the path does not connect from the current state, the animation will play after the state teleports.</para>
            <para>If <c>resetOnTeleport</c> is <c>true</c>, the animation is played from the beginning when the travel cause a teleportation.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachinePlayback.Start(Godot.StringName,System.Boolean)">
            <summary>
            <para>Starts playing the given animation.</para>
            <para>If <c>reset</c> is <c>true</c>, the animation is played from the beginning.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachinePlayback.Next">
            <summary>
            <para>If there is a next path by travel or auto advance, immediately transitions from the current state to the next state.</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>
            <para><b>Note:</b> When using a cross-fade, the current state changes to the next state immediately after the cross-fade begins.</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.GetCurrentLength">
            <summary>
            <para>Returns the current state length.</para>
            <para><b>Note:</b> It is possible that any <see cref="T:Godot.AnimationRootNode"/> can be nodes as well as animations. This means that there can be multiple animations within a single state. Which animation length has priority depends on the nodes connected inside it. Also, if a transition does not reset, the remaining length at that point will be returned.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachinePlayback.GetFadingFromNode">
            <summary>
            <para>Returns the starting state of currently fading animation.</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="T:Godot.AnimationNodeStateMachineTransition">
            <summary>
            <para>The path generated when using <see cref="M:Godot.AnimationNodeStateMachinePlayback.Travel(Godot.StringName,System.Boolean)"/> is limited to the nodes connected by <see cref="T:Godot.AnimationNodeStateMachineTransition"/>.</para>
            <para>You can set the timing and conditions of the transition in detail.</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="F:Godot.AnimationNodeStateMachineTransition.AdvanceModeEnum.Disabled">
            <summary>
            <para>Don't use this transition.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeStateMachineTransition.AdvanceModeEnum.Enabled">
            <summary>
            <para>Only use this transition during <see cref="M:Godot.AnimationNodeStateMachinePlayback.Travel(Godot.StringName,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeStateMachineTransition.AdvanceModeEnum.Auto">
            <summary>
            <para>Automatically use this transition if the <see cref="P:Godot.AnimationNodeStateMachineTransition.AdvanceCondition"/> and <see cref="P:Godot.AnimationNodeStateMachineTransition.AdvanceExpression"/> checks are true (if assigned).</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.XfadeCurve">
            <summary>
            <para>Ease curve for better control over cross-fade between this state and the next.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeStateMachineTransition.Reset">
            <summary>
            <para>If <c>true</c>, the destination animation is played back from the beginning when switched.</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(Godot.StringName,System.Boolean)"/> or <see cref="P:Godot.AnimationNodeStateMachineTransition.AdvanceMode"/> is set to <see cref="F:Godot.AnimationNodeStateMachineTransition.AdvanceModeEnum.Auto"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeStateMachineTransition.SwitchMode">
            <summary>
            <para>The transition type.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeStateMachineTransition.AdvanceMode">
            <summary>
            <para>Determines whether the transition should disabled, enabled when using <see cref="M:Godot.AnimationNodeStateMachinePlayback.Travel(Godot.StringName,System.Boolean)"/>, or traversed automatically if the <see cref="P:Godot.AnimationNodeStateMachineTransition.AdvanceCondition"/> and <see cref="P:Godot.AnimationNodeStateMachineTransition.AdvanceExpression"/> checks are true (if assigned).</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>
            GetNode&lt;AnimationTree&gt;("animation_tree").Set("parameters/conditions/idle", IsOnFloor &amp;&amp; (LinearVelocity.X == 0));
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeStateMachineTransition.AdvanceExpression">
            <summary>
            <para>Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimationNodeStateMachineTransition.AdvanceConditionChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationNodeStateMachineTransition.AdvanceConditionChanged"/> event of a <see cref="T:Godot.AnimationNodeStateMachineTransition"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="P:Godot.AnimationNodeStateMachineTransition.AdvanceCondition"/> is changed.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeSub2">
            <summary>
            <para>A resource to add to an <see cref="T:Godot.AnimationNodeBlendTree"/>. Blends two animations subtractively based on the amount value.</para>
            <para>This animation node is usually used for pre-calculation to cancel out any extra poses from the animation for the "add" animation source in <see cref="T:Godot.AnimationNodeAdd2"/> or <see cref="T:Godot.AnimationNodeAdd3"/>.</para>
            <para>In general, the blend value should be in the <c>[0.0, 1.0]</c> range, but values outside of this range can be used for amplified or inverted animations.</para>
            <para><b>Note:</b> This calculation is different from using a negative value in <see cref="T:Godot.AnimationNodeAdd2"/>, since the transformation matrices do not satisfy the commutative law. <see cref="T:Godot.AnimationNodeSub2"/> multiplies the transformation matrix of the inverted animation from the left side, while negative <see cref="T:Godot.AnimationNodeAdd2"/> multiplies it from the right side.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeSync">
            <summary>
            <para>An animation node used to combine, mix, or blend two or more animations together while keeping them synchronized within an <see cref="T:Godot.AnimationTree"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeSync.Sync">
            <summary>
            <para>If <c>false</c>, the blended animations' frame are stopped when the blend value is <c>0</c>.</para>
            <para>If <c>true</c>, forcing the blended animations to advance frame.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeTimeScale">
            <summary>
            <para>Allows to scale the speed of the animation (or reverse it) in any children <see cref="T:Godot.AnimationNode"/>s. Setting it to <c>0.0</c> will pause the animation.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeTimeSeek">
            <summary>
            <para>This animation node can be used to cause a seek command to happen to any sub-children of the animation graph. Use to play an <see cref="T:Godot.Animation"/> from the start or a certain playback position inside the <see cref="T:Godot.AnimationNodeBlendTree"/>.</para>
            <para>After setting the time and changing the animation playback, the time seek node automatically goes into sleep mode on the next process frame by setting its <c>seek_request</c> value to <c>-1.0</c>.</para>
            <para><code>
            // Play child animation from the start.
            animationTree.Set("parameters/TimeSeek/seek_request", 0.0);
            
            // Play child animation from 12 second timestamp.
            animationTree.Set("parameters/TimeSeek/seek_request", 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>
            <para>After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its <c>transition_request</c> value to empty.</para>
            <para><b>Note:</b> When using a cross-fade, <c>current_state</c> and <c>current_index</c> change to the next state immediately after the cross-fade begins.</para>
            <para><code>
            // Play child animation connected to "state_2" port.
            animationTree.Set("parameters/Transition/transition_request", "state_2");
            
            // Get current state name (read-only).
            animationTree.Get("parameters/Transition/current_state");
            
            // Get current state index (read-only).
            animationTree.Get("parameters/Transition/current_index");
            </code></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="P:Godot.AnimationNodeTransition.XfadeCurve">
            <summary>
            <para>Determines how cross-fading between animations is eased. If empty, the transition will be linear.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeTransition.AllowTransitionToSelf">
            <summary>
            <para>If <c>true</c>, allows transition to the self state. When the reset option is enabled in input, the animation is restarted. If <c>false</c>, nothing happens on the transition to the self state.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeTransition.InputCount">
            <summary>
            <para>The number of enabled input ports for this animation node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeTransition.SetInputAsAutoAdvance(System.Int32,System.Boolean)">
            <summary>
            <para>Enables or disables auto-advance for the given <c>input</c> index. If enabled, state changes to the next input after playing the animation once. If enabled for the last input state, it loops to the first.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeTransition.IsInputSetAsAutoAdvance(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if auto-advance is enabled for the given <c>input</c> index.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeTransition.SetInputReset(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the destination animation is restarted when the animation transitions.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeTransition.IsInputReset(System.Int32)">
            <summary>
            <para>Returns whether the animation restarts when the animation transitions from the other animation.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationPlayer">
            <summary>
            <para>An animation player is used for general-purpose playback of animations. It contains a dictionary of <see cref="T:Godot.AnimationLibrary"/> resources and custom blend times between animation transitions.</para>
            <para>Some methods and properties use a single key to reference an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation within the library, for example <c>"movement/run"</c>. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library.</para>
            <para><see cref="T:Godot.AnimationPlayer"/> is better-suited than <see cref="T:Godot.Tween"/> for more complex animations, for example ones with non-trivial timings. It can also be used over <see cref="T:Godot.Tween"/> if the animation track editor is more convenient than doing it in code.</para>
            <para>Updating the target properties of animations occurs at the process frame.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationPlayer.AnimationProcessCallback.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.AnimationProcessCallback.Idle">
            <summary>
            <para>Process animation during the idle process.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationPlayer.AnimationProcessCallback.Manual">
            <summary>
            <para>Do not process animation. Use <see cref="M:Godot.AnimationPlayer.Advance(System.Double)"/> 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 key 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(Godot.StringName,System.Double,System.Single,System.Boolean)"/> for more information on playing animations.</para>
            <para><b>Note:</b> 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's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also <see cref="P:Godot.AnimationPlayer.CurrentAnimation"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.Autoplay">
            <summary>
            <para>The key 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 (the animation with the key <c>"RESET"</c>) applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving.</para>
            <para>This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.CurrentAnimationLength">
            <summary>
            <para>The length (in seconds) of the currently playing 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.SpeedScale">
            <summary>
            <para>The speed scaling ratio. For example, if this value is <c>1</c>, then the animation plays at normal speed. If it's <c>0.5</c>, then it plays at half speed. If it's <c>2</c>, then it plays at double speed.</para>
            <para>If set to a negative value, the animation is played in reverse. If set to <c>0</c>, the animation will not advance.</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="P:Godot.AnimationPlayer.AudioMaxPolyphony">
            <summary>
            <para>The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.</para>
            <para>For example, if this value is <c>32</c> and the animation has two audio tracks, the two <see cref="T:Godot.AudioStreamPlayer"/>s assigned can play simultaneously up to <c>32</c> voices each.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.MovieQuitOnFinish">
            <summary>
            <para>If <c>true</c> and the engine is running in Movie Maker mode (see <see cref="T:Godot.MovieWriter"/>), exits the engine with <see cref="M:Godot.SceneTree.Quit(System.Int32)"/> as soon as an animation is done playing in this <see cref="T:Godot.AnimationPlayer"/>. A message is printed when the engine quits for this reason.</para>
            <para><b>Note:</b> This obeys the same logic as the <see cref="E:Godot.AnimationPlayer.AnimationFinished"/> signal, so it will not quit the engine if the animation is set to be looping.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer._PostProcessKeyValue(Godot.Animation,System.Int32,Godot.Variant,Godot.GodotObject,System.Int32)">
            <summary>
            <para>A virtual function for processing after key getting during playback.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.AddAnimationLibrary(Godot.StringName,Godot.AnimationLibrary)">
            <summary>
            <para>Adds <c>library</c> to the animation player, under the key <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.RemoveAnimationLibrary(Godot.StringName)">
            <summary>
            <para>Removes the <see cref="T:Godot.AnimationLibrary"/> associated with the key <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.RenameAnimationLibrary(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Moves the <see cref="T:Godot.AnimationLibrary"/> associated with the key <c>name</c> to the key <c>newname</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.HasAnimationLibrary(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the <see cref="T:Godot.AnimationPlayer"/> stores an <see cref="T:Godot.AnimationLibrary"/> with key <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.GetAnimationLibrary(Godot.StringName)">
            <summary>
            <para>Returns the first <see cref="T:Godot.AnimationLibrary"/> with key <c>name</c> or <c>null</c> if not found.</para>
            <para>To get the <see cref="T:Godot.AnimationPlayer"/>'s global animation library, use <c>get_animation_library("")</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.GetAnimationLibraryList">
            <summary>
            <para>Returns the list of stored library keys.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.HasAnimation(Godot.StringName)">
            <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(Godot.StringName)">
            <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 keys.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.AnimationSetNext(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Triggers the <c>animTo</c> animation when the <c>animFrom</c> animation completes.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.AnimationGetNext(Godot.StringName)">
            <summary>
            <para>Returns the key of the animation which is queued to play after the <c>animFrom</c> animation.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.SetBlendTime(Godot.StringName,Godot.StringName,System.Double)">
            <summary>
            <para>Specifies a blend time (in seconds) between two animations, referenced by their keys.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.GetBlendTime(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns the blend time (in seconds) between two animations, referenced by their keys.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.Play(Godot.StringName,System.Double,System.Single,System.Boolean)">
            <summary>
            <para>Plays the animation with key <c>name</c>. Custom blend times and speed can be set.</para>
            <para>The <c>fromEnd</c> option only affects when switching to a new animation track, or if the same track but at the start or end. It does not affect resuming playback that was paused in the middle of an animation. If <c>customSpeed</c> is negative and <c>fromEnd</c> is <c>true</c>, the animation will play backwards (which is equivalent to calling <see cref="M:Godot.AnimationPlayer.PlayBackwards(Godot.StringName,System.Double)"/>).</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.</para>
            <para><b>Note:</b> 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(Godot.StringName,System.Double)">
            <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(Godot.StringName,System.Double,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.Pause">
            <summary>
            <para>Pauses the currently playing animation. The <see cref="P:Godot.AnimationPlayer.CurrentAnimationPosition"/> will be kept and calling <see cref="M:Godot.AnimationPlayer.Play(Godot.StringName,System.Double,System.Single,System.Boolean)"/> or <see cref="M:Godot.AnimationPlayer.PlayBackwards(Godot.StringName,System.Double)"/> without arguments or with the same animation name as <see cref="P:Godot.AnimationPlayer.AssignedAnimation"/> will resume the animation.</para>
            <para>See also <see cref="M:Godot.AnimationPlayer.Stop(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.Stop(System.Boolean)">
            <summary>
            <para>Stops the currently playing animation. The animation position is reset to <c>0</c> and the <c>custom_speed</c> is reset to <c>1.0</c>. See also <see cref="M:Godot.AnimationPlayer.Pause"/>.</para>
            <para>If <c>keepState</c> is <c>true</c>, the animation state is not updated visually.</para>
            <para><b>Note:</b> The method / audio / animation playback tracks will not be processed by this method.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.IsPlaying">
            <summary>
            <para>Returns <c>true</c> if an animation is currently playing (even if <see cref="P:Godot.AnimationPlayer.SpeedScale"/> and/or <c>custom_speed</c> are <c>0</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.Queue(Godot.StringName)">
            <summary>
            <para>Queues an animation for playback once the current one is done.</para>
            <para><b>Note:</b> 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 keys 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>Returns the actual playing speed of current animation or <c>0</c> if not playing. This speed is the <see cref="P:Godot.AnimationPlayer.SpeedScale"/> property multiplied by <c>custom_speed</c> argument specified when calling the <see cref="M:Godot.AnimationPlayer.Play(Godot.StringName,System.Double,System.Single,System.Boolean)"/> method.</para>
            <para>Returns a negative value if the current animation is playing backwards.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.FindAnimation(Godot.Animation)">
            <summary>
            <para>Returns the key of <c>animation</c> or an empty <see cref="T:Godot.StringName"/> if not found.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.FindAnimationLibrary(Godot.Animation)">
            <summary>
            <para>Returns the key for the <see cref="T:Godot.AnimationLibrary"/> that contains <c>animation</c> or an empty <see cref="T:Godot.StringName"/> 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.Double,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><b>Note:</b> Seeking to the end of the animation doesn't emit <see cref="E:Godot.AnimationPlayer.AnimationFinished"/>. If you want to skip animation and emit the signal, use <see cref="M:Godot.AnimationPlayer.Advance(System.Double)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.Advance(System.Double)">
            <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.AnimationPlayer.AnimationFinishedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationPlayer.AnimationFinished"/> event of a <see cref="T:Godot.AnimationPlayer"/> class.
            </summary>
        </member>
        <member name="E:Godot.AnimationPlayer.AnimationFinished">
            <summary>
            <para>Notifies when an animation finished playing.</para>
            <para><b>Note:</b> This signal is not emitted if an animation is looping.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationPlayer.AnimationChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationPlayer.AnimationChanged"/> event of a <see cref="T:Godot.AnimationPlayer"/> class.
            </summary>
        </member>
        <member name="E:Godot.AnimationPlayer.AnimationChanged">
            <summary>
            <para>Emitted when a queued animation plays after the previous animation finished. See <see cref="M:Godot.AnimationPlayer.Queue(Godot.StringName)"/>.</para>
            <para><b>Note:</b> The signal is not emitted when the animation is changed via <see cref="M:Godot.AnimationPlayer.Play(Godot.StringName,System.Double,System.Single,System.Boolean)"/> or by an <see cref="T:Godot.AnimationTree"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationPlayer.AnimationStartedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationPlayer.AnimationStarted"/> event of a <see cref="T:Godot.AnimationPlayer"/> class.
            </summary>
        </member>
        <member name="E:Godot.AnimationPlayer.AnimationStarted">
            <summary>
            <para>Notifies when an animation starts playing.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimationPlayer.AnimationListChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationPlayer.AnimationListChanged"/> event of a <see cref="T:Godot.AnimationPlayer"/> class.
            </summary>
            <summary>
            <para>Notifies when an animation list is changed.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimationPlayer.AnimationLibrariesUpdated">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationPlayer.AnimationLibrariesUpdated"/> event of a <see cref="T:Godot.AnimationPlayer"/> class.
            </summary>
            <summary>
            <para>Notifies when the animation libraries have changed.</para>
            </summary>
        </member>
        <member name="E:Godot.AnimationPlayer.CachesCleared">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationPlayer.CachesCleared"/> event of a <see cref="T:Godot.AnimationPlayer"/> class.
            </summary>
            <summary>
            <para>Notifies when the caches have been cleared, either automatically, or manually via <see cref="M:Godot.AnimationPlayer.ClearCaches"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationRootNode">
            <summary>
            <para><see cref="T:Godot.AnimationRootNode"/> is a base class for <see cref="T:Godot.AnimationNode"/>s that hold a complete animation. A complete animation refers to the output of an <see cref="T:Godot.AnimationNodeOutput"/> in an <see cref="T:Godot.AnimationNodeBlendTree"/> or the output of another <see cref="T:Godot.AnimationRootNode"/>. Used for <see cref="P:Godot.AnimationTree.TreeRoot"/> or in other <see cref="T:Godot.AnimationRootNode"/>s.</para>
            <para>Examples of built-in root nodes include <see cref="T:Godot.AnimationNodeBlendTree"/> (allows blending nodes between each other using various modes), <see cref="T:Godot.AnimationNodeStateMachine"/> (allows to configure blending and transitions between nodes using a state machine pattern), <see cref="T:Godot.AnimationNodeBlendSpace2D"/> (allows linear blending between <b>three</b> <see cref="T:Godot.AnimationNode"/>s), <see cref="T:Godot.AnimationNodeBlendSpace1D"/> (allows linear blending only between <b>two</b> <see cref="T:Godot.AnimationNode"/>s).</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationTree">
            <summary>
            <para>A node used for advanced animation transitions in an <see cref="T:Godot.AnimationPlayer"/>.</para>
            <para><b>Note:</b> 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.AnimationProcessCallback.Physics">
            <summary>
            <para>The animations will progress during the physics frame (i.e. <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTree.AnimationProcessCallback.Idle">
            <summary>
            <para>The animations will progress during the idle frame (i.e. <see cref="M:Godot.Node._Process(System.Double)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTree.AnimationProcessCallback.Manual">
            <summary>
            <para>The animations will only progress manually (see <see cref="M:Godot.AnimationTree.Advance(System.Double)"/>).</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.AdvanceExpressionBaseNode">
            <summary>
            <para>The path to the <see cref="T:Godot.Node"/> used to evaluate the AnimationNode <see cref="T:Godot.Expression"/> if one is not explicitly specified internally.</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.ProcessCallback">
            <summary>
            <para>The process mode of this <see cref="T:Godot.AnimationTree"/>. See <see cref="T:Godot.AnimationTree.AnimationProcessCallback"/> for available modes.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationTree.AudioMaxPolyphony">
            <summary>
            <para>The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.</para>
            <para>For example, if this value is <c>32</c> and the animation has two audio tracks, the two <see cref="T:Godot.AudioStreamPlayer"/>s assigned can play simultaneously up to <c>32</c> voices each.</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.Position3D"/>, <see cref="F:Godot.Animation.TrackType.Rotation3D"/> or <see cref="F:Godot.Animation.TrackType.Scale3D"/> the transformation will be canceled visually, and the animation will appear to stay in place. See also <see cref="M:Godot.AnimationTree.GetRootMotionPosition"/>, <see cref="M:Godot.AnimationTree.GetRootMotionRotation"/>, <see cref="M:Godot.AnimationTree.GetRootMotionScale"/> and <see cref="T:Godot.RootMotionView"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTree._PostProcessKeyValue(Godot.Animation,System.Int32,Godot.Variant,Godot.GodotObject,System.Int32)">
            <summary>
            <para>A virtual function for processing after key getting during playback.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTree.GetRootMotionPosition">
            <summary>
            <para>Retrieve the motion delta of position with the <see cref="P:Godot.AnimationTree.RootMotionTrack"/> as a <see cref="T:Godot.Vector3"/> that can be used elsewhere.</para>
            <para>If <see cref="P:Godot.AnimationTree.RootMotionTrack"/> is not a path to a track of type <see cref="F:Godot.Animation.TrackType.Position3D"/>, returns <c>Vector3(0, 0, 0)</c>.</para>
            <para>See also <see cref="P:Godot.AnimationTree.RootMotionTrack"/> and <see cref="T:Godot.RootMotionView"/>.</para>
            <para>The most basic example is applying position to <see cref="T:Godot.CharacterBody3D"/>:</para>
            <para></para>
            <para>By using this in combination with <see cref="M:Godot.AnimationTree.GetRootMotionPositionAccumulator"/>, you can apply the root motion position more correctly to account for the rotation of the node.</para>
            <para></para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTree.GetRootMotionRotation">
            <summary>
            <para>Retrieve the motion delta of rotation with the <see cref="P:Godot.AnimationTree.RootMotionTrack"/> as a <see cref="T:Godot.Quaternion"/> that can be used elsewhere.</para>
            <para>If <see cref="P:Godot.AnimationTree.RootMotionTrack"/> is not a path to a track of type <see cref="F:Godot.Animation.TrackType.Rotation3D"/>, returns <c>Quaternion(0, 0, 0, 1)</c>.</para>
            <para>See also <see cref="P:Godot.AnimationTree.RootMotionTrack"/> and <see cref="T:Godot.RootMotionView"/>.</para>
            <para>The most basic example is applying rotation to <see cref="T:Godot.CharacterBody3D"/>:</para>
            <para></para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTree.GetRootMotionScale">
            <summary>
            <para>Retrieve the motion delta of scale with the <see cref="P:Godot.AnimationTree.RootMotionTrack"/> as a <see cref="T:Godot.Vector3"/> that can be used elsewhere.</para>
            <para>If <see cref="P:Godot.AnimationTree.RootMotionTrack"/> is not a path to a track of type <see cref="F:Godot.Animation.TrackType.Scale3D"/>, returns <c>Vector3(0, 0, 0)</c>.</para>
            <para>See also <see cref="P:Godot.AnimationTree.RootMotionTrack"/> and <see cref="T:Godot.RootMotionView"/>.</para>
            <para>The most basic example is applying scale to <see cref="T:Godot.CharacterBody3D"/>:</para>
            <para></para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTree.GetRootMotionPositionAccumulator">
            <summary>
            <para>Retrieve the blended value of the position tracks with the <see cref="P:Godot.AnimationTree.RootMotionTrack"/> as a <see cref="T:Godot.Vector3"/> that can be used elsewhere.</para>
            <para>This is useful in cases where you want to respect the initial key values of the animation.</para>
            <para>For example, if an animation with only one key <c>Vector3(0, 0, 0)</c> is played in the previous frame and then an animation with only one key <c>Vector3(1, 0, 1)</c> is played in the next frame, the difference can be calculated as follows:</para>
            <para></para>
            <para>However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTree.GetRootMotionRotationAccumulator">
            <summary>
            <para>Retrieve the blended value of the rotation tracks with the <see cref="P:Godot.AnimationTree.RootMotionTrack"/> as a <see cref="T:Godot.Quaternion"/> that can be used elsewhere.</para>
            <para>This is necessary to apply the root motion position correctly, taking rotation into account. See also <see cref="M:Godot.AnimationTree.GetRootMotionPosition"/>.</para>
            <para>Also, this is useful in cases where you want to respect the initial key values of the animation.</para>
            <para>For example, if an animation with only one key <c>Quaternion(0, 0, 0, 1)</c> is played in the previous frame and then an animation with only one key <c>Quaternion(0, 0.707, 0, 0.707)</c> is played in the next frame, the difference can be calculated as follows:</para>
            <para></para>
            <para>However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTree.GetRootMotionScaleAccumulator">
            <summary>
            <para>Retrieve the blended value of the scale tracks with the <see cref="P:Godot.AnimationTree.RootMotionTrack"/> as a <see cref="T:Godot.Vector3"/> that can be used elsewhere.</para>
            <para>For example, if an animation with only one key <c>Vector3(1, 1, 1)</c> is played in the previous frame and then an animation with only one key <c>Vector3(2, 2, 2)</c> is played in the next frame, the difference can be calculated as follows:</para>
            <para></para>
            <para>However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTree.Advance(System.Double)">
            <summary>
            <para>Manually advance the animations by the specified time (in seconds).</para>
            </summary>
        </member>
        <member name="E:Godot.AnimationTree.AnimationPlayerChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationTree.AnimationPlayerChanged"/> event of a <see cref="T:Godot.AnimationTree"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="P:Godot.AnimationTree.AnimPlayer"/> is changed.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationTree.AnimationStartedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationTree.AnimationStarted"/> event of a <see cref="T:Godot.AnimationTree"/> class.
            </summary>
        </member>
        <member name="E:Godot.AnimationTree.AnimationStarted">
            <summary>
            <para>Notifies when an animation starts playing.</para>
            <para><b>Note:</b> This signal is not emitted if an animation is looping or playbacked from the middle. Also be aware of the possibility of unseen playback by sync and xfade.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationTree.AnimationFinishedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AnimationTree.AnimationFinished"/> event of a <see cref="T:Godot.AnimationTree"/> class.
            </summary>
        </member>
        <member name="E:Godot.AnimationTree.AnimationFinished">
            <summary>
            <para>Notifies when an animation finished playing.</para>
            <para><b>Note:</b> This signal is not emitted if an animation is looping or aborted. Also be aware of the possibility of unseen playback by sync and xfade.</para>
            </summary>
        </member>
        <member name="T:Godot.Area2D">
            <summary>
            <para><see cref="T:Godot.Area2D"/> is a region of 2D space defined by one or multiple <see cref="T:Godot.CollisionShape2D"/> or <see cref="T:Godot.CollisionPolygon2D"/> child nodes. It detects when other <see cref="T:Godot.CollisionObject2D"/>s enter or exit it, and it also keeps track of which collision objects haven't exited it yet (i.e. which one are overlapping it).</para>
            <para>This node can also locally alter or override physics parameters (gravity, damping) and route audio to custom audio buses.</para>
            </summary>
        </member>
        <member name="F:Godot.Area2D.SpaceOverride.Disabled">
            <summary>
            <para>This area does not affect gravity/damping.</para>
            </summary>
        </member>
        <member name="F:Godot.Area2D.SpaceOverride.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.SpaceOverride.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.SpaceOverride.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.SpaceOverride.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. The <see cref="T:Godot.World2D"/>'s physics is always processed last, after all areas.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.GravitySpaceOverride">
            <summary>
            <para>Override mode for gravity calculations within this area. See <see cref="T:Godot.Area2D.SpaceOverride"/> 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.GravityPointCenter"/>). See also <see cref="P:Godot.Area2D.GravitySpaceOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.GravityPointUnitDistance">
            <summary>
            <para>The distance at which the gravity strength is equal to <see cref="P:Godot.Area2D.Gravity"/>. For example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/s², set the <see cref="P:Godot.Area2D.Gravity"/> to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half the distance, 4x the gravity), and so on.</para>
            <para>The above is true only when the unit distance is a positive number. When this is set to 0.0, the gravity will be constant regardless of distance.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.GravityPointCenter">
            <summary>
            <para>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.GravityDirection">
            <summary>
            <para>The area's gravity vector (not normalized).</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 direction. This is useful to alter the force of gravity without altering its direction.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.LinearDampSpaceOverride">
            <summary>
            <para>Override mode for linear damping calculations within this area. See <see cref="T:Godot.Area2D.SpaceOverride"/> for possible values.</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.AngularDampSpaceOverride">
            <summary>
            <para>Override mode for angular damping calculations within this area. See <see cref="T:Godot.Area2D.SpaceOverride"/> for possible values.</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 and <see cref="T:Godot.TileMap"/>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.HasOverlappingBodies">
            <summary>
            <para>Returns <c>true</c> if intersecting any <see cref="T:Godot.PhysicsBody2D"/>s or <see cref="T:Godot.TileMap"/>s, otherwise returns <c>false</c>. 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) the list of overlapping bodies 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.HasOverlappingAreas">
            <summary>
            <para>Returns <c>true</c> if intersecting any <see cref="T:Godot.Area2D"/>s, otherwise returns <c>false</c>. 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) the list of overlapping areas 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>Returns <c>true</c> if the given physics body intersects or overlaps this <see cref="T:Godot.Area2D"/>, <c>false</c> otherwise.</para>
            <para><b>Note:</b> 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>Returns <c>true</c> if the given <see cref="T:Godot.Area2D"/> intersects or overlaps this <see cref="T:Godot.Area2D"/>, <c>false</c> otherwise.</para>
            <para><b>Note:</b> 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.Area2D.BodyShapeEnteredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area2D.BodyShapeEntered"/> event of a <see cref="T:Godot.Area2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area2D.BodyShapeEntered">
            <summary>
            <para>Emitted when a <see cref="T:Godot.Shape2D"/> of the received <c>body</c> enters a shape of this area. <c>body</c> can be a <see cref="T:Godot.PhysicsBody2D"/> or a <see cref="T:Godot.TileMap"/>. <see cref="T:Godot.TileMap"/>s are detected if their <see cref="T:Godot.TileSet"/> has collision shapes configured. Requires <see cref="P:Godot.Area2D.Monitoring"/> to be set to <c>true</c>.</para>
            <para><c>localShapeIndex</c> and <c>bodyShapeIndex</c> contain indices of the interacting shapes from this area and the interacting body, respectively. <c>bodyRid</c> contains the <see cref="T:Godot.Rid"/> of the body. These values can be used with the <see cref="T:Godot.PhysicsServer2D"/>.</para>
            <para><b>Example of getting the</b> <see cref="T:Godot.CollisionShape2D"/> <b>node from the shape index:</b></para>
            <para></para>
            </summary>
        </member>
        <member name="T:Godot.Area2D.BodyShapeExitedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area2D.BodyShapeExited"/> event of a <see cref="T:Godot.Area2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area2D.BodyShapeExited">
            <summary>
            <para>Emitted when a <see cref="T:Godot.Shape2D"/> of the received <c>body</c> exits a shape of this area. <c>body</c> can be a <see cref="T:Godot.PhysicsBody2D"/> or a <see cref="T:Godot.TileMap"/>. <see cref="T:Godot.TileMap"/>s are detected if their <see cref="T:Godot.TileSet"/> has collision shapes configured. Requires <see cref="P:Godot.Area2D.Monitoring"/> to be set to <c>true</c>.</para>
            <para>See also <see cref="E:Godot.Area2D.BodyShapeEntered"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Area2D.BodyEnteredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area2D.BodyEntered"/> event of a <see cref="T:Godot.Area2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area2D.BodyEntered">
            <summary>
            <para>Emitted when the received <c>body</c> enters this area. <c>body</c> can be a <see cref="T:Godot.PhysicsBody2D"/> or a <see cref="T:Godot.TileMap"/>. <see cref="T:Godot.TileMap"/>s are detected if their <see cref="T:Godot.TileSet"/> has collision shapes configured. Requires <see cref="P:Godot.Area2D.Monitoring"/> to be set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.Area2D.BodyExitedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area2D.BodyExited"/> event of a <see cref="T:Godot.Area2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area2D.BodyExited">
            <summary>
            <para>Emitted when the received <c>body</c> exits this area. <c>body</c> can be a <see cref="T:Godot.PhysicsBody2D"/> or a <see cref="T:Godot.TileMap"/>. <see cref="T:Godot.TileMap"/>s are detected if their <see cref="T:Godot.TileSet"/> has collision shapes configured. Requires <see cref="P:Godot.Area2D.Monitoring"/> to be set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.Area2D.AreaShapeEnteredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area2D.AreaShapeEntered"/> event of a <see cref="T:Godot.Area2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area2D.AreaShapeEntered">
            <summary>
            <para>Emitted when a <see cref="T:Godot.Shape2D"/> of the received <c>area</c> enters a shape of this area. Requires <see cref="P:Godot.Area2D.Monitoring"/> to be set to <c>true</c>.</para>
            <para><c>localShapeIndex</c> and <c>areaShapeIndex</c> contain indices of the interacting shapes from this area and the other area, respectively. <c>areaRid</c> contains the <see cref="T:Godot.Rid"/> of the other area. These values can be used with the <see cref="T:Godot.PhysicsServer2D"/>.</para>
            <para><b>Example of getting the</b> <see cref="T:Godot.CollisionShape2D"/> <b>node from the shape index:</b></para>
            <para></para>
            </summary>
        </member>
        <member name="T:Godot.Area2D.AreaShapeExitedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area2D.AreaShapeExited"/> event of a <see cref="T:Godot.Area2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area2D.AreaShapeExited">
            <summary>
            <para>Emitted when a <see cref="T:Godot.Shape2D"/> of the received <c>area</c> exits a shape of this area. Requires <see cref="P:Godot.Area2D.Monitoring"/> to be set to <c>true</c>.</para>
            <para>See also <see cref="E:Godot.Area2D.AreaShapeEntered"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Area2D.AreaEnteredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area2D.AreaEntered"/> event of a <see cref="T:Godot.Area2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area2D.AreaEntered">
            <summary>
            <para>Emitted when the received <c>area</c> enters this area. Requires <see cref="P:Godot.Area2D.Monitoring"/> to be set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.Area2D.AreaExitedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area2D.AreaExited"/> event of a <see cref="T:Godot.Area2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area2D.AreaExited">
            <summary>
            <para>Emitted when the received <c>area</c> exits this area. Requires <see cref="P:Godot.Area2D.Monitoring"/> to be set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.Area3D">
            <summary>
            <para><see cref="T:Godot.Area3D"/> is a region of 3D space defined by one or multiple <see cref="T:Godot.CollisionShape3D"/> or <see cref="T:Godot.CollisionPolygon3D"/> child nodes. It detects when other <see cref="T:Godot.CollisionObject3D"/>s enter or exit it, and it also keeps track of which collision objects haven't exited it yet (i.e. which one are overlapping it).</para>
            <para>This node can also locally alter or override physics parameters (gravity, damping) and route audio to custom audio buses.</para>
            <para><b>Warning:</b> Using a <see cref="T:Godot.ConcavePolygonShape3D"/> inside a <see cref="T:Godot.CollisionShape3D"/> child of this node (created e.g. by using the <i>Create Trimesh Collision Sibling</i> option in the <i>Mesh</i> menu that appears when selecting a <see cref="T:Godot.MeshInstance3D"/> node) may give unexpected results, since this collision shape is hollow. If this is not desired, it has to be split into multiple <see cref="T:Godot.ConvexPolygonShape3D"/>s or primitive shapes like <see cref="T:Godot.BoxShape3D"/>, or in some cases it may be replaceable by a <see cref="T:Godot.CollisionPolygon3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Area3D.SpaceOverride.Disabled">
            <summary>
            <para>This area does not affect gravity/damping.</para>
            </summary>
        </member>
        <member name="F:Godot.Area3D.SpaceOverride.Combine">
            <summary>
            <para>This area adds its gravity/damping values to whatever has been calculated so far (in <see cref="P:Godot.Area3D.Priority"/> order).</para>
            </summary>
        </member>
        <member name="F:Godot.Area3D.SpaceOverride.CombineReplace">
            <summary>
            <para>This area adds its gravity/damping values to whatever has been calculated so far (in <see cref="P:Godot.Area3D.Priority"/> order), ignoring any lower priority areas.</para>
            </summary>
        </member>
        <member name="F:Godot.Area3D.SpaceOverride.Replace">
            <summary>
            <para>This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.</para>
            </summary>
        </member>
        <member name="F:Godot.Area3D.SpaceOverride.ReplaceCombine">
            <summary>
            <para>This area replaces any gravity/damping calculated so far (in <see cref="P:Godot.Area3D.Priority"/> order), but keeps calculating the rest of the areas.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.Monitoring">
            <summary>
            <para>If <c>true</c>, the area detects bodies or areas entering and exiting it.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.Monitorable">
            <summary>
            <para>If <c>true</c>, other monitoring areas can detect this area.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.Priority">
            <summary>
            <para>The area's priority. Higher priority areas are processed first. The <see cref="T:Godot.World3D"/>'s physics is always processed last, after all areas.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.GravitySpaceOverride">
            <summary>
            <para>Override mode for gravity calculations within this area. See <see cref="T:Godot.Area3D.SpaceOverride"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.GravityPoint">
            <summary>
            <para>If <c>true</c>, gravity is calculated from a point (set via <see cref="P:Godot.Area3D.GravityPointCenter"/>). See also <see cref="P:Godot.Area3D.GravitySpaceOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.GravityPointUnitDistance">
            <summary>
            <para>The distance at which the gravity strength is equal to <see cref="P:Godot.Area3D.Gravity"/>. For example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², set the <see cref="P:Godot.Area3D.Gravity"/> to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 meters from the center the gravity will be 1.0 m/s² (twice the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x the gravity), and so on.</para>
            <para>The above is true only when the unit distance is a positive number. When this is set to 0.0, the gravity will be constant regardless of distance.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.GravityPointCenter">
            <summary>
            <para>If gravity is a point (see <see cref="P:Godot.Area3D.GravityPoint"/>), this will be the point of attraction.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.GravityDirection">
            <summary>
            <para>The area's gravity vector (not normalized).</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.Gravity">
            <summary>
            <para>The area's gravity intensity (in meters per second squared). This value multiplies the gravity direction. This is useful to alter the force of gravity without altering its direction.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.LinearDampSpaceOverride">
            <summary>
            <para>Override mode for linear damping calculations within this area. See <see cref="T:Godot.Area3D.SpaceOverride"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.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.Area3D.AngularDampSpaceOverride">
            <summary>
            <para>Override mode for angular damping calculations within this area. See <see cref="T:Godot.Area3D.SpaceOverride"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.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.Area3D.WindForceMagnitude">
            <summary>
            <para>The magnitude of area-specific wind force.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.WindAttenuationFactor">
            <summary>
            <para>The exponential rate at which wind force decreases with distance from its origin.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.WindSourcePath">
            <summary>
            <para>The <see cref="T:Godot.Node3D"/> which is used to specify the direction and origin of an area-specific wind force. The direction is opposite to the z-axis of the <see cref="T:Godot.Node3D"/>'s local transform, and its origin is the origin of the <see cref="T:Godot.Node3D"/>'s local transform.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.AudioBusOverride">
            <summary>
            <para>If <c>true</c>, the area's audio bus overrides the default audio bus.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.AudioBusName">
            <summary>
            <para>The name of the area's audio bus.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.ReverbBusEnabled">
            <summary>
            <para>If <c>true</c>, the area applies reverb to its associated audio.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.ReverbBusName">
            <summary>
            <para>The name of the reverb bus to use for this area's associated audio.</para>
            </summary>
        </member>
        <member name="P:Godot.Area3D.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.Area3D.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.Area3D.GetOverlappingBodies">
            <summary>
            <para>Returns a list of intersecting <see cref="T:Godot.PhysicsBody3D"/>s and <see cref="T:Godot.GridMap"/>s. The overlapping body's <see cref="P:Godot.CollisionObject3D.CollisionLayer"/> must be part of this area's <see cref="P:Godot.CollisionObject3D.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.Area3D.GetOverlappingAreas">
            <summary>
            <para>Returns a list of intersecting <see cref="T:Godot.Area3D"/>s. The overlapping area's <see cref="P:Godot.CollisionObject3D.CollisionLayer"/> must be part of this area's <see cref="P:Godot.CollisionObject3D.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.Area3D.HasOverlappingBodies">
            <summary>
            <para>Returns <c>true</c> if intersecting any <see cref="T:Godot.PhysicsBody3D"/>s or <see cref="T:Godot.GridMap"/>s, otherwise returns <c>false</c>. The overlapping body's <see cref="P:Godot.CollisionObject3D.CollisionLayer"/> must be part of this area's <see cref="P:Godot.CollisionObject3D.CollisionMask"/> in order to be detected.</para>
            <para>For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Area3D.HasOverlappingAreas">
            <summary>
            <para>Returns <c>true</c> if intersecting any <see cref="T:Godot.Area3D"/>s, otherwise returns <c>false</c>. The overlapping area's <see cref="P:Godot.CollisionObject3D.CollisionLayer"/> must be part of this area's <see cref="P:Godot.CollisionObject3D.CollisionMask"/> in order to be detected.</para>
            <para>For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Area3D.OverlapsBody(Godot.Node)">
            <summary>
            <para>Returns <c>true</c> if the given physics body intersects or overlaps this <see cref="T:Godot.Area3D"/>, <c>false</c> otherwise.</para>
            <para><b>Note:</b> 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.PhysicsBody3D"/> 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.Area3D.OverlapsArea(Godot.Node)">
            <summary>
            <para>Returns <c>true</c> if the given <see cref="T:Godot.Area3D"/> intersects or overlaps this <see cref="T:Godot.Area3D"/>, <c>false</c> otherwise.</para>
            <para><b>Note:</b> 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.Area3D.BodyShapeEnteredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area3D.BodyShapeEntered"/> event of a <see cref="T:Godot.Area3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area3D.BodyShapeEntered">
            <summary>
            <para>Emitted when a <see cref="T:Godot.Shape3D"/> of the received <c>body</c> enters a shape of this area. <c>body</c> can be a <see cref="T:Godot.PhysicsBody3D"/> or a <see cref="T:Godot.GridMap"/>. <see cref="T:Godot.GridMap"/>s are detected if their <see cref="T:Godot.MeshLibrary"/> has collision shapes configured. Requires <see cref="P:Godot.Area3D.Monitoring"/> to be set to <c>true</c>.</para>
            <para><c>localShapeIndex</c> and <c>bodyShapeIndex</c> contain indices of the interacting shapes from this area and the interacting body, respectively. <c>bodyRid</c> contains the <see cref="T:Godot.Rid"/> of the body. These values can be used with the <see cref="T:Godot.PhysicsServer3D"/>.</para>
            <para><b>Example of getting the</b> <see cref="T:Godot.CollisionShape3D"/> <b>node from the shape index:</b></para>
            <para></para>
            </summary>
        </member>
        <member name="T:Godot.Area3D.BodyShapeExitedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area3D.BodyShapeExited"/> event of a <see cref="T:Godot.Area3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area3D.BodyShapeExited">
            <summary>
            <para>Emitted when a <see cref="T:Godot.Shape3D"/> of the received <c>body</c> exits a shape of this area. <c>body</c> can be a <see cref="T:Godot.PhysicsBody3D"/> or a <see cref="T:Godot.GridMap"/>. <see cref="T:Godot.GridMap"/>s are detected if their <see cref="T:Godot.MeshLibrary"/> has collision shapes configured. Requires <see cref="P:Godot.Area3D.Monitoring"/> to be set to <c>true</c>.</para>
            <para>See also <see cref="E:Godot.Area3D.BodyShapeEntered"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Area3D.BodyEnteredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area3D.BodyEntered"/> event of a <see cref="T:Godot.Area3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area3D.BodyEntered">
            <summary>
            <para>Emitted when the received <c>body</c> enters this area. <c>body</c> can be a <see cref="T:Godot.PhysicsBody3D"/> or a <see cref="T:Godot.GridMap"/>. <see cref="T:Godot.GridMap"/>s are detected if their <see cref="T:Godot.MeshLibrary"/> has collision shapes configured. Requires <see cref="P:Godot.Area3D.Monitoring"/> to be set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.Area3D.BodyExitedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area3D.BodyExited"/> event of a <see cref="T:Godot.Area3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area3D.BodyExited">
            <summary>
            <para>Emitted when the received <c>body</c> exits this area. <c>body</c> can be a <see cref="T:Godot.PhysicsBody3D"/> or a <see cref="T:Godot.GridMap"/>. <see cref="T:Godot.GridMap"/>s are detected if their <see cref="T:Godot.MeshLibrary"/> has collision shapes configured. Requires <see cref="P:Godot.Area3D.Monitoring"/> to be set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.Area3D.AreaShapeEnteredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area3D.AreaShapeEntered"/> event of a <see cref="T:Godot.Area3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area3D.AreaShapeEntered">
            <summary>
            <para>Emitted when a <see cref="T:Godot.Shape3D"/> of the received <c>area</c> enters a shape of this area. Requires <see cref="P:Godot.Area3D.Monitoring"/> to be set to <c>true</c>.</para>
            <para><c>localShapeIndex</c> and <c>areaShapeIndex</c> contain indices of the interacting shapes from this area and the other area, respectively. <c>areaRid</c> contains the <see cref="T:Godot.Rid"/> of the other area. These values can be used with the <see cref="T:Godot.PhysicsServer3D"/>.</para>
            <para><b>Example of getting the</b> <see cref="T:Godot.CollisionShape3D"/> <b>node from the shape index:</b></para>
            <para></para>
            </summary>
        </member>
        <member name="T:Godot.Area3D.AreaShapeExitedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area3D.AreaShapeExited"/> event of a <see cref="T:Godot.Area3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area3D.AreaShapeExited">
            <summary>
            <para>Emitted when a <see cref="T:Godot.Shape3D"/> of the received <c>area</c> exits a shape of this area. Requires <see cref="P:Godot.Area3D.Monitoring"/> to be set to <c>true</c>.</para>
            <para>See also <see cref="E:Godot.Area3D.AreaShapeEntered"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Area3D.AreaEnteredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area3D.AreaEntered"/> event of a <see cref="T:Godot.Area3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area3D.AreaEntered">
            <summary>
            <para>Emitted when the received <c>area</c> enters this area. Requires <see cref="P:Godot.Area3D.Monitoring"/> to be set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.Area3D.AreaExitedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Area3D.AreaExited"/> event of a <see cref="T:Godot.Area3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Area3D.AreaExited">
            <summary>
            <para>Emitted when the received <c>area</c> exits this area. Requires <see cref="P:Godot.Area3D.Monitoring"/> to be set to <c>true</c>.</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 = new Vector3[]
            {
                new Vector3(0, 1, 0),
                new Vector3(1, 0, 0),
                new Vector3(0, 0, 1),
            };
            
            // Initialize the ArrayMesh.
            var arrMesh = new ArrayMesh();
            var arrays = new Godot.Collections.Array();
            arrays.Resize((int)Mesh.ArrayType.Max);
            arrays[(int)Mesh.ArrayType.Vertex] = vertices;
            
            // Create the Mesh.
            arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);
            var m = new MeshInstance3D();
            m.Mesh = arrMesh;
            </code></para>
            <para>The <see cref="T:Godot.MeshInstance3D"/> is ready to be added to the <see cref="T:Godot.SceneTree"/> to be shown.</para>
            <para>See also <see cref="T:Godot.ImmediateMesh"/>, <see cref="T:Godot.MeshDataTool"/> and <see cref="T:Godot.SurfaceTool"/> for procedural geometry generation.</para>
            <para><b>Note:</b> 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="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="P:Godot.ArrayMesh.ShadowMesh">
            <summary>
            <para>An optional mesh which is used for rendering shadows and can be used for the depth prepass. Can be used to increase performance of shadow rendering by using a mesh that only contains vertex position data (without normals, UVs, colors, etc.).</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.AddBlendShape(Godot.StringName)">
            <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{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Mesh.ArrayFormat)"/>. 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.SetBlendShapeName(System.Int32,Godot.StringName)">
            <summary>
            <para>Sets 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{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Mesh.ArrayFormat)">
            <summary>
            <para>Creates a new surface. <see cref="M:Godot.Mesh.GetSurfaceCount"/> will become the <c>surf_idx</c> for this new surface.</para>
            <para>Surfaces are created to be rendered using a <c>primitive</c>, which may be any of the values defined in <see cref="T:Godot.Mesh.PrimitiveType"/>.</para>
            <para>The <c>arrays</c> argument is an array of arrays. Each of the <see cref="F:Godot.Mesh.ArrayType.Max"/> elements contains an array with some of the mesh data for this surface as described by the corresponding member of <see cref="T:Godot.Mesh.ArrayType"/> or <c>null</c> if it is not used by the surface. 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 surface 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 an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for <see cref="F:Godot.Mesh.ArrayType.Index"/> if it is used.</para>
            <para>The <c>blendShapes</c> argument is an array of vertex data for each blend shape. Each element is an array of the same structure as <c>arrays</c>, but <see cref="F:Godot.Mesh.ArrayType.Vertex"/>, <see cref="F:Godot.Mesh.ArrayType.Normal"/>, and <see cref="F:Godot.Mesh.ArrayType.Tangent"/> are set if and only if they are set in <c>arrays</c> and all other entries are <c>null</c>.</para>
            <para>The <c>lods</c> argument is a dictionary with <see cref="T:System.Single"/> keys and <see cref="T:System.Int32"/>[] values. Each entry in the dictionary represents a LOD level of the surface, where the value is the <see cref="F:Godot.Mesh.ArrayType.Index"/> array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used.</para>
            <para>The <c>flags</c> argument is the bitwise or of, as required: One value of <see cref="T:Godot.Mesh.ArrayCustomFormat"/> left shifted by <c>ARRAY_FORMAT_CUSTOMn_SHIFT</c> for each custom channel in use, <see cref="F:Godot.Mesh.ArrayFormat.FlagUseDynamicUpdate"/>, <see cref="F:Godot.Mesh.ArrayFormat.FlagUse8BoneWeights"/>, or <see cref="F:Godot.Mesh.ArrayFormat.FlagUsesEmptyVertexArray"/>.</para>
            <para><b>Note:</b> When using indices, it is recommended to only use points, lines, or triangles.</para>
            </summary>
        </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.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{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Mesh.ArrayFormat)"/>).</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{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Mesh.ArrayFormat)"/>).</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{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Mesh.ArrayFormat)"/>).</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{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Mesh.ArrayFormat)"/>).</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>Regenerates tangents for each of the <see cref="T:Godot.ArrayMesh"/>'s surfaces.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.LightmapUnwrap(Godot.Transform3D,System.Single)">
            <summary>
            <para>Performs a UV unwrap on the <see cref="T:Godot.ArrayMesh"/> to prepare the mesh for lightmapping.</para>
            </summary>
        </member>
        <member name="T:Godot.ArrayOccluder3D">
            <summary>
            <para><see cref="T:Godot.ArrayOccluder3D"/> stores an arbitrary 3D polygon shape that can be used by the engine's occlusion culling system. This is analogous to <see cref="T:Godot.ArrayMesh"/>, but for occluders.</para>
            <para>See <see cref="T:Godot.OccluderInstance3D"/>'s documentation for instructions on setting up occlusion culling.</para>
            </summary>
        </member>
        <member name="P:Godot.ArrayOccluder3D.Vertices">
            <summary>
            <para>The occluder's vertex positions in local 3D coordinates.</para>
            <para><b>Note:</b> The occluder is always updated after setting this value. If creating occluders procedurally, consider using <see cref="M:Godot.ArrayOccluder3D.SetArrays(Godot.Vector3[],System.Int32[])"/> instead to avoid updating the occluder twice when it's created.</para>
            </summary>
        </member>
        <member name="P:Godot.ArrayOccluder3D.Indices">
            <summary>
            <para>The occluder's index position. Indices determine which points from the <see cref="P:Godot.ArrayOccluder3D.Vertices"/> array should be drawn, and in which order.</para>
            <para><b>Note:</b> The occluder is always updated after setting this value. If creating occluders procedurally, consider using <see cref="M:Godot.ArrayOccluder3D.SetArrays(Godot.Vector3[],System.Int32[])"/> instead to avoid updating the occluder twice when it's created.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayOccluder3D.SetArrays(Godot.Vector3[],System.Int32[])">
            <summary>
            <para>Sets <see cref="P:Godot.ArrayOccluder3D.Indices"/> and <see cref="P:Godot.ArrayOccluder3D.Vertices"/>, while updating the final occluder only once after both values are set.</para>
            </summary>
        </member>
        <member name="T:Godot.AspectRatioContainer">
            <summary>
            <para>A container type that arranges its child controls in a way that preserves their proportions automatically when the container is resized. Useful when a container has a dynamic size and the child nodes must adjust their sizes accordingly without losing their aspect ratios.</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.ClipContents"/> is enabled, this allows to show only the container's area restricted by its own bounding rectangle.</para>
            </summary>
        </member>
        <member name="F:Godot.AspectRatioContainer.AlignmentMode.Begin">
            <summary>
            <para>Aligns child controls with the beginning (left or top) of the container.</para>
            </summary>
        </member>
        <member name="F:Godot.AspectRatioContainer.AlignmentMode.Center">
            <summary>
            <para>Aligns child controls with the center of the container.</para>
            </summary>
        </member>
        <member name="F:Godot.AspectRatioContainer.AlignmentMode.End">
            <summary>
            <para>Aligns child controls with the end (right or bottom) of the container.</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.Texture2D"/> resource that draws only part of its <see cref="P:Godot.AtlasTexture.Atlas"/> texture, as defined by the <see cref="P:Godot.AtlasTexture.Region"/>. An additional <see cref="P:Godot.AtlasTexture.Margin"/> can also be set, which is useful for small adjustments.</para>
            <para>Multiple <see cref="T:Godot.AtlasTexture"/> resources can be cropped from the same <see cref="P:Godot.AtlasTexture.Atlas"/>. Packing many smaller textures into a singular large texture helps to optimize video memory costs and render calls.</para>
            <para><b>Note:</b> <see cref="T:Godot.AtlasTexture"/> cannot be used in an <see cref="T:Godot.AnimatedTexture"/>, and may not tile properly in nodes such as <see cref="T:Godot.TextureRect"/>, when inside other <see cref="T:Godot.AtlasTexture"/> resources.</para>
            </summary>
        </member>
        <member name="P:Godot.AtlasTexture.Atlas">
            <summary>
            <para>The texture that contains the atlas. Can be any type inheriting from <see cref="T:Godot.Texture2D"/>, including another <see cref="T:Godot.AtlasTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AtlasTexture.Region">
            <summary>
            <para>The region used to draw the <see cref="P:Godot.AtlasTexture.Atlas"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AtlasTexture.Margin">
            <summary>
            <para>The margin around the <see cref="P:Godot.AtlasTexture.Region"/>. Useful for small adjustments. If the <c>Rect2.size</c> of this property ("w" and "h" in the editor) is set, the drawn texture is resized to fit within the margin.</para>
            </summary>
        </member>
        <member name="P:Godot.AtlasTexture.FilterClip">
            <summary>
            <para>If <c>true</c>, the area outside of the <see cref="P:Godot.AtlasTexture.Region"/> is clipped 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><b>Note:</b> <c>ProjectSettings.audio/driver/enable_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 number 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="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.Tap1Active">
            <summary>
            <para>If <c>true</c>, <c>tap1</c> will be enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap1DelayMs">
            <summary>
            <para><c>tap1</c> delay time in milliseconds.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap1LevelDb">
            <summary>
            <para>Sound level for <c>tap1</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap1Pan">
            <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.Tap2Active">
            <summary>
            <para>If <c>true</c>, <c>tap2</c> will be enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap2DelayMs">
            <summary>
            <para><b>Tap2</b> delay time in milliseconds.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap2LevelDb">
            <summary>
            <para>Sound level for <c>tap2</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap2Pan">
            <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.FeedbackActive">
            <summary>
            <para>If <c>true</c>, feedback is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.FeedbackDelayMs">
            <summary>
            <para>Feedback delay time in milliseconds.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.FeedbackLevelDb">
            <summary>
            <para>Sound level for <c>tap1</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.FeedbackLowpass">
            <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 changes, 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 (bit depth reduction). 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. The <see cref="P:Godot.AudioEffectDistortion.Drive"/> property has no effect in this mode.</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, in decibels. 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, in decibels. 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.AudioEffectHighShelfFilter">
            <summary>
            <para>Reduces all frequencies above the <see cref="P:Godot.AudioEffectFilter.CutoffHz"/>.</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.AudioEffectLowShelfFilter">
            <summary>
            <para>Reduces all frequencies below the <see cref="P:Godot.AudioEffectFilter.CutoffHz"/>.</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.FftSizeEnum.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.FftSizeEnum.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.FftSizeEnum.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.FftSizeEnum.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.FftSizeEnum.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.FftSizeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.AudioEffectPitchShift.FftSizeEnum"/> 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.AudioStreamWav.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 the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces.</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.FftSizeEnum.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.FftSizeEnum.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.FftSizeEnum.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.FftSizeEnum.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.FftSizeEnum.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.FftSizeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.AudioEffectSpectrumAnalyzer.FftSizeEnum"/> 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.AudioEffectStereoEnhance">
            <summary>
            <para>An audio effect that can be used to adjust the intensity of stereo panning.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectStereoEnhance.PanPullout">
            <summary>
            <para>Values greater than 1.0 increase intensity of any panning on audio passing through this effect, whereas values less than 1.0 will decrease the panning intensity. A value of 0.0 will downmix audio to mono.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioListener2D">
            <summary>
            <para>Once added to the scene tree and enabled using <see cref="M:Godot.AudioListener2D.MakeCurrent"/>, this node will override the location sounds are heard from. Only one <see cref="T:Godot.AudioListener2D"/> can be current. Using <see cref="M:Godot.AudioListener2D.MakeCurrent"/> will disable the previous <see cref="T:Godot.AudioListener2D"/>.</para>
            <para>If there is no active <see cref="T:Godot.AudioListener2D"/> 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.AudioListener2D"/> needs to be inside <see cref="T:Godot.SceneTree"/> to function.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioListener2D.MakeCurrent">
            <summary>
            <para>Makes the <see cref="T:Godot.AudioListener2D"/> active, setting it as the hearing point for the sounds. If there is already another active <see cref="T:Godot.AudioListener2D"/>, it will be disabled.</para>
            <para>This method will have no effect if the <see cref="T:Godot.AudioListener2D"/> is not added to <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioListener2D.ClearCurrent">
            <summary>
            <para>Disables the <see cref="T:Godot.AudioListener2D"/>. If it's not set as current, this method will have no effect.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioListener2D.IsCurrent">
            <summary>
            <para>Returns <c>true</c> if this <see cref="T:Godot.AudioListener2D"/> is currently active.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioListener3D">
            <summary>
            <para>Once added to the scene tree and enabled using <see cref="M:Godot.AudioListener3D.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.Camera3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioListener3D.MakeCurrent">
            <summary>
            <para>Enables the listener. This will override the current camera's listener.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioListener3D.ClearCurrent">
            <summary>
            <para>Disables the listener to use the current camera's listener instead.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioListener3D.IsCurrent">
            <summary>
            <para>Returns <c>true</c> if the listener was made current using <see cref="M:Godot.AudioListener3D.MakeCurrent"/>, <c>false</c> otherwise.</para>
            <para><b>Note:</b> There may be more than one AudioListener3D 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.AudioListener3D.GetListenerTransform">
            <summary>
            <para>Returns the listener's global orthonormalized <see cref="T:Godot.Transform3D"/>.</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.OutputDevice">
            <summary>
            <para>Name of the current device for audio output (see <see cref="M:Godot.AudioServer.GetOutputDeviceList"/>). 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.InputDevice">
            <summary>
            <para>Name of the current device for audio input (see <see cref="M:Godot.AudioServer.GetInputDeviceList"/>). 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><b>Note:</b> <c>ProjectSettings.audio/driver/enable_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.PlaybackSpeedScale">
            <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 at half its speed).</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>atPosition</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>toIndex</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>busIdx</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>busIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusIndex(Godot.StringName)">
            <summary>
            <para>Returns the index of the bus with the name <c>busName</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusChannels(System.Int32)">
            <summary>
            <para>Returns the number of channels of the bus at index <c>busIdx</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>busIdx</c> to <c>volumeDb</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusVolumeDb(System.Int32)">
            <summary>
            <para>Returns the volume of the bus at index <c>busIdx</c> in dB.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.SetBusSend(System.Int32,Godot.StringName)">
            <summary>
            <para>Connects the output of the bus at <c>busIdx</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>busIdx</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>busIdx</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>busIdx</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>busIdx</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>busIdx</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>busIdx</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>busIdx</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>busIdx</c> at <c>atPosition</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.RemoveBusEffect(System.Int32,System.Int32)">
            <summary>
            <para>Removes the effect at index <c>effectIdx</c> from the bus at index <c>busIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusEffectCount(System.Int32)">
            <summary>
            <para>Returns the number of effects on the bus at <c>busIdx</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>effectIdx</c> in bus <c>busIdx</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>busIdx</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>effectIdx</c> on the bus at index <c>busIdx</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>effectIdx</c> on the bus at index <c>busIdx</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>busIdx</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>busIdx</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><b>Note:</b> 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.GetOutputDeviceList">
            <summary>
            <para>Returns the names of all audio output 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.GetInputDeviceList">
            <summary>
            <para>Returns the names of all audio input devices detected on the system.</para>
            <para><b>Note:</b> <c>ProjectSettings.audio/driver/enable_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="E:Godot.AudioServer.BusLayoutChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AudioServer.BusLayoutChanged"/> event of a <see cref="T:Godot.AudioServer"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.AudioBusLayout"/> changes.</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.AudioStreamWav"/>) 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="M:Godot.AudioStream.IsMonophonic">
            <summary>
            <para>Returns true if this audio stream only supports monophonic playback, or false if the audio stream supports polyphony.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStream.InstantiatePlayback">
            <summary>
            <para>Returns an AudioStreamPlayback. Useful for when you want to extend <see cref="M:Godot.AudioStream._InstantiatePlayback"/> but call <see cref="M:Godot.AudioStream.InstantiatePlayback"/> from an internally held AudioStream subresource. An example of this can be found in the source files for <c>AudioStreamRandomPitch::instantiate_playback</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamGenerator">
            <summary>
            <para><see cref="T:Godot.AudioStreamGenerator"/> is a type of audio stream that does not play back sounds on its own; instead, it expects a script to generate audio data for it. See also <see cref="T:Godot.AudioStreamGeneratorPlayback"/>.</para>
            <para>Here's a sample on how to use it to generate a sine wave:</para>
            <para><code>
            var playback # Will hold the AudioStreamGeneratorPlayback.
            @onready var sample_hz = $AudioStreamPlayer.stream.mix_rate
            var pulse_hz = 440.0 # The frequency of the sound wave.
            
            func _ready():
                $AudioStreamPlayer.play()
                playback = $AudioStreamPlayer.get_stream_playback()
                fill_buffer()
            
            func fill_buffer():
                var phase = 0.0
                var increment = pulse_hz / sample_hz
                var frames_available = playback.get_frames_available()
            
                for i in range(frames_available):
                    playback.push_frame(Vector2.ONE * sin(phase * TAU))
                    phase = fmod(phase + increment, 1.0)
            </code></para>
            <para>In the example above, the "AudioStreamPlayer" node must use an <see cref="T:Godot.AudioStreamGenerator"/> as its stream. The <c>fill_buffer</c> function provides audio data for approximating a sine wave.</para>
            <para>See also <see cref="T:Godot.AudioEffectSpectrumAnalyzer"/> for performing real-time audio spectrum analysis.</para>
            <para><b>Note:</b> Due to performance constraints, this class is best used from C# or from a compiled language via GDExtension. 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 GDExtension, but <see cref="M:Godot.AudioStreamGeneratorPlayback.PushFrame(Godot.Vector2)"/> may be <i>more</i> 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 GDExtension, but <see cref="M:Godot.AudioStreamGeneratorPlayback.PushBuffer(Godot.Vector2[])"/> may be <i>less</i> 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. See <see cref="P:Godot.AudioStreamMP3.Data"/> if you want to load an MP3 file at run-time.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamMP3.Data">
            <summary>
            <para>Contains the audio data in bytes.</para>
            <para>You can load a file without having to import it beforehand using the code snippet below. Keep in mind that this snippet loads the whole file into memory and may not be ideal for huge files (hundreds of megabytes or more).</para>
            <para><code>
            public AudioStreamMP3 LoadMP3(string path)
            {
                using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
                var sound = new AudioStreamMP3();
                sound.Data = file.GetBuffer(file.GetLength());
                return sound;
            }
            </code></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><b>Note:</b> <c>ProjectSettings.audio/driver/enable_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.AudioStreamOggVorbis.PacketSequence">
            <summary>
            <para>Contains the raw Ogg data for this stream.</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.AudioStreamPlaybackPolyphonic">
            <summary>
            <para>Playback instance for <see cref="T:Godot.AudioStreamPolyphonic"/>. After setting the <c>stream</c> property of <see cref="T:Godot.AudioStreamPlayer"/>, <see cref="T:Godot.AudioStreamPlayer2D"/>, or <see cref="T:Godot.AudioStreamPlayer3D"/>, the playback instance can be obtained by calling <see cref="M:Godot.AudioStreamPlayer.GetStreamPlayback"/>, <see cref="M:Godot.AudioStreamPlayer2D.GetStreamPlayback"/> or <see cref="M:Godot.AudioStreamPlayer3D.GetStreamPlayback"/> methods.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlaybackPolyphonic.InvalidId">
            <summary>
            <para>Returned by <see cref="M:Godot.AudioStreamPlaybackPolyphonic.PlayStream(Godot.AudioStream,System.Single,System.Single,System.Single)"/> in case it could not allocate a stream for playback.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlaybackPolyphonic.PlayStream(Godot.AudioStream,System.Single,System.Single,System.Single)">
            <summary>
            <para>Play an <see cref="T:Godot.AudioStream"/> at a given offset, volume and pitch scale. Playback starts immediately.</para>
            <para>The return value is a unique integer ID that is associated to this playback stream and which can be used to control it.</para>
            <para>This ID becomes invalid when the stream ends (if it does not loop), when the <see cref="T:Godot.AudioStreamPlaybackPolyphonic"/> is stopped, or when <see cref="M:Godot.AudioStreamPlaybackPolyphonic.StopStream(System.Int64)"/> is called.</para>
            <para>This function returns <see cref="F:Godot.AudioStreamPlaybackPolyphonic.InvalidId"/> if the amount of streams currently playing equals <see cref="P:Godot.AudioStreamPolyphonic.Polyphony"/>. If you need a higher amount of maximum polyphony, raise this value.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlaybackPolyphonic.SetStreamVolume(System.Int64,System.Single)">
            <summary>
            <para>Change the stream volume (in db). The <c>stream</c> argument is an integer ID returned by <see cref="M:Godot.AudioStreamPlaybackPolyphonic.PlayStream(Godot.AudioStream,System.Single,System.Single,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlaybackPolyphonic.SetStreamPitchScale(System.Int64,System.Single)">
            <summary>
            <para>Change the stream pitch scale. The <c>stream</c> argument is an integer ID returned by <see cref="M:Godot.AudioStreamPlaybackPolyphonic.PlayStream(Godot.AudioStream,System.Single,System.Single,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlaybackPolyphonic.IsStreamPlaying(System.Int64)">
            <summary>
            <para>Return true whether the stream associated with an integer ID is still playing. Check <see cref="M:Godot.AudioStreamPlaybackPolyphonic.PlayStream(Godot.AudioStream,System.Single,System.Single,System.Single)"/> for information on when this ID becomes invalid.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlaybackPolyphonic.StopStream(System.Int64)">
            <summary>
            <para>Stop a stream. The <c>stream</c> argument is an integer ID returned by <see cref="M:Godot.AudioStreamPlaybackPolyphonic.PlayStream(Godot.AudioStream,System.Single,System.Single,System.Single)"/>, which becomes invalid after calling this function.</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.MaxPolyphony">
            <summary>
            <para>The maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer.Bus">
            <summary>
            <para>Bus on which this audio is playing.</para>
            <para><b>Note:</b> 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>fromPosition</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.HasStreamPlayback">
            <summary>
            <para>Returns whether the <see cref="T:Godot.AudioStreamPlayer"/> can return the <see cref="T:Godot.AudioStreamPlayback"/> object or not.</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="E:Godot.AudioStreamPlayer.Finished">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AudioStreamPlayer.Finished"/> event of a <see cref="T:Godot.AudioStreamPlayer"/> class.
            </summary>
            <summary>
            <para>Emitted when the audio stops playing.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamPlayer2D">
            <summary>
            <para>Plays audio that is attenuated with distance to the listener.</para>
            <para>By default, audio is heard from the screen center. This can be changed by adding an <see cref="T:Godot.AudioListener2D"/> node to the scene and enabling it by calling <see cref="M:Godot.AudioListener2D.MakeCurrent"/> on it.</para>
            <para>See also <see cref="T:Godot.AudioStreamPlayer"/> to play a sound non-positionally.</para>
            <para><b>Note:</b> 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 before attenuation.</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 or is queued to be played (see <see cref="M:Godot.AudioStreamPlayer2D.Play(System.Single)"/>).</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>The volume is attenuated over distance with this as an exponent.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer2D.MaxPolyphony">
            <summary>
            <para>The maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.</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/general/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><b>Note:</b> 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>Queues the audio to play on the next physics frame, from the given position <c>fromPosition</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.HasStreamPlayback">
            <summary>
            <para>Returns whether the <see cref="T:Godot.AudioStreamPlayer"/> can return the <see cref="T:Godot.AudioStreamPlayback"/> object or not.</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="E:Godot.AudioStreamPlayer2D.Finished">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AudioStreamPlayer2D.Finished"/> event of a <see cref="T:Godot.AudioStreamPlayer2D"/> class.
            </summary>
            <summary>
            <para>Emitted when the audio stops playing.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamPlayer3D">
            <summary>
            <para>Plays audio with positional sound effects, based on the relative position of the audio listener. Positional effects include distance attenuation, directionality, and the Doppler effect. For greater realism, a low-pass filter is 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 an <see cref="T:Godot.AudioListener3D"/> node to the scene and enabling it by calling <see cref="M:Godot.AudioListener3D.MakeCurrent"/> on it.</para>
            <para>See also <see cref="T:Godot.AudioStreamPlayer"/> to play a sound non-positionally.</para>
            <para><b>Note:</b> 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.VolumeDb"/> 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>Attenuation of loudness according to linear distance.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer3D.AttenuationModelEnum.InverseSquareDistance">
            <summary>
            <para>Attenuation of loudness according to squared distance.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer3D.AttenuationModelEnum.Logarithmic">
            <summary>
            <para>Attenuation of loudness according to logarithmic distance.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer3D.AttenuationModelEnum.Disabled">
            <summary>
            <para>No attenuation 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.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.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer3D.DopplerTrackingEnum.PhysicsStep">
            <summary>
            <para>Executes doppler tracking in physics step.</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.VolumeDb">
            <summary>
            <para>The base sound level before attenuation, 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 or is queued to be played (see <see cref="M:Godot.AudioStreamPlayer3D.Play(System.Single)"/>).</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>The distance past which the sound can no longer be heard at all. Only has an effect if set to a value greater than <c>0.0</c>. <see cref="P:Godot.AudioStreamPlayer3D.MaxDistance"/> works in tandem with <see cref="P:Godot.AudioStreamPlayer3D.UnitSize"/>. However, unlike <see cref="P:Godot.AudioStreamPlayer3D.UnitSize"/> whose behavior depends on the <see cref="P:Godot.AudioStreamPlayer3D.AttenuationModel"/>, <see cref="P:Godot.AudioStreamPlayer3D.MaxDistance"/> always works in a linear fashion. This can be used to prevent the <see cref="T:Godot.AudioStreamPlayer3D"/> from requiring audio mixing when the listener is far away, which saves CPU resources.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.MaxPolyphony">
            <summary>
            <para>The maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.</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/general/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><b>Note:</b> 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.Area3D"/> 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 attenuated 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 a listener unattenuated.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.EmissionAngleFilterAttenuationDb">
            <summary>
            <para>Attenuation factor used if listener is outside of <see cref="P:Godot.AudioStreamPlayer3D.EmissionAngleDegrees"/> and <see cref="P:Godot.AudioStreamPlayer3D.EmissionAngleEnabled"/> is set, in decibels.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.AttenuationFilterCutoffHz">
            <summary>
            <para>The cutoff frequency of the attenuation low-pass filter, in Hz. A sound above this frequency is attenuated more than a sound below this frequency. To disable this effect, 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 Doppler effect should be calculated.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer3D.Play(System.Single)">
            <summary>
            <para>Queues the audio to play on the next physics frame, from the given position <c>fromPosition</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.HasStreamPlayback">
            <summary>
            <para>Returns whether the <see cref="T:Godot.AudioStreamPlayer"/> can return the <see cref="T:Godot.AudioStreamPlayback"/> object or not.</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="E:Godot.AudioStreamPlayer3D.Finished">
            <summary>
            Represents the method that handles the <see cref="E:Godot.AudioStreamPlayer3D.Finished"/> event of a <see cref="T:Godot.AudioStreamPlayer3D"/> class.
            </summary>
            <summary>
            <para>Emitted when the audio stops playing.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamPolyphonic">
            <summary>
            <para>AudioStream that lets the user play custom streams at any time from code, simultaneously using a single player.</para>
            <para>Playback control is done via the <see cref="T:Godot.AudioStreamPlaybackPolyphonic"/> instance set inside the player, which can be obtained via <see cref="M:Godot.AudioStreamPlayer.GetStreamPlayback"/>, <see cref="M:Godot.AudioStreamPlayer2D.GetStreamPlayback"/> or <see cref="M:Godot.AudioStreamPlayer3D.GetStreamPlayback"/> methods. Obtaining the playback instance is only valid after the <c>stream</c> property is set as an <see cref="T:Godot.AudioStreamPolyphonic"/> in those players.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPolyphonic.Polyphony">
            <summary>
            <para>Maximum amount of simultaneous streams that can be played.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamRandomizer">
            <summary>
            <para>Picks a random AudioStream from the pool, depending on the playback mode, and applies random pitch shifting and volume shifting during playback.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamRandomizer.PlaybackModeEnum.RandomNoRepeats">
            <summary>
            <para>Pick a stream at random according to the probability weights chosen for each stream, but avoid playing the same stream twice in a row whenever possible. If only 1 sound is present in the pool, the same sound will always play, effectively allowing repeats to occur.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamRandomizer.PlaybackModeEnum.Random">
            <summary>
            <para>Pick a stream at random according to the probability weights chosen for each stream. If only 1 sound is present in the pool, the same sound will always play.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamRandomizer.PlaybackModeEnum.Sequential">
            <summary>
            <para>Play streams in the order they appear in the stream pool. If only 1 sound is present in the pool, the same sound will always play.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamRandomizer.StreamsCount">
            <summary>
            <para>The number of streams in the stream pool.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamRandomizer.PlaybackMode">
            <summary>
            <para>Controls how this AudioStreamRandomizer picks which AudioStream to play next.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamRandomizer.RandomPitch">
            <summary>
            <para>The intensity of random pitch variation. A value of 1 means no variation.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamRandomizer.RandomVolumeOffsetDb">
            <summary>
            <para>The intensity of random volume variation. A value of 0 means no variation.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamRandomizer.AddStream(System.Int32,Godot.AudioStream,System.Single)">
            <summary>
            <para>Insert a stream at the specified index. If the index is less than zero, the insertion occurs at the end of the underlying pool.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamRandomizer.MoveStream(System.Int32,System.Int32)">
            <summary>
            <para>Move a stream from one index to another.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamRandomizer.RemoveStream(System.Int32)">
            <summary>
            <para>Remove the stream at the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamRandomizer.SetStream(System.Int32,Godot.AudioStream)">
            <summary>
            <para>Set the AudioStream at the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamRandomizer.GetStream(System.Int32)">
            <summary>
            <para>Returns the stream at the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamRandomizer.SetStreamProbabilityWeight(System.Int32,System.Single)">
            <summary>
            <para>Set the probability weight of the stream at the specified index. The higher this value, the more likely that the randomizer will choose this stream during random playback modes.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamRandomizer.GetStreamProbabilityWeight(System.Int32)">
            <summary>
            <para>Returns the probability weight associated with the stream at the given index.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamWav">
            <summary>
            <para>AudioStreamWAV 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.AudioStreamWav.FormatEnum.Format8Bits">
            <summary>
            <para>8-bit audio codec.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamWav.FormatEnum.Format16Bits">
            <summary>
            <para>16-bit audio codec.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamWav.FormatEnum.ImaAdpcm">
            <summary>
            <para>Audio is compressed using IMA ADPCM.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamWav.LoopModeEnum.Disabled">
            <summary>
            <para>Audio does not loop.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamWav.LoopModeEnum.Forward">
            <summary>
            <para>Audio loops the data between <see cref="P:Godot.AudioStreamWav.LoopBegin"/> and <see cref="P:Godot.AudioStreamWav.LoopEnd"/>, playing forward only.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamWav.LoopModeEnum.Pingpong">
            <summary>
            <para>Audio loops the data between <see cref="P:Godot.AudioStreamWav.LoopBegin"/> and <see cref="P:Godot.AudioStreamWav.LoopEnd"/>, playing back and forth.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamWav.LoopModeEnum.Backward">
            <summary>
            <para>Audio loops the data between <see cref="P:Godot.AudioStreamWav.LoopBegin"/> and <see cref="P:Godot.AudioStreamWav.LoopEnd"/>, playing backward only.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamWav.Data">
            <summary>
            <para>Contains the audio data in bytes.</para>
            <para><b>Note:</b> 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.AudioStreamWav.Format">
            <summary>
            <para>Audio format. See <see cref="T:Godot.AudioStreamWav.FormatEnum"/> constants for values.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamWav.LoopMode">
            <summary>
            <para>The loop mode. This information will be imported automatically from the WAV file if present. See <see cref="T:Godot.AudioStreamWav.LoopModeEnum"/> constants for values.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamWav.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.AudioStreamWav.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.AudioStreamWav.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.AudioStreamWav.Stereo">
            <summary>
            <para>If <c>true</c>, audio is stereo.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamWav.SaveToWav(System.String)">
            <summary>
            <para>Saves the AudioStreamWAV as a WAV file to <c>path</c>. Samples with IMA ADPCM format can't be saved.</para>
            <para><b>Note:</b> 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 screen texture in your shader scripts to access the buffer.</para>
            <para><b>Note:</b> 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 <i>siblings</i> 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.BaseButton">
            <summary>
            <para><see cref="T:Godot.BaseButton"/> is an abstract base class for GUI buttons. It doesn't display anything by itself.</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="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="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.ButtonPressed">
            <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><b>Note:</b> Setting <see cref="P:Godot.BaseButton.ButtonPressed"/> will result in <see cref="E:Godot.BaseButton.Toggled"/> 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>MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT</c>.</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><b>Note:</b> 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.ButtonGroup">
            <summary>
            <para>The <see cref="T:Godot.ButtonGroup"/> associated with the button. Not to be confused with node groups.</para>
            <para><b>Note:</b> The button will be configured as a radio button if a <see cref="T:Godot.ButtonGroup"/> is assigned to it.</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.ShortcutFeedback">
            <summary>
            <para>If <c>true</c>, the button will highlight for a short amount of time when its shortcut is activated. If <c>false</c> and <see cref="P:Godot.BaseButton.ToggleMode"/> is <c>false</c>, the shortcut will activate without any visual feedback.</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="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.ButtonPressed"/> state of the button, without emitting <see cref="E:Godot.BaseButton.Toggled"/>. 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><b>Note:</b> This method doesn't unpress other buttons in <see cref="P:Godot.BaseButton.ButtonGroup"/>.</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="E:Godot.BaseButton.Pressed">
            <summary>
            Represents the method that handles the <see cref="E:Godot.BaseButton.Pressed"/> event of a <see cref="T:Godot.BaseButton"/> class.
            </summary>
            <summary>
            <para>Emitted when the button is toggled or pressed. This is on <see cref="E:Godot.BaseButton.ButtonDown"/> if <see cref="P:Godot.BaseButton.ActionMode"/> is <see cref="F:Godot.BaseButton.ActionModeEnum.Press"/> and on <see cref="E:Godot.BaseButton.ButtonUp"/> otherwise.</para>
            <para>If you need to know the button's pressed state (and <see cref="P:Godot.BaseButton.ToggleMode"/> is active), use <see cref="E:Godot.BaseButton.Toggled"/> instead.</para>
            </summary>
        </member>
        <member name="E:Godot.BaseButton.ButtonUp">
            <summary>
            Represents the method that handles the <see cref="E:Godot.BaseButton.ButtonUp"/> event of a <see cref="T:Godot.BaseButton"/> class.
            </summary>
            <summary>
            <para>Emitted when the button stops being held down.</para>
            </summary>
        </member>
        <member name="E:Godot.BaseButton.ButtonDown">
            <summary>
            Represents the method that handles the <see cref="E:Godot.BaseButton.ButtonDown"/> event of a <see cref="T:Godot.BaseButton"/> class.
            </summary>
            <summary>
            <para>Emitted when the button starts being held down.</para>
            </summary>
        </member>
        <member name="T:Godot.BaseButton.ToggledEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.BaseButton.Toggled"/> event of a <see cref="T:Godot.BaseButton"/> class.
            </summary>
        </member>
        <member name="E:Godot.BaseButton.Toggled">
            <summary>
            <para>Emitted when the button was just toggled between pressed and normal states (only if <see cref="P:Godot.BaseButton.ToggleMode"/> is active). The new state is contained in the <c>buttonPressed</c> argument.</para>
            </summary>
        </member>
        <member name="T:Godot.BaseMaterial3D">
            <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.BaseMaterial3D.TextureParam.Albedo">
            <summary>
            <para>Texture specifying per-pixel color.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.Metallic">
            <summary>
            <para>Texture specifying per-pixel metallic value.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.Roughness">
            <summary>
            <para>Texture specifying per-pixel roughness value.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.Emission">
            <summary>
            <para>Texture specifying per-pixel emission color.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.Normal">
            <summary>
            <para>Texture specifying per-pixel normal vector.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.Rim">
            <summary>
            <para>Texture specifying per-pixel rim value.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.Clearcoat">
            <summary>
            <para>Texture specifying per-pixel clearcoat value.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.Flowmap">
            <summary>
            <para>Texture specifying per-pixel flowmap direction for use with <see cref="P:Godot.BaseMaterial3D.Anisotropy"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.AmbientOcclusion">
            <summary>
            <para>Texture specifying per-pixel ambient occlusion value.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.Heightmap">
            <summary>
            <para>Texture specifying per-pixel height.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.SubsurfaceScattering">
            <summary>
            <para>Texture specifying per-pixel subsurface scattering.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.SubsurfaceTransmittance">
            <summary>
            <para>Texture specifying per-pixel transmittance for subsurface scattering.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.Backlight">
            <summary>
            <para>Texture specifying per-pixel backlight color.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.Refraction">
            <summary>
            <para>Texture specifying per-pixel refraction strength.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.DetailMask">
            <summary>
            <para>Texture specifying per-pixel detail mask blending value.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.DetailAlbedo">
            <summary>
            <para>Texture specifying per-pixel detail color.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.DetailNormal">
            <summary>
            <para>Texture specifying per-pixel detail normal.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.Orm">
            <summary>
            <para>Texture holding ambient occlusion, roughness, and metallic.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureParam.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.BaseMaterial3D.TextureParam"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureFilterEnum.Nearest">
            <summary>
            <para>The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureFilterEnum.Linear">
            <summary>
            <para>The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureFilterEnum.NearestWithMipmaps">
            <summary>
            <para>The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureFilterEnum.LinearWithMipmaps">
            <summary>
            <para>The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for most cases as mipmaps are important to smooth out pixels that are far from the camera.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureFilterEnum.NearestWithMipmapsAnisotropic">
            <summary>
            <para>The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting <c>ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureFilterEnum.LinearWithMipmapsAnisotropic">
            <summary>
            <para>The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting <c>ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureFilterEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.BaseMaterial3D.TextureFilterEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.DetailUV.UV1">
            <summary>
            <para>Use <c>UV</c> with the detail texture.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.DetailUV.UV2">
            <summary>
            <para>Use <c>UV2</c> with the detail texture.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TransparencyEnum.Disabled">
            <summary>
            <para>The material will not use transparency. This is the fastest to render.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TransparencyEnum.Alpha">
            <summary>
            <para>The material will use the texture's alpha values for transparency. This is the slowest to render, and disables shadow casting.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TransparencyEnum.AlphaScissor">
            <summary>
            <para>The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendered in the depth prepass. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TransparencyEnum.AlphaHash">
            <summary>
            <para>The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows. Alpha hashing is suited for hair rendering.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TransparencyEnum.AlphaDepthPrePass">
            <summary>
            <para>The material will use the texture's alpha value for transparency, but will discard fragments with an alpha of less than 0.99 during the depth prepass and fragments with an alpha less than 0.1 during the shadow pass. This also supports casting shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TransparencyEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.BaseMaterial3D.TransparencyEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.ShadingModeEnum.Unshaded">
            <summary>
            <para>The object will not receive shadows. This is the fastest to render, but it disables all interactions with lights.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.ShadingModeEnum.PerPixel">
            <summary>
            <para>The object will be shaded per pixel. Useful for realistic shading effects.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.ShadingModeEnum.PerVertex">
            <summary>
            <para>The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality. Not implemented yet (this mode will act like <see cref="F:Godot.BaseMaterial3D.ShadingModeEnum.PerPixel"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.ShadingModeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.BaseMaterial3D.ShadingModeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Feature.Emission">
            <summary>
            <para>Constant for setting <see cref="P:Godot.BaseMaterial3D.EmissionEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Feature.NormalMapping">
            <summary>
            <para>Constant for setting <see cref="P:Godot.BaseMaterial3D.NormalEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Feature.Rim">
            <summary>
            <para>Constant for setting <see cref="P:Godot.BaseMaterial3D.RimEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Feature.Clearcoat">
            <summary>
            <para>Constant for setting <see cref="P:Godot.BaseMaterial3D.ClearcoatEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Feature.Anisotropy">
            <summary>
            <para>Constant for setting <see cref="P:Godot.BaseMaterial3D.AnisotropyEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Feature.AmbientOcclusion">
            <summary>
            <para>Constant for setting <see cref="P:Godot.BaseMaterial3D.AOEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Feature.HeightMapping">
            <summary>
            <para>Constant for setting <see cref="P:Godot.BaseMaterial3D.HeightmapEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Feature.SubsurfaceScattering">
            <summary>
            <para>Constant for setting <see cref="P:Godot.BaseMaterial3D.SubsurfScatterEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Feature.SubsurfaceTransmittance">
            <summary>
            <para>Constant for setting <see cref="P:Godot.BaseMaterial3D.SubsurfScatterTransmittanceEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Feature.Backlight">
            <summary>
            <para>Constant for setting <see cref="P:Godot.BaseMaterial3D.BacklightEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Feature.Refraction">
            <summary>
            <para>Constant for setting <see cref="P:Godot.BaseMaterial3D.RefractionEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Feature.Detail">
            <summary>
            <para>Constant for setting <see cref="P:Godot.BaseMaterial3D.DetailEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Feature.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.BaseMaterial3D.Feature"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.BlendModeEnum.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.BaseMaterial3D.BlendModeEnum.Add">
            <summary>
            <para>The color of the object is added to the background.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.BlendModeEnum.Sub">
            <summary>
            <para>The color of the object is subtracted from the background.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.BlendModeEnum.Mul">
            <summary>
            <para>The color of the object is multiplied by the background.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.AlphaAntiAliasing.Off">
            <summary>
            <para>Disables Alpha AntiAliasing for the material.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.AlphaAntiAliasing.AlphaToCoverage">
            <summary>
            <para>Enables AlphaToCoverage. Alpha values in the material are passed to the AntiAliasing sample mask.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.AlphaAntiAliasing.AlphaToCoverageAndToOne">
            <summary>
            <para>Enables AlphaToCoverage and forces all non-zero alpha values to <c>1</c>. Alpha values in the material are passed to the AntiAliasing sample mask.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.DepthDrawModeEnum.OpaqueOnly">
            <summary>
            <para>Default depth draw mode. Depth is drawn only for opaque objects during the opaque prepass (if any) and during the opaque pass.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.DepthDrawModeEnum.Always">
            <summary>
            <para>Objects will write to depth during the opaque and the transparent passes. Transparent objects that are close to the camera may obscure other transparent objects behind them.</para>
            <para><b>Note:</b> This does not influence whether transparent objects are included in the depth prepass or not. For that, see <see cref="T:Godot.BaseMaterial3D.TransparencyEnum"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.DepthDrawModeEnum.Disabled">
            <summary>
            <para>Objects will not write their depth to the depth buffer, even during the depth prepass (if enabled).</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.CullModeEnum.Back">
            <summary>
            <para>Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes, this means that only the exterior of the mesh will be visible.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.CullModeEnum.Front">
            <summary>
            <para>Front face triangles will be culled when facing the camera. This results in only the back side of triangles being drawn. For closed-surface meshes, this means that the interior of the mesh will be drawn instead of the exterior.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.CullModeEnum.Disabled">
            <summary>
            <para>No face culling is performed; both the front face and back face will be visible.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.DisableDepthTest">
            <summary>
            <para>Disables the depth test, so this object is drawn on top of all others drawn before it. This puts the object in the transparent draw pass where it is sorted based on distance to camera. Objects drawn after it in the draw order may cover it. This also disables writing to depth.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.AlbedoFromVertexColor">
            <summary>
            <para>Set <c>ALBEDO</c> to the per-vertex color specified in the mesh.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.SrgbVertexColor">
            <summary>
            <para>Vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. See also <see cref="P:Godot.BaseMaterial3D.VertexColorIsSrgb"/>.</para>
            <para><b>Note:</b> Only effective when using the Forward+ and Mobile rendering methods.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.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.BaseMaterial3D.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.BaseMaterial3D.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.BaseMaterial3D.BillboardMode"/> is <see cref="F:Godot.BaseMaterial3D.BillboardModeEnum.Enabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.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.BaseMaterial3D.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.BaseMaterial3D.Flags.Uv1UseWorldTriplanar">
            <summary>
            <para>Use triplanar texture lookup for all texture lookups that would normally use <c>UV</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.UV2UseWorldTriplanar">
            <summary>
            <para>Use triplanar texture lookup for all texture lookups that would normally use <c>UV2</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.AOOnUV2">
            <summary>
            <para>Use <c>UV2</c> coordinates to look up from the <see cref="P:Godot.BaseMaterial3D.AOTexture"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.EmissionOnUV2">
            <summary>
            <para>Use <c>UV2</c> coordinates to look up from the <see cref="P:Godot.BaseMaterial3D.EmissionTexture"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.AlbedoTextureForceSrgb">
            <summary>
            <para>Forces the shader to convert albedo from sRGB space to linear space. See also <see cref="P:Godot.BaseMaterial3D.AlbedoTextureForceSrgb"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.DontReceiveShadows">
            <summary>
            <para>Disables receiving shadows from other objects.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.DisableAmbientLight">
            <summary>
            <para>Disables receiving ambient light.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.UseShadowToOpacity">
            <summary>
            <para>Enables the shadow to opacity feature.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.UseTextureRepeat">
            <summary>
            <para>Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.InvertHeightmap">
            <summary>
            <para>Invert values read from a depth texture to convert them to height values (heightmap).</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.SubsurfaceModeSkin">
            <summary>
            <para>Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.ParticleTrailsMode">
            <summary>
            <para>Enables parts of the shader required for <see cref="T:Godot.GpuParticles3D"/> trails to function. This also requires using a mesh with appropriate skinning, such as <see cref="T:Godot.RibbonTrailMesh"/> or <see cref="T:Godot.TubeTrailMesh"/>. Enabling this feature outside of materials used in <see cref="T:Godot.GpuParticles3D"/> meshes will break material rendering.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.AlbedoTextureMsdf">
            <summary>
            <para>Enables multichannel signed distance field rendering shader.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.Flags.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.BaseMaterial3D.Flags"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.DiffuseModeEnum.Burley">
            <summary>
            <para>Default diffuse scattering algorithm.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.DiffuseModeEnum.Lambert">
            <summary>
            <para>Diffuse scattering ignores roughness.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.DiffuseModeEnum.LambertWrap">
            <summary>
            <para>Extends Lambert to cover more than 90 degrees when roughness increases.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.DiffuseModeEnum.Toon">
            <summary>
            <para>Uses a hard cut for lighting, with smoothing affected by roughness.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.SpecularModeEnum.SchlickGgx">
            <summary>
            <para>Default specular blob.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.SpecularModeEnum.Toon">
            <summary>
            <para>Toon blob which changes size based on roughness.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.SpecularModeEnum.Disabled">
            <summary>
            <para>No specular blob. This is slightly faster to render than other specular modes.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.BillboardModeEnum.Disabled">
            <summary>
            <para>Billboard mode is disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.BillboardModeEnum.Enabled">
            <summary>
            <para>The object's Z axis will always face the camera.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.BillboardModeEnum.FixedY">
            <summary>
            <para>The object's X axis will always face the camera.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.BillboardModeEnum.Particles">
            <summary>
            <para>Used for particle systems when assigned to <see cref="T:Godot.GpuParticles3D"/> and <see cref="T:Godot.CpuParticles3D"/> nodes. Enables <c>particles_anim_*</c> properties.</para>
            <para>The <see cref="P:Godot.ParticleProcessMaterial.AnimSpeedMin"/> or <see cref="P:Godot.CpuParticles3D.AnimSpeedMin"/> should also be set to a value bigger than zero for the animation to play.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureChannel.Red">
            <summary>
            <para>Used to read from the red channel of a texture.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureChannel.Green">
            <summary>
            <para>Used to read from the green channel of a texture.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureChannel.Blue">
            <summary>
            <para>Used to read from the blue channel of a texture.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureChannel.Alpha">
            <summary>
            <para>Used to read from the alpha channel of a texture.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.TextureChannel.Grayscale">
            <summary>
            <para>Used to read from the linear (non-perceptual) average of the red, green and blue channels of a texture.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.EmissionOperatorEnum.Add">
            <summary>
            <para>Adds the emission color to the color from the emission texture.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.EmissionOperatorEnum.Multiply">
            <summary>
            <para>Multiplies the emission color by the color from the emission texture.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.DistanceFadeModeEnum.Disabled">
            <summary>
            <para>Do not use distance fade.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.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.BaseMaterial3D.DistanceFadeModeEnum.PixelDither">
            <summary>
            <para>Smoothly fades the object out based on each pixel's distance from the camera using a dithering 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.BaseMaterial3D.DistanceFadeModeEnum.PixelAlpha"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseMaterial3D.DistanceFadeModeEnum.ObjectDither">
            <summary>
            <para>Smoothly fades the object out based on the object's distance from the camera using a dithering 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.BaseMaterial3D.DistanceFadeModeEnum.PixelAlpha"/> and <see cref="F:Godot.BaseMaterial3D.DistanceFadeModeEnum.PixelDither"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.Transparency">
            <summary>
            <para>The material's transparency mode. Some transparency modes will disable shadow casting. Any transparency mode other than <see cref="F:Godot.BaseMaterial3D.TransparencyEnum.Disabled"/> has a greater performance impact compared to opaque rendering. See also <see cref="P:Godot.BaseMaterial3D.BlendMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.AlphaScissorThreshold">
            <summary>
            <para>Threshold at which the alpha scissor will discard values. Higher values will result in more pixels being discarded. If the material becomes too opaque at a distance, try increasing <see cref="P:Godot.BaseMaterial3D.AlphaScissorThreshold"/>. If the material disappears at a distance, try decreasing <see cref="P:Godot.BaseMaterial3D.AlphaScissorThreshold"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.AlphaHashScale">
            <summary>
            <para>The hashing scale for Alpha Hash. Recommended values between <c>0</c> and <c>2</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.AlphaAntialiasingMode">
            <summary>
            <para>The type of alpha antialiasing to apply. See <see cref="T:Godot.BaseMaterial3D.AlphaAntiAliasing"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.AlphaAntialiasingEdge">
            <summary>
            <para>Threshold at which antialiasing will be applied on the alpha channel.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.BlendMode">
            <summary>
            <para>The material's blend mode.</para>
            <para><b>Note:</b> Values other than <c>Mix</c> force the object into the transparent pipeline. See <see cref="T:Godot.BaseMaterial3D.BlendModeEnum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.CullMode">
            <summary>
            <para>Determines which side of the triangle to cull depending on whether the triangle faces towards or away from the camera. See <see cref="T:Godot.BaseMaterial3D.CullModeEnum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.DepthDrawMode">
            <summary>
            <para>Determines when depth rendering takes place. See <see cref="T:Godot.BaseMaterial3D.DepthDrawModeEnum"/>. See also <see cref="P:Godot.BaseMaterial3D.Transparency"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.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.BaseMaterial3D.ShadingMode">
            <summary>
            <para>Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. Unshaded rendering is the fastest, but disables all interactions with lights.</para>
            <para><b>Note:</b> Setting the shading mode vertex shading currently has no effect, as vertex shading is not implemented yet.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.DiffuseMode">
            <summary>
            <para>The algorithm used for diffuse light scattering. See <see cref="T:Godot.BaseMaterial3D.DiffuseModeEnum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.SpecularMode">
            <summary>
            <para>The method for rendering the specular blob. See <see cref="T:Godot.BaseMaterial3D.SpecularModeEnum"/>.</para>
            <para><b>Note:</b> <see cref="P:Godot.BaseMaterial3D.SpecularMode"/> only applies to the specular blob. It does not affect specular reflections from the sky, screen-space reflections, <see cref="T:Godot.VoxelGI"/>, SDFGI or <see cref="T:Godot.ReflectionProbe"/>s. To disable reflections from these sources as well, set <see cref="P:Godot.BaseMaterial3D.MetallicSpecular"/> to <c>0.0</c> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.DisableAmbientLight">
            <summary>
            <para>If <c>true</c>, the object receives no ambient light.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.VertexColorUseAsAlbedo">
            <summary>
            <para>If <c>true</c>, the vertex color is used as albedo color.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.VertexColorIsSrgb">
            <summary>
            <para>If <c>true</c>, vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. If <c>false</c>, vertex colors are considered to be stored in linear color space and are rendered as-is. See also <see cref="P:Godot.BaseMaterial3D.AlbedoTextureForceSrgb"/>.</para>
            <para><b>Note:</b> Only effective when using the Forward+ and Mobile rendering methods, not Compatibility.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.AlbedoColor">
            <summary>
            <para>The material's base color.</para>
            <para><b>Note:</b> If <see cref="P:Godot.BaseMaterial3D.DetailEnabled"/> is <c>true</c> and a <see cref="P:Godot.BaseMaterial3D.DetailAlbedo"/> texture is specified, <see cref="P:Godot.BaseMaterial3D.AlbedoColor"/> will <i>not</i> modulate the detail texture. This can be used to color partial areas of a material by not specifying an albedo texture and using a transparent <see cref="P:Godot.BaseMaterial3D.DetailAlbedo"/> texture instead.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.AlbedoTexture">
            <summary>
            <para>Texture to multiply by <see cref="P:Godot.BaseMaterial3D.AlbedoColor"/>. Used for basic texturing of objects.</para>
            <para>If the texture appears unexpectedly too dark or too bright, check <see cref="P:Godot.BaseMaterial3D.AlbedoTextureForceSrgb"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.AlbedoTextureForceSrgb">
            <summary>
            <para>If <c>true</c>, forces a conversion of the <see cref="P:Godot.BaseMaterial3D.AlbedoTexture"/> from sRGB color space to linear color space. See also <see cref="P:Godot.BaseMaterial3D.VertexColorIsSrgb"/>.</para>
            <para>This should only be enabled when needed (typically when using a <see cref="T:Godot.ViewportTexture"/> as <see cref="P:Godot.BaseMaterial3D.AlbedoTexture"/>). If <see cref="P:Godot.BaseMaterial3D.AlbedoTextureForceSrgb"/> is <c>true</c> when it shouldn't be, the texture will appear to be too dark. If <see cref="P:Godot.BaseMaterial3D.AlbedoTextureForceSrgb"/> is <c>false</c> when it shouldn't be, the texture will appear to be too bright.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.AlbedoTextureMsdf">
            <summary>
            <para>Enables multichannel signed distance field rendering shader. Use <see cref="P:Godot.BaseMaterial3D.MsdfPixelRange"/> and <see cref="P:Godot.BaseMaterial3D.MsdfOutlineSize"/> to configure MSDF parameters.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.OrmTexture">
            <summary>
            <para>The Occlusion/Roughness/Metallic texture to use. This is a more efficient replacement of <see cref="P:Godot.BaseMaterial3D.AOTexture"/>, <see cref="P:Godot.BaseMaterial3D.RoughnessTexture"/> and <see cref="P:Godot.BaseMaterial3D.MetallicTexture"/> in <see cref="T:Godot.OrmMaterial3D"/>. Ambient occlusion is stored in the red channel. Roughness map is stored in the green channel. Metallic map is stored in the blue channel. The alpha channel is ignored.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.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.BaseMaterial3D.Roughness"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.MetallicSpecular">
            <summary>
            <para>Adjusts the strength of specular reflections. Specular reflections are composed of scene reflections and the specular lobe which is the bright spot that is reflected from light sources. When set to <c>0.0</c>, no specular reflections will be visible. This differs from the <see cref="F:Godot.BaseMaterial3D.SpecularModeEnum.Disabled"/> <see cref="T:Godot.BaseMaterial3D.SpecularModeEnum"/> as <see cref="F:Godot.BaseMaterial3D.SpecularModeEnum.Disabled"/> only applies to the specular lobe from the light source.</para>
            <para><b>Note:</b> Unlike <see cref="P:Godot.BaseMaterial3D.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.BaseMaterial3D.Roughness"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.MetallicTexture">
            <summary>
            <para>Texture used to specify metallic for an object. This is multiplied by <see cref="P:Godot.BaseMaterial3D.Metallic"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.MetallicTextureChannel">
            <summary>
            <para>Specifies the channel of the <see cref="P:Godot.BaseMaterial3D.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.BaseMaterial3D.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.BaseMaterial3D.Metallic"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.RoughnessTexture">
            <summary>
            <para>Texture used to control the roughness per-pixel. Multiplied by <see cref="P:Godot.BaseMaterial3D.Roughness"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.RoughnessTextureChannel">
            <summary>
            <para>Specifies the channel of the <see cref="P:Godot.BaseMaterial3D.RoughnessTexture"/> in which the roughness 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.BaseMaterial3D.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.VoxelGI"/>, SDFGI, or <see cref="T:Godot.LightmapGI"/> is used and this object is used in baked lighting.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.Emission">
            <summary>
            <para>The emitted light's color. See <see cref="P:Godot.BaseMaterial3D.EmissionEnabled"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.EmissionEnergyMultiplier">
            <summary>
            <para>Multiplier for emitted light. See <see cref="P:Godot.BaseMaterial3D.EmissionEnabled"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.EmissionIntensity">
            <summary>
            <para>Luminance of emitted light, measured in nits (candela per square meter). Only available when <c>ProjectSettings.rendering/lights_and_shadows/use_physical_light_units</c> is enabled. The default is roughly equivalent to an indoor lightbulb.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.EmissionOperator">
            <summary>
            <para>Sets how <see cref="P:Godot.BaseMaterial3D.Emission"/> interacts with <see cref="P:Godot.BaseMaterial3D.EmissionTexture"/>. Can either add or multiply. See <see cref="T:Godot.BaseMaterial3D.EmissionOperatorEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.EmissionOnUV2">
            <summary>
            <para>Use <c>UV2</c> to read from the <see cref="P:Godot.BaseMaterial3D.EmissionTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.EmissionTexture">
            <summary>
            <para>Texture that specifies how much surface emits light at a given point.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.NormalEnabled">
            <summary>
            <para>If <c>true</c>, normal mapping is enabled. This has a slight performance cost, especially on mobile GPUs.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.NormalScale">
            <summary>
            <para>The strength of the normal map's effect.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.NormalTexture">
            <summary>
            <para>Texture used to specify the normal at a given pixel. The <see cref="P:Godot.BaseMaterial3D.NormalTexture"/> only uses the red and green channels; the blue and alpha channels are ignored. The normal read from <see cref="P:Godot.BaseMaterial3D.NormalTexture"/> is oriented around the surface normal provided by the <see cref="T:Godot.Mesh"/>.</para>
            <para><b>Note:</b> 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><b>Note:</b> 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>
            <para><b>Note:</b> If <see cref="P:Godot.BaseMaterial3D.DetailEnabled"/> is <c>true</c>, the <see cref="P:Godot.BaseMaterial3D.DetailAlbedo"/> texture is drawn <i>below</i> the <see cref="P:Godot.BaseMaterial3D.NormalTexture"/>. To display a normal map <i>above</i> the <see cref="P:Godot.BaseMaterial3D.DetailAlbedo"/> texture, use <see cref="P:Godot.BaseMaterial3D.DetailNormal"/> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.RimEnabled">
            <summary>
            <para>If <c>true</c>, rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object.</para>
            <para><b>Note:</b> Rim lighting is not visible if the material's <see cref="P:Godot.BaseMaterial3D.ShadingMode"/> is <see cref="F:Godot.BaseMaterial3D.ShadingModeEnum.Unshaded"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.Rim">
            <summary>
            <para>Sets the strength of the rim lighting effect.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.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.BaseMaterial3D.RimTexture">
            <summary>
            <para>Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by <see cref="P:Godot.BaseMaterial3D.Rim"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.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><b>Note:</b> Clearcoat rendering is not visible if the material's <see cref="P:Godot.BaseMaterial3D.ShadingMode"/> is <see cref="F:Godot.BaseMaterial3D.ShadingModeEnum.Unshaded"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.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.BaseMaterial3D.ClearcoatRoughness">
            <summary>
            <para>Sets the roughness of the clearcoat pass. A higher value results in a rougher clearcoat while a lower value results in a smoother clearcoat.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.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.BaseMaterial3D.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><b>Note:</b> Mesh tangents are needed for anisotropy to work. If the mesh does not contain tangents, the anisotropy effect will appear broken.</para>
            <para><b>Note:</b> Material anisotropy should not to be confused with anisotropic texture filtering, which can be enabled by setting <see cref="P:Godot.BaseMaterial3D.TextureFilter"/> to <see cref="F:Godot.BaseMaterial3D.TextureFilterEnum.LinearWithMipmapsAnisotropic"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.Anisotropy">
            <summary>
            <para>The strength of the anisotropy effect. This is multiplied by <see cref="P:Godot.BaseMaterial3D.AnisotropyFlowmap"/>'s alpha channel if a texture is defined there and the texture contains an alpha channel.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.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.BaseMaterial3D.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.BaseMaterial3D.AOEnabled">
            <summary>
            <para>If <c>true</c>, ambient occlusion is enabled. Ambient occlusion darkens areas based on the <see cref="P:Godot.BaseMaterial3D.AOTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.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.BaseMaterial3D.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.BaseMaterial3D.AOOnUV2">
            <summary>
            <para>If <c>true</c>, use <c>UV2</c> coordinates to look up from the <see cref="P:Godot.BaseMaterial3D.AOTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.AOTextureChannel">
            <summary>
            <para>Specifies the channel of the <see cref="P:Godot.BaseMaterial3D.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.BaseMaterial3D.HeightmapEnabled">
            <summary>
            <para>If <c>true</c>, height mapping is enabled (also called "parallax mapping" or "depth mapping"). See also <see cref="P:Godot.BaseMaterial3D.NormalEnabled"/>. Height mapping is a demanding feature on the GPU, so it should only be used on materials where it makes a significant visual difference.</para>
            <para><b>Note:</b> Height mapping is not supported if triplanar mapping is used on the same material. The value of <see cref="P:Godot.BaseMaterial3D.HeightmapEnabled"/> will be ignored if <see cref="P:Godot.BaseMaterial3D.Uv1Triplanar"/> is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.HeightmapScale">
            <summary>
            <para>The heightmap scale to use for the parallax effect (see <see cref="P:Godot.BaseMaterial3D.HeightmapEnabled"/>). The default value is tuned so that the highest point (value = 255) appears to be 5 cm higher than the lowest point (value = 0). Higher values result in a deeper appearance, but may result in artifacts appearing when looking at the material from oblique angles, especially when the camera moves. Negative values can be used to invert the parallax effect, but this is different from inverting the texture using <see cref="P:Godot.BaseMaterial3D.HeightmapFlipTexture"/> as the material will also appear to be "closer" to the camera. In most cases, <see cref="P:Godot.BaseMaterial3D.HeightmapScale"/> should be kept to a positive value.</para>
            <para><b>Note:</b> If the height map effect looks strange regardless of this value, try adjusting <see cref="P:Godot.BaseMaterial3D.HeightmapFlipBinormal"/> and <see cref="P:Godot.BaseMaterial3D.HeightmapFlipTangent"/>. See also <see cref="P:Godot.BaseMaterial3D.HeightmapTexture"/> for recommendations on authoring heightmap textures, as the way the heightmap texture is authored affects how <see cref="P:Godot.BaseMaterial3D.HeightmapScale"/> behaves.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.HeightmapDeepParallax">
            <summary>
            <para>If <c>true</c>, uses parallax occlusion mapping to represent depth in the material instead of simple offset mapping (see <see cref="P:Godot.BaseMaterial3D.HeightmapEnabled"/>). This results in a more convincing depth effect, but is much more expensive on the GPU. Only enable this on materials where it makes a significant visual difference.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.HeightmapMinLayers">
            <summary>
            <para>The number of layers to use for parallax occlusion mapping when the camera is far away from the material. Higher values result in a more convincing depth effect, especially in materials that have steep height changes. Higher values have a significant cost on the GPU, so it should only be increased on materials where it makes a significant visual difference.</para>
            <para><b>Note:</b> Only effective if <see cref="P:Godot.BaseMaterial3D.HeightmapDeepParallax"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.HeightmapMaxLayers">
            <summary>
            <para>The number of layers to use for parallax occlusion mapping when the camera is up close to the material. Higher values result in a more convincing depth effect, especially in materials that have steep height changes. Higher values have a significant cost on the GPU, so it should only be increased on materials where it makes a significant visual difference.</para>
            <para><b>Note:</b> Only effective if <see cref="P:Godot.BaseMaterial3D.HeightmapDeepParallax"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.HeightmapFlipTangent">
            <summary>
            <para>If <c>true</c>, flips the mesh's tangent vectors when interpreting the height map. If the heightmap effect looks strange when the camera moves (even with a reasonable <see cref="P:Godot.BaseMaterial3D.HeightmapScale"/>), try setting this to <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.HeightmapFlipBinormal">
            <summary>
            <para>If <c>true</c>, flips the mesh's binormal vectors when interpreting the height map. If the heightmap effect looks strange when the camera moves (even with a reasonable <see cref="P:Godot.BaseMaterial3D.HeightmapScale"/>), try setting this to <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.HeightmapTexture">
            <summary>
            <para>The texture to use as a height map. See also <see cref="P:Godot.BaseMaterial3D.HeightmapEnabled"/>.</para>
            <para>For best results, the texture should be normalized (with <see cref="P:Godot.BaseMaterial3D.HeightmapScale"/> reduced to compensate). In <a href="https://gimp.org">GIMP</a>, this can be done using <b>Colors &gt; Auto &gt; Equalize</b>. If the texture only uses a small part of its available range, the parallax effect may look strange, especially when the camera moves.</para>
            <para><b>Note:</b> To reduce memory usage and improve loading times, you may be able to use a lower-resolution heightmap texture as most heightmaps are only comprised of low-frequency data.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.HeightmapFlipTexture">
            <summary>
            <para>If <c>true</c>, interprets the height map texture as a depth map, with brighter values appearing to be "lower" in altitude compared to darker values.</para>
            <para>This can be enabled for compatibility with some materials authored for Godot 3.x. This is not necessary if the Invert import option was used to invert the depth map in Godot 3.x, in which case <see cref="P:Godot.BaseMaterial3D.HeightmapFlipTexture"/> should remain <c>false</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.SubsurfScatterEnabled">
            <summary>
            <para>If <c>true</c>, subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. Subsurface scattering quality is controlled by <c>ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_quality</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.SubsurfScatterStrength">
            <summary>
            <para>The strength of the subsurface scattering effect. The depth of the effect is also controlled by <c>ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_scale</c>, which is set globally.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.SubsurfScatterSkinMode">
            <summary>
            <para>If <c>true</c>, subsurface scattering will use a special mode optimized for the color and density of human skin, such as boosting the intensity of the red channel in subsurface scattering.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.SubsurfScatterTexture">
            <summary>
            <para>Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by <see cref="P:Godot.BaseMaterial3D.SubsurfScatterStrength"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.SubsurfScatterTransmittanceEnabled">
            <summary>
            <para>If <c>true</c>, enables subsurface scattering transmittance. Only effective if <see cref="P:Godot.BaseMaterial3D.SubsurfScatterEnabled"/> is <c>true</c>. See also <see cref="P:Godot.BaseMaterial3D.BacklightEnabled"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.SubsurfScatterTransmittanceColor">
            <summary>
            <para>The color to multiply the subsurface scattering transmittance effect with. Ignored if <see cref="P:Godot.BaseMaterial3D.SubsurfScatterSkinMode"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.SubsurfScatterTransmittanceTexture">
            <summary>
            <para>The texture to use for multiplying the intensity of the subsurface scattering transmitteance intensity. See also <see cref="P:Godot.BaseMaterial3D.SubsurfScatterTexture"/>. Ignored if <see cref="P:Godot.BaseMaterial3D.SubsurfScatterSkinMode"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.SubsurfScatterTransmittanceDepth">
            <summary>
            <para>The depth of the subsurface scattering transmittance effect.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.SubsurfScatterTransmittanceBoost">
            <summary>
            <para>The intensity of the subsurface scattering transmittance effect.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.BacklightEnabled">
            <summary>
            <para>If <c>true</c>, the backlight effect is enabled. See also <see cref="P:Godot.BaseMaterial3D.SubsurfScatterTransmittanceEnabled"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.Backlight">
            <summary>
            <para>The color used by the backlight effect. Represents the light passing through an object.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.BacklightTexture">
            <summary>
            <para>Texture used to control the backlight effect per-pixel. Added to <see cref="P:Godot.BaseMaterial3D.Backlight"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.RefractionEnabled">
            <summary>
            <para>If <c>true</c>, the refraction effect is enabled. Distorts transparency based on light from behind the object.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.RefractionScale">
            <summary>
            <para>The strength of the refraction effect.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.RefractionTexture">
            <summary>
            <para>Texture that controls the strength of the refraction per-pixel. Multiplied by <see cref="P:Godot.BaseMaterial3D.RefractionScale"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.RefractionTextureChannel">
            <summary>
            <para>Specifies the channel of the <see cref="P:Godot.BaseMaterial3D.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 refraction 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.BaseMaterial3D.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.BaseMaterial3D.DetailMask"/> and <see cref="P:Godot.BaseMaterial3D.DetailAlbedo"/>'s alpha channel. 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.BaseMaterial3D.DetailMask">
            <summary>
            <para>Texture used to specify how the detail textures get blended with the base textures. <see cref="P:Godot.BaseMaterial3D.DetailMask"/> can be used together with <see cref="P:Godot.BaseMaterial3D.DetailAlbedo"/>'s alpha channel (if any).</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.DetailBlendMode">
            <summary>
            <para>Specifies how the <see cref="P:Godot.BaseMaterial3D.DetailAlbedo"/> should blend with the current <c>ALBEDO</c>. See <see cref="T:Godot.BaseMaterial3D.BlendModeEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.DetailUVLayer">
            <summary>
            <para>Specifies whether to use <c>UV</c> or <c>UV2</c> for the detail layer. See <see cref="T:Godot.BaseMaterial3D.DetailUV"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.DetailAlbedo">
            <summary>
            <para>Texture that specifies the color of the detail overlay. <see cref="P:Godot.BaseMaterial3D.DetailAlbedo"/>'s alpha channel is used as a mask, even when the material is opaque. To use a dedicated texture as a mask, see <see cref="P:Godot.BaseMaterial3D.DetailMask"/>.</para>
            <para><b>Note:</b> <see cref="P:Godot.BaseMaterial3D.DetailAlbedo"/> is <i>not</i> modulated by <see cref="P:Godot.BaseMaterial3D.AlbedoColor"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.DetailNormal">
            <summary>
            <para>Texture that specifies the per-pixel normal of the detail overlay. The <see cref="P:Godot.BaseMaterial3D.DetailNormal"/> texture only uses the red and green channels; the blue and alpha channels are ignored. The normal read from <see cref="P:Godot.BaseMaterial3D.DetailNormal"/> is oriented around the surface normal provided by the <see cref="T:Godot.Mesh"/>.</para>
            <para><b>Note:</b> 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.BaseMaterial3D.Uv1Scale">
            <summary>
            <para>How much to scale the <c>UV</c> coordinates. This is multiplied by <c>UV</c> in the vertex function. The Z component is used when <see cref="P:Godot.BaseMaterial3D.Uv1Triplanar"/> is enabled, but it is not used anywhere else.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.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. The Z component is used when <see cref="P:Godot.BaseMaterial3D.Uv1Triplanar"/> is enabled, but it is not used anywhere else.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.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.BaseMaterial3D.Uv1TriplanarSharpness">
            <summary>
            <para>A lower number blends the texture more softly while a higher number blends the texture more sharply.</para>
            <para><b>Note:</b> <see cref="P:Godot.BaseMaterial3D.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.BaseMaterial3D.Uv1WorldTriplanar">
            <summary>
            <para>If <c>true</c>, triplanar mapping for <c>UV</c> is calculated in world space rather than object local space. See also <see cref="P:Godot.BaseMaterial3D.Uv1Triplanar"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.UV2Scale">
            <summary>
            <para>How much to scale the <c>UV2</c> coordinates. This is multiplied by <c>UV2</c> in the vertex function. The Z component is used when <see cref="P:Godot.BaseMaterial3D.UV2Triplanar"/> is enabled, but it is not used anywhere else.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.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. The Z component is used when <see cref="P:Godot.BaseMaterial3D.UV2Triplanar"/> is enabled, but it is not used anywhere else.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.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.BaseMaterial3D.UV2TriplanarSharpness">
            <summary>
            <para>A lower number blends the texture more softly while a higher number blends the texture more sharply.</para>
            <para><b>Note:</b> <see cref="P:Godot.BaseMaterial3D.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.BaseMaterial3D.UV2WorldTriplanar">
            <summary>
            <para>If <c>true</c>, triplanar mapping for <c>UV2</c> is calculated in world space rather than object local space. See also <see cref="P:Godot.BaseMaterial3D.UV2Triplanar"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.TextureFilter">
            <summary>
            <para>Filter flags for the texture. See <see cref="T:Godot.BaseMaterial3D.TextureFilterEnum"/> for options.</para>
            <para><b>Note:</b> <see cref="P:Godot.BaseMaterial3D.HeightmapTexture"/> is always sampled with linear filtering, even if nearest-neighbor filtering is selected here. This is to ensure the heightmap effect looks as intended. If you need sharper height transitions between pixels, resize the heightmap texture in an image editor with nearest-neighbor filtering.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.TextureRepeat">
            <summary>
            <para>Repeat flags for the texture. See <see cref="T:Godot.BaseMaterial3D.TextureFilterEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.DisableReceiveShadows">
            <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.BaseMaterial3D.ShadowToOpacity">
            <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.BaseMaterial3D.BillboardMode">
            <summary>
            <para>Controls how the object faces the camera. See <see cref="T:Godot.BaseMaterial3D.BillboardModeEnum"/>.</para>
            <para><b>Note:</b> 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.BaseMaterial3D.BillboardKeepScale">
            <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.BaseMaterial3D.BillboardMode"/> is not <see cref="F:Godot.BaseMaterial3D.BillboardModeEnum.Disabled"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.ParticlesAnimHFrames">
            <summary>
            <para>The number of horizontal frames in the particle sprite sheet. Only enabled when using <see cref="F:Godot.BaseMaterial3D.BillboardModeEnum.Particles"/>. See <see cref="P:Godot.BaseMaterial3D.BillboardMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.ParticlesAnimVFrames">
            <summary>
            <para>The number of vertical frames in the particle sprite sheet. Only enabled when using <see cref="F:Godot.BaseMaterial3D.BillboardModeEnum.Particles"/>. See <see cref="P:Godot.BaseMaterial3D.BillboardMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.ParticlesAnimLoop">
            <summary>
            <para>If <c>true</c>, particle animations are looped. Only enabled when using <see cref="F:Godot.BaseMaterial3D.BillboardModeEnum.Particles"/>. See <see cref="P:Godot.BaseMaterial3D.BillboardMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.Grow">
            <summary>
            <para>If <c>true</c>, enables the vertex grow setting. This can be used to create mesh-based outlines using a second material pass and its <see cref="P:Godot.BaseMaterial3D.CullMode"/> set to <see cref="F:Godot.BaseMaterial3D.CullModeEnum.Front"/>. See also <see cref="P:Godot.BaseMaterial3D.GrowAmount"/>.</para>
            <para><b>Note:</b> Vertex growth cannot create new vertices, which means that visible gaps may occur in sharp corners. This can be alleviated by designing the mesh to use smooth normals exclusively using <a href="https://wiki.polycount.com/wiki/Face_weighted_normals">face weighted normals</a> in the 3D authoring software. In this case, grow will be able to join every outline together, just like in the original mesh.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.GrowAmount">
            <summary>
            <para>Grows object vertices in the direction of their normals. Only effective if <see cref="P:Godot.BaseMaterial3D.Grow"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.FixedSize">
            <summary>
            <para>If <c>true</c>, the object is rendered at the same size regardless of distance.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.UsePointSize">
            <summary>
            <para>If <c>true</c>, render point size can be changed.</para>
            <para><b>Note:</b> This is only effective for objects whose geometry is point-based rather than triangle-based. See also <see cref="P:Godot.BaseMaterial3D.PointSize"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.PointSize">
            <summary>
            <para>The point size in pixels. See <see cref="P:Godot.BaseMaterial3D.UsePointSize"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.UseParticleTrails">
            <summary>
            <para>If <c>true</c>, enables parts of the shader required for <see cref="T:Godot.GpuParticles3D"/> trails to function. This also requires using a mesh with appropriate skinning, such as <see cref="T:Godot.RibbonTrailMesh"/> or <see cref="T:Godot.TubeTrailMesh"/>. Enabling this feature outside of materials used in <see cref="T:Godot.GpuParticles3D"/> meshes will break material rendering.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.ProximityFadeEnabled">
            <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.BaseMaterial3D.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.BaseMaterial3D.MsdfPixelRange">
            <summary>
            <para>The width of the range around the shape between the minimum and maximum representable signed distance.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.MsdfOutlineSize">
            <summary>
            <para>The width of the shape outine.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.DistanceFadeMode">
            <summary>
            <para>Specifies which type of fade to use. Can be any of the <see cref="T:Godot.BaseMaterial3D.DistanceFadeModeEnum"/>s.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseMaterial3D.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><b>Note:</b> 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.BaseMaterial3D.DistanceFadeMaxDistance">
            <summary>
            <para>Distance at which the object appears fully opaque.</para>
            <para><b>Note:</b> 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="M:Godot.BaseMaterial3D.SetFlag(Godot.BaseMaterial3D.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.BaseMaterial3D.Flags"/> enumerator for options.</para>
            </summary>
        </member>
        <member name="M:Godot.BaseMaterial3D.GetFlag(Godot.BaseMaterial3D.Flags)">
            <summary>
            <para>Returns <c>true</c>, if the specified flag is enabled. See <see cref="T:Godot.BaseMaterial3D.Flags"/> enumerator for options.</para>
            </summary>
        </member>
        <member name="M:Godot.BaseMaterial3D.SetFeature(Godot.BaseMaterial3D.Feature,System.Boolean)">
            <summary>
            <para>If <c>true</c>, enables the specified <see cref="T:Godot.BaseMaterial3D.Feature"/>. Many features that are available in <see cref="T:Godot.BaseMaterial3D"/>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.BaseMaterial3D.GetFeature(Godot.BaseMaterial3D.Feature)">
            <summary>
            <para>Returns <c>true</c>, if the specified <see cref="T:Godot.BaseMaterial3D.Feature"/> is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.BaseMaterial3D.SetTexture(Godot.BaseMaterial3D.TextureParam,Godot.Texture2D)">
            <summary>
            <para>Sets the texture for the slot specified by <c>param</c>. See <see cref="T:Godot.BaseMaterial3D.TextureParam"/> for available slots.</para>
            </summary>
        </member>
        <member name="M:Godot.BaseMaterial3D.GetTexture(Godot.BaseMaterial3D.TextureParam)">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture2D"/> associated with the specified <see cref="T:Godot.BaseMaterial3D.TextureParam"/>.</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.Vector2I)">
            <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.SetBitv(Godot.Vector2I,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.SetBit(System.Int32,System.Int32,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.GetBitv(Godot.Vector2I)">
            <summary>
            <para>Returns bitmap's value at the specified position.</para>
            </summary>
        </member>
        <member name="M:Godot.Bitmap.GetBit(System.Int32,System.Int32)">
            <summary>
            <para>Returns bitmap's value at the specified position.</para>
            </summary>
        </member>
        <member name="M:Godot.Bitmap.SetBitRect(Godot.Rect2I,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 number 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.Vector2I)">
            <summary>
            <para>Resizes the image to <c>newSize</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Bitmap.GrowMask(System.Int32,Godot.Rect2I)">
            <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.Rect2I)"/>.</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 <see cref="F:Godot.Image.Format.L8"/>. <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="M:Godot.Bitmap.OpaqueToPolygons(Godot.Rect2I,System.Single)">
            <summary>
            <para>Creates an <see cref="T:Godot.Collections.Array"/> of polygons covering a rectangular portion of the bitmap. It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker (RDP) reduction of the number of vertices. Each polygon is described as a <see cref="T:Godot.Vector2"/>[] of its vertices.</para>
            <para>To get polygons covering the whole bitmap, pass:</para>
            <para><code>
            Rect2(Vector2(), get_size())
            </code></para>
            <para><c>epsilon</c> is passed to RDP to control how accurately the polygons cover the bitmap: a lower <c>epsilon</c> corresponds to more points in the polygons.</para>
            </summary>
        </member>
        <member name="T:Godot.Bone2D">
            <summary>
            <para>A hierarchy of <see cref="T:Godot.Bone2D"/>s can be bound to a <see cref="T:Godot.Skeleton2D"/> to control and animate other <see cref="T:Godot.Node2D"/> nodes.</para>
            <para>You can use <see cref="T:Godot.Bone2D"/> and <see cref="T:Godot.Skeleton2D"/> nodes to animate 2D meshes created with the <see cref="T:Godot.Polygon2D"/> 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="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="M:Godot.Bone2D.SetAutocalculateLengthAndAngle(System.Boolean)">
            <summary>
            <para>When set to <c>true</c>, the <see cref="T:Godot.Bone2D"/> node will attempt to automatically calculate the bone angle and length using the first child <see cref="T:Godot.Bone2D"/> node, if one exists. If none exist, the <see cref="T:Godot.Bone2D"/> cannot automatically calculate these values and will print a warning.</para>
            </summary>
        </member>
        <member name="M:Godot.Bone2D.GetAutocalculateLengthAndAngle">
            <summary>
            <para>Returns whether this <see cref="T:Godot.Bone2D"/> is going to autocalculate its length and bone angle using its first <see cref="T:Godot.Bone2D"/> child node, if one exists. If there are no <see cref="T:Godot.Bone2D"/> children, then it cannot autocalculate these values and will print a warning.</para>
            </summary>
        </member>
        <member name="M:Godot.Bone2D.SetLength(System.Single)">
            <summary>
            <para>Sets the length of the bone in the <see cref="T:Godot.Bone2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Bone2D.GetLength">
            <summary>
            <para>Returns the length of the bone in the <see cref="T:Godot.Bone2D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.Bone2D.SetBoneAngle(System.Single)">
            <summary>
            <para>Sets the bone angle for the <see cref="T:Godot.Bone2D"/>. This is typically set to the rotation from the <see cref="T:Godot.Bone2D"/> to a child <see cref="T:Godot.Bone2D"/> node.</para>
            <para><b>Note:</b> <b>Note:</b> This is different from the <see cref="T:Godot.Bone2D"/>'s rotation. The bone's angle is the rotation of the bone shown by the gizmo, which is unaffected by the <see cref="T:Godot.Bone2D"/>'s <see cref="P:Godot.Node2D.Transform"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Bone2D.GetBoneAngle">
            <summary>
            <para>Returns the angle of the bone in the <see cref="T:Godot.Bone2D"/>.</para>
            <para><b>Note:</b> This is different from the <see cref="T:Godot.Bone2D"/>'s rotation. The bone's angle is the rotation of the bone shown by the gizmo, which is unaffected by the <see cref="T:Godot.Bone2D"/>'s <see cref="P:Godot.Node2D.Transform"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.BoneAttachment3D">
            <summary>
            <para>This node selects a bone in a <see cref="T:Godot.Skeleton3D"/> and attaches to it. This means that the <see cref="T:Godot.BoneAttachment3D"/> node will either dynamically copy or override the 3D transform of the selected bone.</para>
            </summary>
        </member>
        <member name="P:Godot.BoneAttachment3D.BoneName">
            <summary>
            <para>The name of the attached bone.</para>
            </summary>
        </member>
        <member name="P:Godot.BoneAttachment3D.BoneIdx">
            <summary>
            <para>The index of the attached bone.</para>
            </summary>
        </member>
        <member name="P:Godot.BoneAttachment3D.OverridePose">
            <summary>
            <para>Whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to <c>true</c>, the BoneAttachment3D node can change the pose of the bone. When set to <c>false</c>, the BoneAttachment3D will always be set to the bone's transform.</para>
            </summary>
        </member>
        <member name="M:Godot.BoneAttachment3D.OnBonePoseUpdate(System.Int32)">
            <summary>
            <para>A function that is called automatically when the <see cref="T:Godot.Skeleton3D"/> the BoneAttachment3D node is using has a bone that has changed its pose. This function is where the BoneAttachment3D node updates its position so it is correctly bound when it is <i>not</i> set to override the bone pose.</para>
            </summary>
        </member>
        <member name="M:Godot.BoneAttachment3D.SetUseExternalSkeleton(System.Boolean)">
            <summary>
            <para>Sets whether the BoneAttachment3D node will use an extenral <see cref="T:Godot.Skeleton3D"/> node rather than attenpting to use its parent node as the <see cref="T:Godot.Skeleton3D"/>. When set to <c>true</c>, the BoneAttachment3D node will use the external <see cref="T:Godot.Skeleton3D"/> node set in <see cref="M:Godot.BoneAttachment3D.SetExternalSkeleton(Godot.NodePath)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.BoneAttachment3D.GetUseExternalSkeleton">
            <summary>
            <para>Returns whether the BoneAttachment3D node is using an external <see cref="T:Godot.Skeleton3D"/> rather than attempting to use its parent node as the <see cref="T:Godot.Skeleton3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.BoneAttachment3D.SetExternalSkeleton(Godot.NodePath)">
            <summary>
            <para>Sets the <see cref="T:Godot.NodePath"/> to the external skeleton that the BoneAttachment3D node should use. See <see cref="M:Godot.BoneAttachment3D.SetUseExternalSkeleton(System.Boolean)"/> to enable the external <see cref="T:Godot.Skeleton3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.BoneAttachment3D.GetExternalSkeleton">
            <summary>
            <para>Returns the <see cref="T:Godot.NodePath"/> to the external <see cref="T:Godot.Skeleton3D"/> node, if one has been set.</para>
            </summary>
        </member>
        <member name="T:Godot.BoneMap">
            <summary>
            <para>This class contains a dictionary that uses a list of bone names in <see cref="T:Godot.SkeletonProfile"/> as key names.</para>
            <para>By assigning the actual <see cref="T:Godot.Skeleton3D"/> bone name as the key value, it maps the <see cref="T:Godot.Skeleton3D"/> to the <see cref="T:Godot.SkeletonProfile"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BoneMap.Profile">
            <summary>
            <para>A <see cref="T:Godot.SkeletonProfile"/> of the mapping target. Key names in the <see cref="T:Godot.BoneMap"/> are synchronized with it.</para>
            </summary>
        </member>
        <member name="M:Godot.BoneMap.GetSkeletonBoneName(Godot.StringName)">
            <summary>
            <para>Returns a skeleton bone name is mapped to <c>profileBoneName</c>.</para>
            <para>In the retargeting process, the returned bone name is the bone name of the source skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.BoneMap.SetSkeletonBoneName(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Maps a skeleton bone name to <c>profileBoneName</c>.</para>
            <para>In the retargeting process, the setting bone name is the bone name of the source skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.BoneMap.FindProfileBoneName(Godot.StringName)">
            <summary>
            <para>Returns a profile bone name having <c>skeletonBoneName</c>. If not found, an empty <see cref="T:Godot.StringName"/> will be returned.</para>
            <para>In the retargeting process, the returned bone name is the bone name of the target skeleton.</para>
            </summary>
        </member>
        <member name="E:Godot.BoneMap.BoneMapUpdated">
            <summary>
            Represents the method that handles the <see cref="E:Godot.BoneMap.BoneMapUpdated"/> event of a <see cref="T:Godot.BoneMap"/> class.
            </summary>
            <summary>
            <para>This signal is emitted when change the key value in the <see cref="T:Godot.BoneMap"/>. This is used to validate mapping and to update <see cref="T:Godot.BoneMap"/> editor.</para>
            </summary>
        </member>
        <member name="E:Godot.BoneMap.ProfileUpdated">
            <summary>
            Represents the method that handles the <see cref="E:Godot.BoneMap.ProfileUpdated"/> event of a <see cref="T:Godot.BoneMap"/> class.
            </summary>
            <summary>
            <para>This signal is emitted when change the value in profile or change the reference of profile. This is used to update key names in the <see cref="T:Godot.BoneMap"/> and to redraw the <see cref="T:Godot.BoneMap"/> editor.</para>
            </summary>
        </member>
        <member name="T:Godot.BoxContainer">
            <summary>
            <para>A container that arranges its child controls horizontally or vertically, rearranging them automatically when their minimum size changes.</para>
            </summary>
        </member>
        <member name="F:Godot.BoxContainer.AlignmentMode.Begin">
            <summary>
            <para>The child controls will be arranged at the beginning of the container, i.e. top if orientation is vertical, left if orientation is horizontal (right for RTL layout).</para>
            </summary>
        </member>
        <member name="F:Godot.BoxContainer.AlignmentMode.Center">
            <summary>
            <para>The child controls will be centered in the container.</para>
            </summary>
        </member>
        <member name="F:Godot.BoxContainer.AlignmentMode.End">
            <summary>
            <para>The child controls will be arranged at the end of the container, i.e. bottom if orientation is vertical, right if orientation is horizontal (left for RTL layout).</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.AlignmentMode.Begin"/>, <see cref="F:Godot.BoxContainer.AlignmentMode.Center"/>, or <see cref="F:Godot.BoxContainer.AlignmentMode.End"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.BoxContainer.Vertical">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.BoxContainer"/> will arrange its children vertically, rather than horizontally.</para>
            <para>Can't be changed when using <see cref="T:Godot.HBoxContainer"/> and <see cref="T:Godot.VBoxContainer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.BoxContainer.AddSpacer(System.Boolean)">
            <summary>
            <para>Adds a <see cref="T:Godot.Control"/> node to the box as a spacer. If <c>begin</c> is <c>true</c>, it will insert the <see cref="T:Godot.Control"/> node in front of all other children.</para>
            </summary>
        </member>
        <member name="T:Godot.BoxMesh">
            <summary>
            <para>Generate an axis-aligned box <see cref="T:Godot.PrimitiveMesh"/>.</para>
            <para>The box'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>. This is equivalent to adding <c>UV *= vec2(3.0, 2.0)</c> in a vertex shader.</para>
            <para><b>Note:</b> When using a large textured <see cref="T:Godot.BoxMesh"/> (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.BoxMesh.SubdivideDepth"/>, <see cref="P:Godot.BoxMesh.SubdivideHeight"/> and <see cref="P:Godot.BoxMesh.SubdivideWidth"/> until you no longer notice UV jittering.</para>
            </summary>
        </member>
        <member name="P:Godot.BoxMesh.Size">
            <summary>
            <para>The box's width, height and depth.</para>
            </summary>
        </member>
        <member name="P:Godot.BoxMesh.SubdivideWidth">
            <summary>
            <para>Number of extra edge loops inserted along the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.BoxMesh.SubdivideHeight">
            <summary>
            <para>Number of extra edge loops inserted along the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.BoxMesh.SubdivideDepth">
            <summary>
            <para>Number of extra edge loops inserted along the Z axis.</para>
            </summary>
        </member>
        <member name="T:Godot.BoxOccluder3D">
            <summary>
            <para><see cref="T:Godot.BoxOccluder3D"/> stores a cuboid shape that can be used by the engine's occlusion culling system.</para>
            <para>See <see cref="T:Godot.OccluderInstance3D"/>'s documentation for instructions on setting up occlusion culling.</para>
            </summary>
        </member>
        <member name="P:Godot.BoxOccluder3D.Size">
            <summary>
            <para>The box's size in 3D units.</para>
            </summary>
        </member>
        <member name="T:Godot.BoxShape3D">
            <summary>
            <para>A 3D box shape, intended for use in physics. Usually used to provide a shape for a <see cref="T:Godot.CollisionShape3D"/>.</para>
            <para><b>Performance:</b> <see cref="T:Godot.BoxShape3D"/> is fast to check collisions against. It is faster than <see cref="T:Godot.CapsuleShape3D"/> and <see cref="T:Godot.CylinderShape3D"/>, but slower than <see cref="T:Godot.SphereShape3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BoxShape3D.Size">
            <summary>
            <para>The box's width, height and depth.</para>
            </summary>
        </member>
        <member name="T:Godot.Button">
            <summary>
            <para><see cref="T:Godot.Button"/> is the standard themed button. It can contain text and an icon, and it will display them according to the current <see cref="T:Godot.Theme"/>.</para>
            <para><b>Example of creating a button and assigning an action when pressed by code:</b></para>
            <para><code>
            public override void _Ready()
            {
                var button = new Button();
                button.Text = "Click me";
                button.Pressed += ButtonPressed;
                AddChild(button);
            }
            
            private void ButtonPressed()
            {
                GD.Print("Hello world!");
            }
            </code></para>
            <para>See also <see cref="T:Godot.BaseButton"/> which contains common properties and methods associated with this node.</para>
            <para><b>Note:</b> 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.</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>h_separation</c> theme property 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.Alignment">
            <summary>
            <para>Text alignment policy for the button's text, use one of the <see cref="T:Godot.HorizontalAlignment"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.Button.TextOverrunBehavior">
            <summary>
            <para>Sets the clipping behavior when the text exceeds the node's bounding rectangle. See <see cref="T:Godot.TextServer.OverrunBehavior"/> for a description of all modes.</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.IconAlignment">
            <summary>
            <para>Specifies if the icon should be aligned horizontally to the left, right, or center of a button. Uses the same <see cref="T:Godot.HorizontalAlignment"/> constants as the text alignment. If centered horizontally and vertically, text will draw on top of the icon.</para>
            </summary>
        </member>
        <member name="P:Godot.Button.VerticalIconAlignment">
            <summary>
            <para>Specifies if the icon should be aligned vertically to the top, bottom, or center of a button. Uses the same <see cref="T:Godot.VerticalAlignment"/> constants as the text alignment. If centered horizontally and vertically, 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. See also <c>icon_max_width</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Button.TextDirection">
            <summary>
            <para>Base text writing direction.</para>
            </summary>
        </member>
        <member name="P:Godot.Button.Language">
            <summary>
            <para>Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="T:Godot.ButtonGroup">
            <summary>
            <para>A group of <see cref="T:Godot.BaseButton"/>-derived buttons. The buttons in a <see cref="T:Godot.ButtonGroup"/> are treated like radio buttons: No more than one button can be pressed at a time. Some types of buttons (such as <see cref="T:Godot.CheckBox"/>) may have a special appearance in this state.</para>
            <para>Every member of a <see cref="T:Godot.ButtonGroup"/> should have <see cref="P:Godot.BaseButton.ToggleMode"/> set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.ButtonGroup.AllowUnpress">
            <summary>
            <para>If <c>true</c>, it is possible to unpress all buttons in this <see cref="T:Godot.ButtonGroup"/>.</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.ButtonGroup"/>).</para>
            </summary>
        </member>
        <member name="T:Godot.ButtonGroup.PressedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ButtonGroup.Pressed"/> event of a <see cref="T:Godot.ButtonGroup"/> class.
            </summary>
        </member>
        <member name="E:Godot.ButtonGroup.Pressed">
            <summary>
            <para>Emitted when one of the buttons of the group is pressed.</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.GpuParticles2D"/>, which provides the same functionality with hardware acceleration, but may not run on older devices.</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="F:Godot.CpuParticles2D.Parameter.InitialLinearVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles2D.SetParamMin(Godot.CpuParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles2D.SetParamMax(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.SetParamMin(Godot.CpuParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles2D.SetParamMax(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.SetParamMin(Godot.CpuParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles2D.SetParamMax(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.SetParamMin(Godot.CpuParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles2D.SetParamMax(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.SetParamMin(Godot.CpuParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles2D.SetParamMax(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.SetParamMin(Godot.CpuParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles2D.SetParamMax(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.SetParamMin(Godot.CpuParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles2D.SetParamMax(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.SetParamMin(Godot.CpuParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles2D.SetParamMax(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.SetParamMin(Godot.CpuParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles2D.SetParamMax(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.SetParamMin(Godot.CpuParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles2D.SetParamMax(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.SetParamMin(Godot.CpuParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles2D.SetParamMax(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.SetParamMin(Godot.CpuParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles2D.SetParamMax(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.ParticleFlags.AlignYToVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles2D.SetParticleFlag(Godot.CpuParticles2D.ParticleFlags,System.Boolean)"/> to set <see cref="P:Godot.CpuParticles2D.ParticleFlagAlignY"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles2D.ParticleFlags.RotateY">
            <summary>
            <para>Present for consistency with 3D particle nodes, not used in 2D.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles2D.ParticleFlags.DisableZ">
            <summary>
            <para>Present for consistency with 3D particle nodes, not used in 2D.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles2D.ParticleFlags.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.CpuParticles2D.ParticleFlags"/> 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 in the volume of a sphere flattened to two dimensions.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles2D.EmissionShapeEnum.SphereSurface">
            <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="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>Number of particles emitted in one emission cycle.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.Lifetime">
            <summary>
            <para>Amount of time each particle will exist.</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 example, 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 (known as local coordinates). This will cause particles to move and rotate along the <see cref="T:Godot.CpuParticles2D"/> node (and its parents) when it is moved or rotated. If <c>false</c>, particles use global coordinates; they will not move or rotate along the <see cref="T:Godot.CpuParticles2D"/> node (and its parents) when it is moved or rotated.</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.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.ParticleFlagAlignY">
            <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.InitialVelocityMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.CpuParticles2D.InitialVelocityMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.InitialVelocityMax">
            <summary>
            <para>Maximum initial velocity magnitude for each particle. Direction comes from <see cref="P:Godot.CpuParticles2D.Direction"/> and <see cref="P:Godot.CpuParticles2D.Spread"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.AngularVelocityMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.CpuParticles2D.AngularVelocityMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.AngularVelocityMax">
            <summary>
            <para>Maximum initial angular velocity (rotation speed) applied to each particle in <i>degrees</i> per second.</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.OrbitVelocityMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.CpuParticles2D.OrbitVelocityMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.OrbitVelocityMax">
            <summary>
            <para>Maximum 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.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.LinearAccelMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.CpuParticles2D.LinearAccelMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.LinearAccelMax">
            <summary>
            <para>Maximum linear acceleration applied to each particle in the direction of motion.</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.RadialAccelMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.CpuParticles2D.RadialAccelMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.RadialAccelMax">
            <summary>
            <para>Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.</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.TangentialAccelMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.CpuParticles2D.TangentialAccelMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.TangentialAccelMax">
            <summary>
            <para>Maximum 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.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.DampingMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.CpuParticles2D.DampingMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.DampingMax">
            <summary>
            <para>The maximum rate at which particles lose velocity. For example value of <c>100</c> means that the particle will go from <c>100</c> velocity to <c>0</c> in <c>1</c> second.</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.AngleMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.CpuParticles2D.AngleMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.AngleMax">
            <summary>
            <para>Maximum initial rotation applied to each particle, in degrees.</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.ScaleAmountMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.CpuParticles2D.ScaleAmountMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.ScaleAmountMax">
            <summary>
            <para>Maximum initial scale applied to each particle.</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.SplitScale">
            <summary>
            <para>If <c>true</c>, the scale curve will be split into x and y components. See <see cref="P:Godot.CpuParticles2D.ScaleCurveX"/> and <see cref="P:Godot.CpuParticles2D.ScaleCurveY"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.ScaleCurveX">
            <summary>
            <para>Each particle's horizontal scale will vary along this <see cref="T:Godot.Curve"/>.</para>
            <para><see cref="P:Godot.CpuParticles2D.SplitScale"/> must be enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.ScaleCurveY">
            <summary>
            <para>Each particle's vertical scale will vary along this <see cref="T:Godot.Curve"/>.</para>
            <para><see cref="P:Godot.CpuParticles2D.SplitScale"/> must be enabled.</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.GradientTexture1D"/> (multiplied with <see cref="P:Godot.CpuParticles2D.Color"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.HueVariationMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.CpuParticles2D.HueVariationMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.HueVariationMax">
            <summary>
            <para>Maximum initial hue variation applied to each particle. It will shift the particle color's hue.</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.AnimSpeedMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.CpuParticles2D.AnimSpeedMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.AnimSpeedMax">
            <summary>
            <para>Maximum particle animation speed. Animation speed of <c>1</c> means that the particles will make full <c>0</c> to <c>1</c> offset cycle during lifetime, <c>2</c> means <c>2</c> cycles etc.</para>
            <para>With animation speed greater than <c>1</c>, remember to enable <see cref="P:Godot.CanvasItemMaterial.ParticlesAnimLoop"/> property if you want the animation to repeat.</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.AnimOffsetMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.CpuParticles2D.AnimOffsetMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles2D.AnimOffsetMax">
            <summary>
            <para>Maximum animation offset that corresponds to frame index in the texture. <c>0</c> is the first frame, <c>1</c> is the last one. See <see cref="P:Godot.CanvasItemMaterial.ParticlesAnimation"/>.</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.SetParamMin(Godot.CpuParticles2D.Parameter,System.Single)">
            <summary>
            <para>Sets the minimum value for the given parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles2D.GetParamMin(Godot.CpuParticles2D.Parameter)">
            <summary>
            <para>Returns the minimum value range for the given parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles2D.SetParamMax(Godot.CpuParticles2D.Parameter,System.Single)">
            <summary>
            <para>Sets the maximum value for the given parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles2D.GetParamMax(Godot.CpuParticles2D.Parameter)">
            <summary>
            <para>Returns the maximum value range for the given 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.ParticleFlags,System.Boolean)">
            <summary>
            <para>Enables or disables the given flag (see <see cref="T:Godot.CpuParticles2D.ParticleFlags"/> for options).</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles2D.GetParticleFlag(Godot.CpuParticles2D.ParticleFlags)">
            <summary>
            <para>Returns the enabled state of the given flag (see <see cref="T:Godot.CpuParticles2D.ParticleFlags"/> 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.GpuParticles2D"/> node with an assigned <see cref="T:Godot.ParticleProcessMaterial"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.CpuParticles3D">
            <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.GpuParticles3D"/>, which provides the same functionality with hardware acceleration, but may not run on older devices.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.DrawOrderEnum.Index">
            <summary>
            <para>Particles are drawn in the order emitted.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.DrawOrderEnum.Lifetime">
            <summary>
            <para>Particles are drawn in order of remaining lifetime.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.DrawOrderEnum.ViewDepth">
            <summary>
            <para>Particles are drawn in order of depth.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.Parameter.InitialLinearVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParamMin(Godot.CpuParticles3D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles3D.SetParamMax(Godot.CpuParticles3D.Parameter,System.Single)"/>, and <see cref="M:Godot.CpuParticles3D.SetParamCurve(Godot.CpuParticles3D.Parameter,Godot.Curve)"/> to set initial velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.Parameter.AngularVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParamMin(Godot.CpuParticles3D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles3D.SetParamMax(Godot.CpuParticles3D.Parameter,System.Single)"/>, and <see cref="M:Godot.CpuParticles3D.SetParamCurve(Godot.CpuParticles3D.Parameter,Godot.Curve)"/> to set angular velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.Parameter.OrbitVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParamMin(Godot.CpuParticles3D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles3D.SetParamMax(Godot.CpuParticles3D.Parameter,System.Single)"/>, and <see cref="M:Godot.CpuParticles3D.SetParamCurve(Godot.CpuParticles3D.Parameter,Godot.Curve)"/> to set orbital velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.Parameter.LinearAccel">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParamMin(Godot.CpuParticles3D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles3D.SetParamMax(Godot.CpuParticles3D.Parameter,System.Single)"/>, and <see cref="M:Godot.CpuParticles3D.SetParamCurve(Godot.CpuParticles3D.Parameter,Godot.Curve)"/> to set linear acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.Parameter.RadialAccel">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParamMin(Godot.CpuParticles3D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles3D.SetParamMax(Godot.CpuParticles3D.Parameter,System.Single)"/>, and <see cref="M:Godot.CpuParticles3D.SetParamCurve(Godot.CpuParticles3D.Parameter,Godot.Curve)"/> to set radial acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.Parameter.TangentialAccel">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParamMin(Godot.CpuParticles3D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles3D.SetParamMax(Godot.CpuParticles3D.Parameter,System.Single)"/>, and <see cref="M:Godot.CpuParticles3D.SetParamCurve(Godot.CpuParticles3D.Parameter,Godot.Curve)"/> to set tangential acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.Parameter.Damping">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParamMin(Godot.CpuParticles3D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles3D.SetParamMax(Godot.CpuParticles3D.Parameter,System.Single)"/>, and <see cref="M:Godot.CpuParticles3D.SetParamCurve(Godot.CpuParticles3D.Parameter,Godot.Curve)"/> to set damping properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.Parameter.Angle">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParamMin(Godot.CpuParticles3D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles3D.SetParamMax(Godot.CpuParticles3D.Parameter,System.Single)"/>, and <see cref="M:Godot.CpuParticles3D.SetParamCurve(Godot.CpuParticles3D.Parameter,Godot.Curve)"/> to set angle properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.Parameter.Scale">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParamMin(Godot.CpuParticles3D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles3D.SetParamMax(Godot.CpuParticles3D.Parameter,System.Single)"/>, and <see cref="M:Godot.CpuParticles3D.SetParamCurve(Godot.CpuParticles3D.Parameter,Godot.Curve)"/> to set scale properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.Parameter.HueVariation">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParamMin(Godot.CpuParticles3D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles3D.SetParamMax(Godot.CpuParticles3D.Parameter,System.Single)"/>, and <see cref="M:Godot.CpuParticles3D.SetParamCurve(Godot.CpuParticles3D.Parameter,Godot.Curve)"/> to set hue variation properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.Parameter.AnimSpeed">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParamMin(Godot.CpuParticles3D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles3D.SetParamMax(Godot.CpuParticles3D.Parameter,System.Single)"/>, and <see cref="M:Godot.CpuParticles3D.SetParamCurve(Godot.CpuParticles3D.Parameter,Godot.Curve)"/> to set animation speed properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.Parameter.AnimOffset">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParamMin(Godot.CpuParticles3D.Parameter,System.Single)"/>, <see cref="M:Godot.CpuParticles3D.SetParamMax(Godot.CpuParticles3D.Parameter,System.Single)"/>, and <see cref="M:Godot.CpuParticles3D.SetParamCurve(Godot.CpuParticles3D.Parameter,Godot.Curve)"/> to set animation offset properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.Parameter.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.CpuParticles3D.Parameter"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.ParticleFlags.AlignYToVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParticleFlag(Godot.CpuParticles3D.ParticleFlags,System.Boolean)"/> to set <see cref="P:Godot.CpuParticles3D.ParticleFlagAlignY"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.ParticleFlags.RotateY">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParticleFlag(Godot.CpuParticles3D.ParticleFlags,System.Boolean)"/> to set <see cref="P:Godot.CpuParticles3D.ParticleFlagRotateY"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.ParticleFlags.DisableZ">
            <summary>
            <para>Use with <see cref="M:Godot.CpuParticles3D.SetParticleFlag(Godot.CpuParticles3D.ParticleFlags,System.Boolean)"/> to set <see cref="P:Godot.CpuParticles3D.ParticleFlagDisableZ"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.ParticleFlags.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.CpuParticles3D.ParticleFlags"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.EmissionShapeEnum.Point">
            <summary>
            <para>All particles will be emitted from a single point.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.EmissionShapeEnum.Sphere">
            <summary>
            <para>Particles will be emitted in the volume of a sphere.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.EmissionShapeEnum.SphereSurface">
            <summary>
            <para>Particles will be emitted on the surface of a sphere.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.EmissionShapeEnum.Box">
            <summary>
            <para>Particles will be emitted in the volume of a box.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.EmissionShapeEnum.Points">
            <summary>
            <para>Particles will be emitted at a position chosen randomly among <see cref="P:Godot.CpuParticles3D.EmissionPoints"/>. Particle color will be modulated by <see cref="P:Godot.CpuParticles3D.EmissionColors"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.EmissionShapeEnum.DirectedPoints">
            <summary>
            <para>Particles will be emitted at a position chosen randomly among <see cref="P:Godot.CpuParticles3D.EmissionPoints"/>. Particle velocity and rotation will be set based on <see cref="P:Godot.CpuParticles3D.EmissionNormals"/>. Particle color will be modulated by <see cref="P:Godot.CpuParticles3D.EmissionColors"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.EmissionShapeEnum.Ring">
            <summary>
            <para>Particles will be emitted in a ring or cylinder.</para>
            </summary>
        </member>
        <member name="F:Godot.CpuParticles3D.EmissionShapeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.CpuParticles3D.EmissionShapeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.Emitting">
            <summary>
            <para>If <c>true</c>, particles are being emitted.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.Amount">
            <summary>
            <para>Number of particles emitted in one emission cycle.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.Lifetime">
            <summary>
            <para>Amount of time each particle will exist.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.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.CpuParticles3D.Preprocess">
            <summary>
            <para>Particle system starts as if it had already run for this many seconds.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.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.CpuParticles3D.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.CpuParticles3D.Randomness">
            <summary>
            <para>Emission lifetime randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.LifetimeRandomness">
            <summary>
            <para>Particle lifetime randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.FixedFps">
            <summary>
            <para>The particle system's frame rate is fixed to a value. For example, 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.CpuParticles3D.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.CpuParticles3D.LocalCoords">
            <summary>
            <para>If <c>true</c>, particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the <see cref="T:Godot.CpuParticles3D"/> node (and its parents) when it is moved or rotated. If <c>false</c>, particles use global coordinates; they will not move or rotate along the <see cref="T:Godot.CpuParticles3D"/> node (and its parents) when it is moved or rotated.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.DrawOrder">
            <summary>
            <para>Particle draw order. Uses <see cref="T:Godot.CpuParticles3D.DrawOrderEnum"/> values.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.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.CpuParticles3D.EmissionShape">
            <summary>
            <para>Particles will be emitted inside this region. See <see cref="T:Godot.CpuParticles3D.EmissionShapeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.EmissionSphereRadius">
            <summary>
            <para>The sphere's radius if <see cref="T:Godot.CpuParticles3D.EmissionShapeEnum"/> is set to <see cref="F:Godot.CpuParticles3D.EmissionShapeEnum.Sphere"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.EmissionBoxExtents">
            <summary>
            <para>The rectangle's extents if <see cref="P:Godot.CpuParticles3D.EmissionShape"/> is set to <see cref="F:Godot.CpuParticles3D.EmissionShapeEnum.Box"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.EmissionPoints">
            <summary>
            <para>Sets the initial positions to spawn particles when using <see cref="F:Godot.CpuParticles3D.EmissionShapeEnum.Points"/> or <see cref="F:Godot.CpuParticles3D.EmissionShapeEnum.DirectedPoints"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.EmissionNormals">
            <summary>
            <para>Sets the direction the particles will be emitted in when using <see cref="F:Godot.CpuParticles3D.EmissionShapeEnum.DirectedPoints"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.EmissionColors">
            <summary>
            <para>Sets the <see cref="T:Godot.Color"/>s to modulate particles by when using <see cref="F:Godot.CpuParticles3D.EmissionShapeEnum.Points"/> or <see cref="F:Godot.CpuParticles3D.EmissionShapeEnum.DirectedPoints"/>.</para>
            <para><b>Note:</b> <see cref="P:Godot.CpuParticles3D.EmissionColors"/> multiplies the particle mesh's vertex colors. To have a visible effect on a <see cref="T:Godot.BaseMaterial3D"/>, <see cref="P:Godot.BaseMaterial3D.VertexColorUseAsAlbedo"/> <i>must</i> 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. Otherwise, <see cref="P:Godot.CpuParticles3D.EmissionColors"/> will have no visible effect.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.EmissionRingAxis">
            <summary>
            <para>The axis of the ring when using the emitter <see cref="F:Godot.CpuParticles3D.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.EmissionRingHeight">
            <summary>
            <para>The height of the ring when using the emitter <see cref="F:Godot.CpuParticles3D.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.EmissionRingRadius">
            <summary>
            <para>The radius of the ring when using the emitter <see cref="F:Godot.CpuParticles3D.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.EmissionRingInnerRadius">
            <summary>
            <para>The inner radius of the ring when using the emitter <see cref="F:Godot.CpuParticles3D.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.ParticleFlagAlignY">
            <summary>
            <para>Align Y axis of particle with the direction of its velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.ParticleFlagRotateY">
            <summary>
            <para>If <c>true</c>, particles rotate around Y axis by <see cref="P:Godot.CpuParticles3D.AngleMin"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.ParticleFlagDisableZ">
            <summary>
            <para>If <c>true</c>, particles will not move on the Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.Direction">
            <summary>
            <para>Unit vector specifying the particles' emission direction.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.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.CpuParticles3D.Flatness">
            <summary>
            <para>Amount of <see cref="P:Godot.CpuParticles3D.Spread"/> in Y/Z plane. A value of <c>1</c> restricts particles to X/Z plane.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.Gravity">
            <summary>
            <para>Gravity applied to every particle.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.InitialVelocityMin">
            <summary>
            <para>Minimum value of the initial velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.InitialVelocityMax">
            <summary>
            <para>Maximum value of the initial velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.AngularVelocityMin">
            <summary>
            <para>Minimum initial angular velocity (rotation speed) applied to each particle in <i>degrees</i> per second.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.AngularVelocityMax">
            <summary>
            <para>Maximum initial angular velocity (rotation speed) applied to each particle in <i>degrees</i> per second.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.AngularVelocityCurve">
            <summary>
            <para>Each particle's angular velocity (rotation speed) will vary along this <see cref="T:Godot.Curve"/> over its lifetime.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.OrbitVelocityMin">
            <summary>
            <para>Minimum orbit velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.OrbitVelocityMax">
            <summary>
            <para>Maximum orbit velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.OrbitVelocityCurve">
            <summary>
            <para>Each particle's orbital velocity will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.LinearAccelMin">
            <summary>
            <para>Minimum linear acceleration.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.LinearAccelMax">
            <summary>
            <para>Maximum linear acceleration.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.LinearAccelCurve">
            <summary>
            <para>Each particle's linear acceleration will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.RadialAccelMin">
            <summary>
            <para>Minimum radial acceleration.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.RadialAccelMax">
            <summary>
            <para>Maximum radial acceleration.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.RadialAccelCurve">
            <summary>
            <para>Each particle's radial acceleration will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.TangentialAccelMin">
            <summary>
            <para>Minimum tangent acceleration.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.TangentialAccelMax">
            <summary>
            <para>Maximum tangent acceleration.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.TangentialAccelCurve">
            <summary>
            <para>Each particle's tangential acceleration will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.DampingMin">
            <summary>
            <para>Minimum damping.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.DampingMax">
            <summary>
            <para>Maximum damping.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.DampingCurve">
            <summary>
            <para>Damping will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.AngleMin">
            <summary>
            <para>Minimum angle.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.AngleMax">
            <summary>
            <para>Maximum angle.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.AngleCurve">
            <summary>
            <para>Each particle's rotation will be animated along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.ScaleAmountMin">
            <summary>
            <para>Minimum scale.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.ScaleAmountMax">
            <summary>
            <para>Maximum scale.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.ScaleAmountCurve">
            <summary>
            <para>Each particle's scale will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.SplitScale">
            <summary>
            <para>If set to <c>true</c>, three different scale curves can be specified, one per scale axis.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.ScaleCurveX">
            <summary>
            <para>Curve for the scale over life, along the x axis.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.ScaleCurveY">
            <summary>
            <para>Curve for the scale over life, along the y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.ScaleCurveZ">
            <summary>
            <para>Curve for the scale over life, along the z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.Color">
            <summary>
            <para>Each particle's initial color.</para>
            <para><b>Note:</b> <see cref="P:Godot.CpuParticles3D.Color"/> multiplies the particle mesh's vertex colors. To have a visible effect on a <see cref="T:Godot.BaseMaterial3D"/>, <see cref="P:Godot.BaseMaterial3D.VertexColorUseAsAlbedo"/> <i>must</i> 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. Otherwise, <see cref="P:Godot.CpuParticles3D.Color"/> will have no visible effect.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.ColorRamp">
            <summary>
            <para>Each particle's color will vary along this <see cref="T:Godot.GradientTexture1D"/> over its lifetime (multiplied with <see cref="P:Godot.CpuParticles3D.Color"/>).</para>
            <para><b>Note:</b> <see cref="P:Godot.CpuParticles3D.ColorRamp"/> multiplies the particle mesh's vertex colors. To have a visible effect on a <see cref="T:Godot.BaseMaterial3D"/>, <see cref="P:Godot.BaseMaterial3D.VertexColorUseAsAlbedo"/> <i>must</i> 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. Otherwise, <see cref="P:Godot.CpuParticles3D.ColorRamp"/> will have no visible effect.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.ColorInitialRamp">
            <summary>
            <para>Each particle's initial color will vary along this <see cref="T:Godot.GradientTexture1D"/> (multiplied with <see cref="P:Godot.CpuParticles3D.Color"/>).</para>
            <para><b>Note:</b> <see cref="P:Godot.CpuParticles3D.ColorInitialRamp"/> multiplies the particle mesh's vertex colors. To have a visible effect on a <see cref="T:Godot.BaseMaterial3D"/>, <see cref="P:Godot.BaseMaterial3D.VertexColorUseAsAlbedo"/> <i>must</i> 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. Otherwise, <see cref="P:Godot.CpuParticles3D.ColorInitialRamp"/> will have no visible effect.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.HueVariationMin">
            <summary>
            <para>Minimum hue variation.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.HueVariationMax">
            <summary>
            <para>Maximum hue variation.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.HueVariationCurve">
            <summary>
            <para>Each particle's hue will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.AnimSpeedMin">
            <summary>
            <para>Minimum particle animation speed.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.AnimSpeedMax">
            <summary>
            <para>Maximum particle animation speed.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.AnimSpeedCurve">
            <summary>
            <para>Each particle's animation speed will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.AnimOffsetMin">
            <summary>
            <para>Minimum animation offset.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.AnimOffsetMax">
            <summary>
            <para>Maximum animation offset.</para>
            </summary>
        </member>
        <member name="P:Godot.CpuParticles3D.AnimOffsetCurve">
            <summary>
            <para>Each particle's animation offset will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles3D.Restart">
            <summary>
            <para>Restarts the particle emitter.</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles3D.SetParamMin(Godot.CpuParticles3D.Parameter,System.Single)">
            <summary>
            <para>Sets the minimum value for the given parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles3D.GetParamMin(Godot.CpuParticles3D.Parameter)">
            <summary>
            <para>Returns the minimum value range for the given parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles3D.SetParamMax(Godot.CpuParticles3D.Parameter,System.Single)">
            <summary>
            <para>Sets the maximum value for the given parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles3D.GetParamMax(Godot.CpuParticles3D.Parameter)">
            <summary>
            <para>Returns the maximum value range for the given parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles3D.SetParamCurve(Godot.CpuParticles3D.Parameter,Godot.Curve)">
            <summary>
            <para>Sets the <see cref="T:Godot.Curve"/> of the parameter specified by <see cref="T:Godot.CpuParticles3D.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles3D.GetParamCurve(Godot.CpuParticles3D.Parameter)">
            <summary>
            <para>Returns the <see cref="T:Godot.Curve"/> of the parameter specified by <see cref="T:Godot.CpuParticles3D.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles3D.SetParticleFlag(Godot.CpuParticles3D.ParticleFlags,System.Boolean)">
            <summary>
            <para>Enables or disables the given particle flag (see <see cref="T:Godot.CpuParticles3D.ParticleFlags"/> for options).</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles3D.GetParticleFlag(Godot.CpuParticles3D.ParticleFlags)">
            <summary>
            <para>Returns the enabled state of the given particle flag (see <see cref="T:Godot.CpuParticles3D.ParticleFlags"/> for options).</para>
            </summary>
        </member>
        <member name="M:Godot.CpuParticles3D.ConvertFromParticles(Godot.Node)">
            <summary>
            <para>Sets this node's properties to match a given <see cref="T:Godot.GpuParticles3D"/> node with an assigned <see cref="T:Godot.ParticleProcessMaterial"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.CsgBox3D">
            <summary>
            <para>This node allows you to create a box for use with the CSG system.</para>
            <para><b>Note:</b> 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.MeshInstance3D"/> 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.CsgBox3D.Size">
            <summary>
            <para>The box's width, height and depth.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgBox3D.Material">
            <summary>
            <para>The material used to render the box.</para>
            </summary>
        </member>
        <member name="T:Godot.CsgCombiner3D">
            <summary>
            <para>For complex arrangements of shapes, it is sometimes needed to add structure to your CSG nodes. The CSGCombiner3D 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 CSGCombiner3D node, and a set of separate operations on a second set of shapes that are children of a second CSGCombiner3D node, and then do an operation that takes the two end results as its input to create the final shape.</para>
            <para><b>Note:</b> 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.MeshInstance3D"/> 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.CsgCylinder3D">
            <summary>
            <para>This node allows you to create a cylinder (or cone) for use with the CSG system.</para>
            <para><b>Note:</b> 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.MeshInstance3D"/> 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.CsgCylinder3D.Radius">
            <summary>
            <para>The radius of the cylinder.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgCylinder3D.Height">
            <summary>
            <para>The height of the cylinder.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgCylinder3D.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.CsgCylinder3D.Cone">
            <summary>
            <para>If <c>true</c> a cone is created, the <see cref="P:Godot.CsgCylinder3D.Radius"/> will only apply to one side.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgCylinder3D.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.CsgCylinder3D.Material">
            <summary>
            <para>The material used to render the cylinder.</para>
            </summary>
        </member>
        <member name="T:Godot.CsgMesh3D">
            <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.CsgPolygon3D"/> for drawing 2D extruded polygons to be used as CSG nodes.</para>
            <para><b>Note:</b> 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.MeshInstance3D"/> 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.CsgMesh3D.Mesh">
            <summary>
            <para>The <see cref="T:Godot.Mesh"/> resource to use as a CSG shape.</para>
            <para><b>Note:</b> 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.CsgMesh3D.Material">
            <summary>
            <para>The <see cref="T:Godot.Material"/> used in drawing the CSG shape.</para>
            </summary>
        </member>
        <member name="T:Godot.CsgPolygon3D">
            <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.CsgMesh3D"/> for using 3D meshes as CSG nodes.</para>
            <para><b>Note:</b> 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.MeshInstance3D"/> 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.CsgPolygon3D.ModeEnum.Depth">
            <summary>
            <para>The <see cref="P:Godot.CsgPolygon3D.Polygon"/> shape is extruded along the negative Z axis.</para>
            </summary>
        </member>
        <member name="F:Godot.CsgPolygon3D.ModeEnum.Spin">
            <summary>
            <para>The <see cref="P:Godot.CsgPolygon3D.Polygon"/> shape is extruded by rotating it around the Y axis.</para>
            </summary>
        </member>
        <member name="F:Godot.CsgPolygon3D.ModeEnum.Path">
            <summary>
            <para>The <see cref="P:Godot.CsgPolygon3D.Polygon"/> shape is extruded along the <see cref="T:Godot.Path3D"/> specified in <see cref="P:Godot.CsgPolygon3D.PathNode"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CsgPolygon3D.PathRotationEnum.Polygon">
            <summary>
            <para>The <see cref="P:Godot.CsgPolygon3D.Polygon"/> shape is not rotated.</para>
            <para><b>Note:</b> Requires the path Z coordinates to continually decrease to ensure viable shapes.</para>
            </summary>
        </member>
        <member name="F:Godot.CsgPolygon3D.PathRotationEnum.Path">
            <summary>
            <para>The <see cref="P:Godot.CsgPolygon3D.Polygon"/> shape is rotated along the path, but it is not rotated around the path axis.</para>
            <para><b>Note:</b> Requires the path Z coordinates to continually decrease to ensure viable shapes.</para>
            </summary>
        </member>
        <member name="F:Godot.CsgPolygon3D.PathRotationEnum.PathFollow">
            <summary>
            <para>The <see cref="P:Godot.CsgPolygon3D.Polygon"/> shape follows the path and its rotations around the path axis.</para>
            </summary>
        </member>
        <member name="F:Godot.CsgPolygon3D.PathIntervalTypeEnum.Distance">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is set to <see cref="F:Godot.CsgPolygon3D.ModeEnum.Path"/>, <see cref="P:Godot.CsgPolygon3D.PathInterval"/> will determine the distance, in meters, each interval of the path will extrude.</para>
            </summary>
        </member>
        <member name="F:Godot.CsgPolygon3D.PathIntervalTypeEnum.Subdivide">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is set to <see cref="F:Godot.CsgPolygon3D.ModeEnum.Path"/>, <see cref="P:Godot.CsgPolygon3D.PathInterval"/> will subdivide the polygons along the path.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgPolygon3D.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 <i>not</i> have any intersecting edges. Otherwise, triangulation will fail and no mesh will be generated.</para>
            <para><b>Note:</b> If only 1 or 2 points are defined in <see cref="P:Godot.CsgPolygon3D.Polygon"/>, no mesh will be generated.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgPolygon3D.Mode">
            <summary>
            <para>The <see cref="P:Godot.CsgPolygon3D.Mode"/> used to extrude the <see cref="P:Godot.CsgPolygon3D.Polygon"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgPolygon3D.Depth">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is <see cref="F:Godot.CsgPolygon3D.ModeEnum.Depth"/>, the depth of the extrusion.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgPolygon3D.SpinDegrees">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is <see cref="F:Godot.CsgPolygon3D.ModeEnum.Spin"/>, the total number of degrees the <see cref="P:Godot.CsgPolygon3D.Polygon"/> is rotated when extruding.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgPolygon3D.SpinSides">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is <see cref="F:Godot.CsgPolygon3D.ModeEnum.Spin"/>, the number of extrusions made.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgPolygon3D.PathNode">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is <see cref="F:Godot.CsgPolygon3D.ModeEnum.Path"/>, the location of the <see cref="T:Godot.Path3D"/> object used to extrude the <see cref="P:Godot.CsgPolygon3D.Polygon"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgPolygon3D.PathIntervalType">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is <see cref="F:Godot.CsgPolygon3D.ModeEnum.Path"/>, this will determine if the interval should be by distance (<see cref="F:Godot.CsgPolygon3D.PathIntervalTypeEnum.Distance"/>) or subdivision fractions (<see cref="F:Godot.CsgPolygon3D.PathIntervalTypeEnum.Subdivide"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.CsgPolygon3D.PathInterval">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is <see cref="F:Godot.CsgPolygon3D.ModeEnum.Path"/>, the path interval or ratio of path points to extrusions.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgPolygon3D.PathSimplifyAngle">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is <see cref="F:Godot.CsgPolygon3D.ModeEnum.Path"/>, extrusions that are less than this angle, will be merged together to reduce polygon count.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgPolygon3D.PathRotation">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is <see cref="F:Godot.CsgPolygon3D.ModeEnum.Path"/>, the <see cref="T:Godot.CsgPolygon3D.PathRotationEnum"/> method used to rotate the <see cref="P:Godot.CsgPolygon3D.Polygon"/> as it is extruded.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgPolygon3D.PathLocal">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is <see cref="F:Godot.CsgPolygon3D.ModeEnum.Path"/>, if <c>true</c> the <see cref="T:Godot.Transform3D"/> of the <see cref="T:Godot.CsgPolygon3D"/> is used as the starting point for the extrusions, not the <see cref="T:Godot.Transform3D"/> of the <see cref="P:Godot.CsgPolygon3D.PathNode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgPolygon3D.PathContinuousU">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is <see cref="F:Godot.CsgPolygon3D.ModeEnum.Path"/>, by default, the top half of the <see cref="P:Godot.CsgPolygon3D.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.CsgPolygon3D.PathUDistance">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is <see cref="F:Godot.CsgPolygon3D.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.CsgPolygon3D.PathJoined">
            <summary>
            <para>When <see cref="P:Godot.CsgPolygon3D.Mode"/> is <see cref="F:Godot.CsgPolygon3D.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.CsgPolygon3D.SmoothFaces">
            <summary>
            <para>If <c>true</c>, applies smooth shading to the extrusions.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgPolygon3D.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 length of the extrusions and V around the outline of the <see cref="P:Godot.CsgPolygon3D.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.CsgPrimitive3D">
            <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><b>Note:</b> 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.MeshInstance3D"/> 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.CsgPrimitive3D.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>
            </summary>
        </member>
        <member name="T:Godot.CsgShape3D">
            <summary>
            <para>This is the CSG base class that provides CSG operation support to the various CSG nodes in Godot.</para>
            <para><b>Note:</b> 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.MeshInstance3D"/> 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.CsgShape3D.OperationEnum.Union">
            <summary>
            <para>Geometry of both primitives is merged, intersecting geometry is removed.</para>
            </summary>
        </member>
        <member name="F:Godot.CsgShape3D.OperationEnum.Intersection">
            <summary>
            <para>Only intersecting geometry remains, the rest is removed.</para>
            </summary>
        </member>
        <member name="F:Godot.CsgShape3D.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.CsgShape3D.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.CsgShape3D.Snap">
            <summary>
            <para>Snap makes the mesh vertices 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.CsgShape3D.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.CsgShape3D.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. See also <see cref="P:Godot.CsgShape3D.CollisionMask"/> and <see cref="P:Godot.CsgShape3D.CollisionPriority"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgShape3D.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="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgShape3D.CollisionMask">
            <summary>
            <para>The physics layers this CSG shape scans for collisions. Only effective if <see cref="P:Godot.CsgShape3D.UseCollision"/> is <c>true</c>. See <a href="$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.CsgShape3D.CollisionPriority">
            <summary>
            <para>The priority used to solve colliding when occurring penetration. Only effective if <see cref="P:Godot.CsgShape3D.UseCollision"/> is <c>true</c>. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.</para>
            </summary>
        </member>
        <member name="M:Godot.CsgShape3D.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.CsgShape3D.SetCollisionMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.CsgShape3D.CollisionMask"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.CsgShape3D.GetCollisionMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.CsgShape3D.CollisionMask"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.CsgShape3D.SetCollisionLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.CsgShape3D.CollisionLayer"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.CsgShape3D.GetCollisionLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.CsgShape3D.CollisionLayer"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.CsgShape3D.GetMeshes">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> with two elements, the first is the <see cref="T:Godot.Transform3D"/> 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.CsgSphere3D">
            <summary>
            <para>This node allows you to create a sphere for use with the CSG system.</para>
            <para><b>Note:</b> 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.MeshInstance3D"/> 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.CsgSphere3D.Radius">
            <summary>
            <para>Radius of the sphere.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgSphere3D.RadialSegments">
            <summary>
            <para>Number of vertical slices for the sphere.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgSphere3D.Rings">
            <summary>
            <para>Number of horizontal slices for the sphere.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgSphere3D.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.CsgSphere3D.Material">
            <summary>
            <para>The material used to render the sphere.</para>
            </summary>
        </member>
        <member name="T:Godot.CsgTorus3D">
            <summary>
            <para>This node allows you to create a torus for use with the CSG system.</para>
            <para><b>Note:</b> 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.MeshInstance3D"/> 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.CsgTorus3D.InnerRadius">
            <summary>
            <para>The inner radius of the torus.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgTorus3D.OuterRadius">
            <summary>
            <para>The outer radius of the torus.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgTorus3D.Sides">
            <summary>
            <para>The number of slices the torus is constructed of.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgTorus3D.RingSides">
            <summary>
            <para>The number of edges each ring of the torus is constructed of.</para>
            </summary>
        </member>
        <member name="P:Godot.CsgTorus3D.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.CsgTorus3D.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(Godot.Variant[])">
            <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.Tween.TweenCallback(Godot.Callable)"/> for more usage information.</para>
            <para><b>Note:</b> <see cref="M:Godot.Tween.TweenCallback(Godot.Callable)"/> 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.Double)">
            <summary>
            <para>Makes the callback call delayed by given time in seconds.</para>
            <para><b>Example:</b></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.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>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.</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.GetScreenCenterPosition"/> to get the real position.</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="F:Godot.Camera2D.Camera2DProcessCallback.Physics">
            <summary>
            <para>The camera updates with the <c>_physics_process</c> callback.</para>
            </summary>
        </member>
        <member name="F:Godot.Camera2D.Camera2DProcessCallback.Idle">
            <summary>
            <para>The camera updates with the <c>_process</c> callback.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.Offset">
            <summary>
            <para>The camera's relative offset. Useful for looking around or camera shake animations. The offsetted camera can go past the limits defined in <see cref="P:Godot.Camera2D.LimitTop"/>, <see cref="P:Godot.Camera2D.LimitBottom"/>, <see cref="P:Godot.Camera2D.LimitLeft"/> and <see cref="P:Godot.Camera2D.LimitRight"/>.</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.IgnoreRotation">
            <summary>
            <para>If <c>true</c>, the camera's rendered view is not affected by its <see cref="P:Godot.Node2D.Rotation"/> and <see cref="P:Godot.Node2D.GlobalRotation"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.Enabled">
            <summary>
            <para>Controls whether the camera can be active or not. If <c>true</c>, the <see cref="T:Godot.Camera2D"/> will become the main camera when it enters the scene tree and there is no active camera currently (see <see cref="M:Godot.Viewport.GetCamera2D"/>).</para>
            <para>When the camera is currently active and <see cref="P:Godot.Camera2D.Enabled"/> is set to <c>false</c>, the next enabled <see cref="T:Godot.Camera2D"/> in the scene tree will become active.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.Zoom">
            <summary>
            <para>The camera's zoom. A zoom of <c>Vector(2, 2)</c> doubles the size seen in the viewport. A zoom of <c>Vector(0.5, 0.5)</c> halves the size seen in the viewport.</para>
            <para><b>Note:</b> <see cref="P:Godot.FontFile.Oversampling"/> does <i>not</i> take <see cref="T:Godot.Camera2D"/> zoom into account. This means that zooming in/out will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless the font is part of a <see cref="T:Godot.CanvasLayer"/> that makes it ignore camera zoom. To ensure text remains crisp regardless of zoom, you can enable MSDF font rendering by enabling <c>ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field</c> (applies to the default project font only), or enabling <b>Multichannel Signed Distance Field</b> in the import options of a DynamicFont for custom fonts. On system fonts, <see cref="P:Godot.SystemFont.MultichannelSignedDistanceField"/> can be enabled in the inspector.</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.ProcessCallback">
            <summary>
            <para>The camera's process callback. See <see cref="T:Godot.Camera2D.Camera2DProcessCallback"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.LimitLeft">
            <summary>
            <para>Left scroll limit in pixels. The camera stops moving when reaching this value, but <see cref="P:Godot.Camera2D.Offset"/> can push the view past the limit.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.LimitTop">
            <summary>
            <para>Top scroll limit in pixels. The camera stops moving when reaching this value, but <see cref="P:Godot.Camera2D.Offset"/> can push the view past the limit.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.LimitRight">
            <summary>
            <para>Right scroll limit in pixels. The camera stops moving when reaching this value, but <see cref="P:Godot.Camera2D.Offset"/> can push the view past the limit.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.LimitBottom">
            <summary>
            <para>Bottom scroll limit in pixels. The camera stops moving when reaching this value, but <see cref="P:Godot.Camera2D.Offset"/> can push the view past the limit.</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.PositionSmoothingEnabled"/> is <c>false</c>.</para>
            <para><b>Note:</b> 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.PositionSmoothingEnabled">
            <summary>
            <para>If <c>true</c>, the camera's view smoothly moves towards its target position at <see cref="P:Godot.Camera2D.PositionSmoothingSpeed"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.PositionSmoothingSpeed">
            <summary>
            <para>Speed in pixels per second of the camera's smoothing effect when <see cref="P:Godot.Camera2D.PositionSmoothingEnabled"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.RotationSmoothingEnabled">
            <summary>
            <para>If <c>true</c>, the camera's view smoothly rotates, via asymptotic smoothing, to align with its target rotation at <see cref="P:Godot.Camera2D.RotationSmoothingSpeed"/>.</para>
            <para><b>Note:</b> This property has no effect if <see cref="P:Godot.Camera2D.IgnoreRotation"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.RotationSmoothingSpeed">
            <summary>
            <para>The angular, asymptotic speed of the camera's rotation smoothing effect when <see cref="P:Godot.Camera2D.RotationSmoothingEnabled"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragHorizontalEnabled">
            <summary>
            <para>If <c>true</c>, the camera only moves when reaching the horizontal (left and right) drag margins. If <c>false</c>, the camera moves horizontally regardless of margins.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragVerticalEnabled">
            <summary>
            <para>If <c>true</c>, the camera only moves when reaching the vertical (top and bottom) drag margins. If <c>false</c>, the camera moves vertically regardless of the drag margins.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragHorizontalOffset">
            <summary>
            <para>The relative horizontal drag offset of the camera between the right (<c>-1</c>) and left (<c>1</c>) drag margins.</para>
            <para><b>Note:</b> Used to set the initial horizontal drag offset; determine the current offset; or force the current offset. It's not automatically updated when <see cref="P:Godot.Camera2D.DragHorizontalEnabled"/> is <c>true</c> or the drag margins are changed.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragVerticalOffset">
            <summary>
            <para>The relative vertical drag offset of the camera between the bottom (<c>-1</c>) and top (<c>1</c>) drag margins.</para>
            <para><b>Note:</b> Used to set the initial vertical drag offset; determine the current offset; or force the current offset. It's not automatically updated when <see cref="P:Godot.Camera2D.DragVerticalEnabled"/> is <c>true</c> or the drag margins are changed.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragLeftMargin">
            <summary>
            <para>Left margin needed to drag the camera. A value of <c>1</c> makes the camera move only when reaching the left edge of the screen.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragTopMargin">
            <summary>
            <para>Top margin needed to drag the camera. A value of <c>1</c> makes the camera move only when reaching the top edge of the screen.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragRightMargin">
            <summary>
            <para>Right margin needed to drag the camera. A value of <c>1</c> makes the camera move only when reaching the right edge of the screen.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragBottomMargin">
            <summary>
            <para>Bottom margin needed to drag the camera. A value of <c>1</c> makes the camera move only when reaching the bottom 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>Forces this <see cref="T:Godot.Camera2D"/> to become the current active one. <see cref="P:Godot.Camera2D.Enabled"/> must be <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.IsCurrent">
            <summary>
            <para>Returns <c>true</c> if this <see cref="T:Godot.Camera2D"/> is the active camera (see <see cref="M:Godot.Viewport.GetCamera2D"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.SetLimit(Godot.Side,System.Int32)">
            <summary>
            <para>Sets the camera limit for the specified <see cref="T:Godot.Side"/>. 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.Side)">
            <summary>
            <para>Returns the camera limit for the specified <see cref="T:Godot.Side"/>. 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.Side,System.Single)">
            <summary>
            <para>Sets the specified <see cref="T:Godot.Side"/>'s margin. See also <see cref="P:Godot.Camera2D.DragBottomMargin"/>, <see cref="P:Godot.Camera2D.DragTopMargin"/>, <see cref="P:Godot.Camera2D.DragLeftMargin"/>, and <see cref="P:Godot.Camera2D.DragRightMargin"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.GetDragMargin(Godot.Side)">
            <summary>
            <para>Returns the specified <see cref="T:Godot.Side"/>'s margin. See also <see cref="P:Godot.Camera2D.DragBottomMargin"/>, <see cref="P:Godot.Camera2D.DragTopMargin"/>, <see cref="P:Godot.Camera2D.DragLeftMargin"/>, and <see cref="P:Godot.Camera2D.DragRightMargin"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.GetTargetPosition">
            <summary>
            <para>Returns this camera's target position, in global coordinates.</para>
            <para><b>Note:</b> The returned value is not the same as <see cref="P:Godot.Node2D.GlobalPosition"/>, as it is affected by the drag properties. It is also not the same as the current position if <see cref="P:Godot.Camera2D.PositionSmoothingEnabled"/> is <c>true</c> (see <see cref="M:Godot.Camera2D.GetScreenCenterPosition"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.GetScreenCenterPosition">
            <summary>
            <para>Returns the center of the screen from this camera's point of view, in global coordinates.</para>
            <para><b>Note:</b> The exact targeted position of the camera may be different. See <see cref="M:Godot.Camera2D.GetTargetPosition"/>.</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.PositionSmoothingEnabled"/> 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.Camera3D">
            <summary>
            <para><see cref="T:Godot.Camera3D"/> 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.Camera3D.ProjectionType.Perspective">
            <summary>
            <para>Perspective projection. Objects on the screen becomes smaller when they are far away.</para>
            </summary>
        </member>
        <member name="F:Godot.Camera3D.ProjectionType.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.Camera3D.ProjectionType.Frustum">
            <summary>
            <para>Frustum projection. This mode allows adjusting <see cref="P:Godot.Camera3D.FrustumOffset"/> to create "tilted frustum" effects.</para>
            </summary>
        </member>
        <member name="F:Godot.Camera3D.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.Camera3D.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.Camera3D.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.Camera3D.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.Camera3D.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.Camera3D.KeepAspect">
            <summary>
            <para>The axis to lock during <see cref="P:Godot.Camera3D.Fov"/>/<see cref="P:Godot.Camera3D.Size"/> adjustments. Can be either <see cref="F:Godot.Camera3D.KeepAspectEnum.Width"/> or <see cref="F:Godot.Camera3D.KeepAspectEnum.Height"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera3D.CullMask">
            <summary>
            <para>The culling mask that describes which <see cref="P:Godot.VisualInstance3D.Layers"/> are rendered by this camera. By default, all 20 user-visible layers are rendered.</para>
            <para><b>Note:</b> Since the <see cref="P:Godot.Camera3D.CullMask"/> allows for 32 layers to be stored in total, there are an additional 12 layers that are only used internally by the engine and aren't exposed in the editor. Setting <see cref="P:Godot.Camera3D.CullMask"/> using a script allows you to toggle those reserved layers, which can be useful for editor plugins.</para>
            <para>To adjust <see cref="P:Godot.Camera3D.CullMask"/> more easily using a script, use <see cref="M:Godot.Camera3D.GetCullMaskValue(System.Int32)"/> and <see cref="M:Godot.Camera3D.SetCullMaskValue(System.Int32,System.Boolean)"/>.</para>
            <para><b>Note:</b> <see cref="T:Godot.VoxelGI"/>, SDFGI and <see cref="T:Godot.LightmapGI"/> will always take all layers into account to determine what contributes to global illumination. If this is an issue, set <see cref="P:Godot.GeometryInstance3D.GIMode"/> to <see cref="F:Godot.GeometryInstance3D.GIModeEnum.Disabled"/> for meshes and <see cref="P:Godot.Light3D.LightBakeMode"/> to <see cref="F:Godot.Light3D.BakeMode.Disabled"/> for lights to exclude them from global illumination.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera3D.Environment">
            <summary>
            <para>The <see cref="T:Godot.Environment"/> to use for this camera.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera3D.Attributes">
            <summary>
            <para>The <see cref="T:Godot.CameraAttributes"/> to use for this camera.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera3D.HOffset">
            <summary>
            <para>The horizontal (X) offset of the camera viewport.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera3D.VOffset">
            <summary>
            <para>The vertical (Y) offset of the camera viewport.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera3D.DopplerTracking">
            <summary>
            <para>If not <see cref="F:Godot.Camera3D.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. See <see cref="T:Godot.Camera3D.DopplerTrackingEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera3D.Projection">
            <summary>
            <para>The camera's projection mode. In <see cref="F:Godot.Camera3D.ProjectionType.Perspective"/> mode, objects' Z distance from the camera's local space scales their perceived size.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera3D.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.Camera3D"/> nodes are present in the scene and only one is current, setting one camera's <see cref="P:Godot.Camera3D.Current"/> to <c>false</c> will cause the other camera to be made current.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera3D.Fov">
            <summary>
            <para>The camera's field of view angle (in degrees). Only applicable in perspective mode. Since <see cref="P:Godot.Camera3D.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>75.0</c>) is equivalent to a horizontal FOV of:</para>
            <para>- ~91.31 degrees in a 4:3 viewport</para>
            <para>- ~101.67 degrees in a 16:10 viewport</para>
            <para>- ~107.51 degrees in a 16:9 viewport</para>
            <para>- ~121.63 degrees in a 21:9 viewport</para>
            </summary>
        </member>
        <member name="P:Godot.Camera3D.Size">
            <summary>
            <para>The camera's size in meters measured as the diameter of the width or height, depending on <see cref="P:Godot.Camera3D.KeepAspect"/>. Only applicable in orthogonal and frustum modes.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera3D.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><b>Note:</b> Only effective if <see cref="P:Godot.Camera3D.Projection"/> is <see cref="F:Godot.Camera3D.ProjectionType.Frustum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera3D.Near">
            <summary>
            <para>The distance to the near culling boundary for this camera relative to its local Z axis. Lower values allow the camera to see objects more up close to its origin, at the cost of lower precision across the <i>entire</i> range. Values lower than the default can lead to increased Z-fighting.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera3D.Far">
            <summary>
            <para>The distance to the far culling boundary for this camera relative to its local Z axis. Higher values allow the camera to see further away, while decreasing <see cref="P:Godot.Camera3D.Far"/> can improve performance if it results in objects being partially or fully culled.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera3D.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.Camera3D.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.Camera3D.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.Camera3D.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><b>Note:</b> When using this to position GUI elements over a 3D viewport, use <see cref="M:Godot.Camera3D.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 Node3D.
            # `control` is a reference to a node inheriting from Control.
            control.visible = not get_viewport().get_camera_3d().is_position_behind(global_transform.origin)
            control.position = get_viewport().get_camera_3d().unproject_position(global_transform.origin)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Camera3D.IsPositionBehind(Godot.Vector3)">
            <summary>
            <para>Returns <c>true</c> if the given position is behind the camera (the blue part of the linked diagram). <a href="https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png">See this diagram</a> for an overview of position query methods.</para>
            <para><b>Note:</b> A position which returns <c>false</c> may still be outside the camera's field of view.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera3D.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>zDepth</c> distance into the scene away from the camera.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera3D.SetPerspective(System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets the camera projection to perspective mode (see <see cref="F:Godot.Camera3D.ProjectionType.Perspective"/>), by specifying a <c>fov</c> (field of view) angle in degrees, and the <c>zNear</c> and <c>zFar</c> clip planes in world space units.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera3D.SetOrthogonal(System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets the camera projection to orthogonal mode (see <see cref="F:Godot.Camera3D.ProjectionType.Orthogonal"/>), by specifying a <c>size</c>, and the <c>zNear</c> and <c>zFar</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.Camera3D.SetFrustum(System.Single,Godot.Vector2,System.Single,System.Single)">
            <summary>
            <para>Sets the camera projection to frustum mode (see <see cref="F:Godot.Camera3D.ProjectionType.Frustum"/>), by specifying a <c>size</c>, an <c>offset</c>, and the <c>zNear</c> and <c>zFar</c> clip planes in world space units. See also <see cref="P:Godot.Camera3D.FrustumOffset"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera3D.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.Camera3D.ClearCurrent(System.Boolean)">
            <summary>
            <para>If this is the current camera, remove it from being current. If <c>enableNext</c> is <c>true</c>, request to make the next camera current, if any.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera3D.GetCameraTransform">
            <summary>
            <para>Returns the transform of the camera plus the vertical (<see cref="P:Godot.Camera3D.VOffset"/>) and horizontal (<see cref="P:Godot.Camera3D.HOffset"/>) offsets; and any other adjustments made to the position and orientation of the camera by subclassed cameras such as <see cref="T:Godot.XRCamera3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera3D.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.Camera3D.FrustumOffset"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera3D.IsPositionInFrustum(Godot.Vector3)">
            <summary>
            <para>Returns <c>true</c> if the given position is inside the camera's frustum (the green part of the linked diagram). <a href="https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png">See this diagram</a> for an overview of position query methods.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera3D.GetCameraRid">
            <summary>
            <para>Returns the camera's RID from the <see cref="T:Godot.RenderingServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera3D.GetPyramidShapeRid">
            <summary>
            <para>Returns the RID of a pyramid shape encompassing the camera's view frustum, ignoring the camera's near plane. The tip of the pyramid represents the position of the camera.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera3D.SetCullMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.Camera3D.CullMask"/>, given a <c>layerNumber</c> between 1 and 20.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera3D.GetCullMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.Camera3D.CullMask"/> is enabled, given a <c>layerNumber</c> between 1 and 20.</para>
            </summary>
        </member>
        <member name="T:Godot.CameraAttributes">
            <summary>
            <para>Controls camera-specific attributes such as depth of field and exposure override.</para>
            <para>When used in a <see cref="T:Godot.WorldEnvironment"/> it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own <see cref="T:Godot.CameraAttributes"/>, including the editor camera. When used in a <see cref="T:Godot.Camera3D"/> it will override any <see cref="T:Godot.CameraAttributes"/> set in the <see cref="T:Godot.WorldEnvironment"/>. When used in <see cref="T:Godot.VoxelGI"/> or <see cref="T:Godot.LightmapGI"/>, only the exposure settings will be used.</para>
            <para>See also <see cref="T:Godot.Environment"/> for general 3D environment settings.</para>
            <para>This is a pure virtual class that is inherited by <see cref="T:Godot.CameraAttributesPhysical"/> and <see cref="T:Godot.CameraAttributesPractical"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributes.ExposureSensitivity">
            <summary>
            <para>Sensitivity of camera sensors, measured in ISO. A higher sensitivity results in a brighter image. Only available when <c>ProjectSettings.rendering/lights_and_shadows/use_physical_light_units</c> is enabled. When <see cref="P:Godot.CameraAttributes.AutoExposureEnabled"/> this can be used as a method of exposure compensation, doubling the value will increase the exposure value (measured in EV100) by 1 stop.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributes.ExposureMultiplier">
            <summary>
            <para>Multiplier for the exposure amount. A higher value results in a brighter image.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributes.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.CameraAttributes.AutoExposureScale">
            <summary>
            <para>The scale of the auto exposure effect. Affects the intensity of auto exposure.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributes.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="T:Godot.CameraAttributesPhysical">
            <summary>
            <para><see cref="T:Godot.CameraAttributesPhysical"/> is used to set rendering settings based on a physically-based camera's settings. It is responsible for exposure, auto-exposure, and depth of field.</para>
            <para>When used in a <see cref="T:Godot.WorldEnvironment"/> it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own <see cref="T:Godot.CameraAttributes"/>, including the editor camera. When used in a <see cref="T:Godot.Camera3D"/> it will override any <see cref="T:Godot.CameraAttributes"/> set in the <see cref="T:Godot.WorldEnvironment"/> and will override the <see cref="T:Godot.Camera3D"/>s <see cref="P:Godot.Camera3D.Far"/>, <see cref="P:Godot.Camera3D.Near"/>, <see cref="P:Godot.Camera3D.Fov"/>, and <see cref="P:Godot.Camera3D.KeepAspect"/> properties. When used in <see cref="T:Godot.VoxelGI"/> or <see cref="T:Godot.LightmapGI"/>, only the exposure settings will be used.</para>
            <para>The default settings are intended for use in an outdoor environment, tips for settings for use in an indoor environment can be found in each setting's documentation.</para>
            <para><b>Note:</b> Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPhysical.FrustumFocusDistance">
            <summary>
            <para>Distance from camera of object that will be in focus, measured in meters. Internally this will be clamped to be at least 1 millimeter larger than <see cref="P:Godot.CameraAttributesPhysical.FrustumFocalLength"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPhysical.FrustumFocalLength">
            <summary>
            <para>Distance between camera lens and camera aperture, measured in millimeters. Controls field of view and depth of field. A larger focal length will result in a smaller field of view and a narrower depth of field meaning fewer objects will be in focus. A smaller focal length will result in a wider field of view and a larger depth of field meaning more objects will be in focus. When attached to a <see cref="T:Godot.Camera3D"/> as its <see cref="P:Godot.Camera3D.Attributes"/>, it will override the <see cref="P:Godot.Camera3D.Fov"/> property and the <see cref="P:Godot.Camera3D.KeepAspect"/> property.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPhysical.FrustumNear">
            <summary>
            <para>Override value for <see cref="P:Godot.Camera3D.Near"/>. Used internally when calculating depth of field. When attached to a <see cref="T:Godot.Camera3D"/> as its <see cref="P:Godot.Camera3D.Attributes"/>, it will override the <see cref="P:Godot.Camera3D.Near"/> property.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPhysical.FrustumFar">
            <summary>
            <para>Override value for <see cref="P:Godot.Camera3D.Far"/>. Used internally when calculating depth of field. When attached to a <see cref="T:Godot.Camera3D"/> as its <see cref="P:Godot.Camera3D.Attributes"/>, it will override the <see cref="P:Godot.Camera3D.Far"/> property.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPhysical.ExposureAperture">
            <summary>
            <para>Size of the aperture of the camera, measured in f-stops. An f-stop is a unitless ratio between the focal length of the camera and the diameter of the aperture. A high aperture setting will result in a smaller aperture which leads to a dimmer image and sharper focus. A low aperture results in a wide aperture which lets in more light resulting in a brighter, less-focused image. Default is appropriate for outdoors at daytime (i.e. for use with a default <see cref="T:Godot.DirectionalLight3D"/>), for indoor lighting, a value between 2 and 4 is more appropriate.</para>
            <para>Only available when <c>ProjectSettings.rendering/lights_and_shadows/use_physical_light_units</c> is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPhysical.ExposureShutterSpeed">
            <summary>
            <para>Time for shutter to open and close, measured in seconds. A higher value will let in more light leading to a brighter image, while a lower amount will let in less light leading to a darker image.</para>
            <para>Only available when <c>ProjectSettings.rendering/lights_and_shadows/use_physical_light_units</c> is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPhysical.AutoExposureMinExposureValue">
            <summary>
            <para>The minimum luminance luminance (in EV100) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPhysical.AutoExposureMaxExposureValue">
            <summary>
            <para>The maximum luminance (in EV100) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing below a certain brightness, resulting in a cut off point where the scene will remain bright.</para>
            </summary>
        </member>
        <member name="M:Godot.CameraAttributesPhysical.GetFov">
            <summary>
            <para>Returns the vertical field of view that corresponds to the <see cref="P:Godot.CameraAttributesPhysical.FrustumFocalLength"/>. This value is calculated internally whenever <see cref="P:Godot.CameraAttributesPhysical.FrustumFocalLength"/> is changed.</para>
            </summary>
        </member>
        <member name="T:Godot.CameraAttributesPractical">
            <summary>
            <para>Controls camera-specific attributes such as auto-exposure, depth of field, and exposure override.</para>
            <para>When used in a <see cref="T:Godot.WorldEnvironment"/> it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own <see cref="T:Godot.CameraAttributes"/>, including the editor camera. When used in a <see cref="T:Godot.Camera3D"/> it will override any <see cref="T:Godot.CameraAttributes"/> set in the <see cref="T:Godot.WorldEnvironment"/>. When used in <see cref="T:Godot.VoxelGI"/> or <see cref="T:Godot.LightmapGI"/>, only the exposure settings will be used.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPractical.DofBlurFarEnabled">
            <summary>
            <para>Enables depth of field blur for objects further than <see cref="P:Godot.CameraAttributesPractical.DofBlurFarDistance"/>. Strength of blur is controlled by <see cref="P:Godot.CameraAttributesPractical.DofBlurAmount"/> and modulated by <see cref="P:Godot.CameraAttributesPractical.DofBlurFarTransition"/>.</para>
            <para><b>Note:</b> Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPractical.DofBlurFarDistance">
            <summary>
            <para>Objects further from the <see cref="T:Godot.Camera3D"/> by this amount will be blurred by the depth of field effect. Measured in meters.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPractical.DofBlurFarTransition">
            <summary>
            <para>When positive, distance over which (starting from <see cref="P:Godot.CameraAttributesPractical.DofBlurFarDistance"/>) blur effect will scale from 0 to <see cref="P:Godot.CameraAttributesPractical.DofBlurAmount"/>. When negative, uses physically-based scaling so depth of field effect will scale from 0 at <see cref="P:Godot.CameraAttributesPractical.DofBlurFarDistance"/> and will increase in a physically accurate way as objects get further from the <see cref="T:Godot.Camera3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPractical.DofBlurNearEnabled">
            <summary>
            <para>Enables depth of field blur for objects closer than <see cref="P:Godot.CameraAttributesPractical.DofBlurNearDistance"/>. Strength of blur is controlled by <see cref="P:Godot.CameraAttributesPractical.DofBlurAmount"/> and modulated by <see cref="P:Godot.CameraAttributesPractical.DofBlurNearTransition"/>.</para>
            <para><b>Note:</b> Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPractical.DofBlurNearDistance">
            <summary>
            <para>Objects closer from the <see cref="T:Godot.Camera3D"/> by this amount will be blurred by the depth of field effect. Measured in meters.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPractical.DofBlurNearTransition">
            <summary>
            <para>When positive, distance over which blur effect will scale from 0 to <see cref="P:Godot.CameraAttributesPractical.DofBlurAmount"/>, ending at <see cref="P:Godot.CameraAttributesPractical.DofBlurNearDistance"/>. When negative, uses physically-based scaling so depth of field effect will scale from 0 at <see cref="P:Godot.CameraAttributesPractical.DofBlurNearDistance"/> and will increase in a physically accurate way as objects get closer to the <see cref="T:Godot.Camera3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPractical.DofBlurAmount">
            <summary>
            <para>Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of bluriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPractical.AutoExposureMinSensitivity">
            <summary>
            <para>The minimum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraAttributesPractical.AutoExposureMaxSensitivity">
            <summary>
            <para>The maximum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing below a certain brightness, resulting in a cut off point where the scene will remain bright.</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><b>Note:</b> 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="M:Godot.CameraFeed.GetDatatype">
            <summary>
            <para>Returns feed image data type.</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><b>Note:</b> 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.CameraServer.CameraFeedAddedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CameraServer.CameraFeedAdded"/> event of a <see cref="T:Godot.CameraServer"/> class.
            </summary>
        </member>
        <member name="E:Godot.CameraServer.CameraFeedAdded">
            <summary>
            <para>Emitted when a <see cref="T:Godot.CameraFeed"/> is added (e.g. a webcam is plugged in).</para>
            </summary>
        </member>
        <member name="T:Godot.CameraServer.CameraFeedRemovedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CameraServer.CameraFeedRemoved"/> event of a <see cref="T:Godot.CameraServer"/> class.
            </summary>
        </member>
        <member name="E:Godot.CameraServer.CameraFeedRemoved">
            <summary>
            <para>Emitted when a <see cref="T:Godot.CameraFeed"/> is removed (e.g. a webcam is unplugged).</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><b>Note:</b> 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.CanvasGroup">
            <summary>
            <para>Child <see cref="T:Godot.CanvasItem"/> nodes of a <see cref="T:Godot.CanvasGroup"/> are drawn as a single object. It allows to e.g. draw overlapping translucent 2D nodes without blending (set <see cref="P:Godot.CanvasItem.SelfModulate"/> property of <see cref="T:Godot.CanvasGroup"/> to achieve this effect).</para>
            <para><b>Note:</b> The <see cref="T:Godot.CanvasGroup"/> uses a custom shader to read from the backbuffer to draw its children. Assigning a <see cref="T:Godot.Material"/> to the <see cref="T:Godot.CanvasGroup"/> overrides the builtin shader. To duplicate the behavior of the builtin shader in a custom <see cref="T:Godot.Shader"/> use the following:</para>
            <para><code>
            shader_type canvas_item;
            render_mode unshaded;
            
            uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
            
            void fragment() {
                vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
            
                if (c.a &gt; 0.0001) {
                    c.rgb /= c.a;
                }
            
                COLOR *= c;
            }
            </code></para>
            <para><b>Note:</b> Since <see cref="T:Godot.CanvasGroup"/> and <see cref="P:Godot.CanvasItem.ClipChildren"/> both utilize the backbuffer, children of a <see cref="T:Godot.CanvasGroup"/> who have their <see cref="P:Godot.CanvasItem.ClipChildren"/> set to anything other than <see cref="F:Godot.CanvasItem.ClipChildrenMode.Disabled"/> will not function correctly.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasGroup.FitMargin">
            <summary>
            <para>Sets the size of a margin used to expand the drawable rect of this <see cref="T:Godot.CanvasGroup"/>. The size of the <see cref="T:Godot.CanvasGroup"/> is determined by fitting a rect around its children then expanding that rect by <see cref="P:Godot.CanvasGroup.FitMargin"/>. This increases both the backbuffer area used and the area covered by the <see cref="T:Godot.CanvasGroup"/> both of which can reduce performance. This should be kept as small as possible and should only be expanded when an increased size is needed (e.g. for custom shader effects).</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasGroup.ClearMargin">
            <summary>
            <para>Sets the size of the margin used to expand the clearing rect of this <see cref="T:Godot.CanvasGroup"/>. This expands the area of the backbuffer that will be used by the <see cref="T:Godot.CanvasGroup"/>. A smaller margin will reduce the area of the backbuffer used which can increase performance, however if <see cref="P:Godot.CanvasGroup.UseMipmaps"/> is enabled, a small margin may result in mipmap errors at the edge of the <see cref="T:Godot.CanvasGroup"/>. Accordingly, this should be left as small as possible, but should be increased if artifacts appear along the edges of the canvas group.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasGroup.UseMipmaps">
            <summary>
            <para>If <c>true</c>, calculates mipmaps for the backbuffer before drawing the <see cref="T:Godot.CanvasGroup"/> so that mipmaps can be used in a custom <see cref="T:Godot.ShaderMaterial"/> attached to the <see cref="T:Godot.CanvasGroup"/>. Generating mipmaps has a performance cost so this should not be enabled unless required.</para>
            </summary>
        </member>
        <member name="T:Godot.CanvasItem">
            <summary>
            <para>Abstract base class for everything in 2D space. 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 GUI-related nodes, and by <see cref="T:Godot.Node2D"/> for 2D game objects.</para>
            <para>Any <see cref="T:Godot.CanvasItem"/> can draw. For this, <see cref="M:Godot.CanvasItem.QueueRedraw"/> is called by the engine, then <see cref="F:Godot.CanvasItem.NotificationDraw"/> will be received on idle time to request a 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.GodotObject._Notification(System.Int32)"/> or methods connected to the <see cref="E:Godot.CanvasItem.Draw"/> 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 be hidden, which will also hide its children. By adjusting various other properties of a <see cref="T:Godot.CanvasItem"/>, you can also modulate its color (via <see cref="P:Godot.CanvasItem.Modulate"/> or <see cref="P:Godot.CanvasItem.SelfModulate"/>), change its Z-index, blend mode, and more.</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.NotificationWorld2DChanged">
            <summary>
            <para>The <see cref="T:Godot.CanvasItem"/>'s active <see cref="T:Godot.World2D"/> changed.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.TextureFilterEnum.ParentNode">
            <summary>
            <para>The <see cref="T:Godot.CanvasItem"/> will inherit the filter from its parent.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.TextureFilterEnum.Nearest">
            <summary>
            <para>The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering. Useful for pixel art.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.TextureFilterEnum.Linear">
            <summary>
            <para>The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.TextureFilterEnum.NearestWithMipmaps">
            <summary>
            <para>The texture filter reads from the nearest pixel in the nearest mipmap. This is the fastest way to read from textures with mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.TextureFilterEnum.LinearWithMipmaps">
            <summary>
            <para>The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to <see cref="T:Godot.Camera2D"/> zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.TextureFilterEnum.NearestWithMipmapsAnisotropic">
            <summary>
            <para>The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting <c>ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level</c>.</para>
            <para><b>Note:</b> This texture filter is rarely useful in 2D projects. <see cref="F:Godot.CanvasItem.TextureFilterEnum.NearestWithMipmaps"/> is usually more appropriate.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.TextureFilterEnum.LinearWithMipmapsAnisotropic">
            <summary>
            <para>The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting <c>ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level</c>.</para>
            <para><b>Note:</b> This texture filter is rarely useful in 2D projects. <see cref="F:Godot.CanvasItem.TextureFilterEnum.LinearWithMipmaps"/> is usually more appropriate.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.TextureFilterEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.CanvasItem.TextureFilterEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.TextureRepeatEnum.ParentNode">
            <summary>
            <para>The <see cref="T:Godot.CanvasItem"/> will inherit the filter from its parent.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.TextureRepeatEnum.Disabled">
            <summary>
            <para>Texture will not repeat.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.TextureRepeatEnum.Enabled">
            <summary>
            <para>Texture will repeat normally.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.TextureRepeatEnum.Mirror">
            <summary>
            <para>Texture will repeat in a 2x2 tiled mode, where elements at even positions are mirrored.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.TextureRepeatEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.CanvasItem.TextureRepeatEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.ClipChildrenMode.Disabled">
            <summary>
            <para>Child draws over parent and is not clipped.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.ClipChildrenMode.Only">
            <summary>
            <para>Parent is used for the purposes of clipping only. Child is clipped to the parent's visible area, parent is not drawn.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.ClipChildrenMode.AndDraw">
            <summary>
            <para>Parent is used for clipping child, but parent is also drawn underneath child as normal before clipping child to its visible area.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.ClipChildrenMode.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.CanvasItem.ClipChildrenMode"/> enum.</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 ancestors are visible as well (in other words, <see cref="M:Godot.CanvasItem.IsVisibleInTree"/> must return <c>true</c>).</para>
            <para><b>Note:</b> 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 this <see cref="T:Godot.CanvasItem"/>. This property does affect child <see cref="T:Godot.CanvasItem"/>s, unlike <see cref="P:Godot.CanvasItem.SelfModulate"/> which only affects the node itself.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.SelfModulate">
            <summary>
            <para>The color applied to this <see cref="T:Godot.CanvasItem"/>. This property does <b>not</b> affect child <see cref="T:Godot.CanvasItem"/>s, unlike <see cref="P:Godot.CanvasItem.Modulate"/> which affects both the node itself and its children.</para>
            <para><b>Note:</b> Internal children (e.g. sliders in <see cref="T:Godot.ColorPicker"/> or tab bar in <see cref="T:Godot.TabContainer"/>) are also not affected by this property (see <c>include_internal</c> parameter of <see cref="M:Godot.Node.GetChild(System.Int32,System.Boolean)"/> and other similar methods).</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.TopLevel">
            <summary>
            <para>If <c>true</c>, this <see cref="T:Godot.CanvasItem"/> will <i>not</i> 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 do not have <see cref="P:Godot.CanvasItem.TopLevel"/> set to <c>true</c>. 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"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.ClipChildren">
            <summary>
            <para>Allows the current node to clip children nodes, essentially acting as a mask.</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.VisibilityLayer">
            <summary>
            <para>The rendering layer in which this <see cref="T:Godot.CanvasItem"/> is rendered by <see cref="T:Godot.Viewport"/> nodes. A <see cref="T:Godot.Viewport"/> will render a <see cref="T:Godot.CanvasItem"/> if it and all its parents share a layer with the <see cref="T:Godot.Viewport"/>'s canvas cull mask.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.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.RenderingServer.CanvasItemZMin"/> and <see cref="F:Godot.RenderingServer.CanvasItemZMax"/> (inclusive).</para>
            <para><b>Note:</b> Changing the Z index of a <see cref="T:Godot.Control"/> only affects the drawing order, not the order in which input events are handled. This can be useful to implement certain UI animations, e.g. a menu where hovered items are scaled and should overlap others.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.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="P:Godot.CanvasItem.YSortEnabled">
            <summary>
            <para>If <c>true</c>, child nodes with the lowest Y position are drawn before those with a higher Y position. If <c>false</c>, Y-sorting is disabled. Y-sorting only affects children that inherit from <see cref="T:Godot.CanvasItem"/>.</para>
            <para>You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the same space as the parent Y-sort. This feature allows you to organize a scene better or divide it into multiple ones without changing your scene tree.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.TextureFilter">
            <summary>
            <para>The texture filtering mode to use on this <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.TextureRepeat">
            <summary>
            <para>The texture repeating mode to use on this <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.Material">
            <summary>
            <para>The material applied to 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 (after <see cref="M:Godot.CanvasItem.QueueRedraw"/> 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.GodotObject._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.RenderingServer"/> 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 ancestors are also visible. If any ancestor 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.QueueRedraw">
            <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 <b>once</b> per frame, even if this method has been called multiple times.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.MoveToFront">
            <summary>
            <para>Moves this node to display on top of its siblings.</para>
            <para>Internally, the node is moved to the bottom of parent's children list. The method has no effect on nodes without a parent.</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)"/> and <see cref="M:Godot.CanvasItem.DrawPolyline(Godot.Vector2[],Godot.Color,System.Single,System.Boolean)"/>.</para>
            <para>If <c>width</c> is negative, then a two-point primitive will be drawn instead of a four-point one. This means that when the CanvasItem is scaled, the line will remain thin. If this behavior is not desired, then pass a positive <c>width</c> like <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawDashedLine(Godot.Vector2,Godot.Vector2,Godot.Color,System.Single,System.Single,System.Boolean)">
            <summary>
            <para>Draws a dashed line from a 2D point to another, with a given color and width. See also <see cref="M:Godot.CanvasItem.DrawMultiline(Godot.Vector2[],Godot.Color,System.Single)"/> and <see cref="M:Godot.CanvasItem.DrawPolyline(Godot.Vector2[],Godot.Color,System.Single,System.Boolean)"/>.</para>
            <para>If <c>width</c> is negative, then a two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the line parts will remain thin. If this behavior is not desired, then pass a positive <c>width</c> like <c>1.0</c>.</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 (supported only for positive <c>width</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.DrawMultiline(Godot.Vector2[],Godot.Color,System.Single)"/> instead. See also <see cref="M:Godot.CanvasItem.DrawPolygon(Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Texture2D)"/>.</para>
            <para>If <c>width</c> is negative, the polyline is drawn using <see cref="F:Godot.RenderingServer.PrimitiveType.LineStrip"/>. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive <c>width</c> like <c>1.0</c>.</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>, point-by-point coloring, and optional antialiasing (supported only for positive <c>width</c>). Colors assigned to line points match by index between <c>points</c> and <c>colors</c>, i.e. each line segment is filled with a gradient between the colors of the endpoints. 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)"/> instead. See also <see cref="M:Godot.CanvasItem.DrawPolygon(Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Texture2D)"/>.</para>
            <para>If <c>width</c> is negative, then the polyline is drawn using <see cref="F:Godot.RenderingServer.PrimitiveType.LineStrip"/>. This means that when the CanvasItem is scaled, the polyline will remain thin. If this behavior is not desired, then pass a positive <c>width</c> like <c>1.0</c>.</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 an unfilled arc between the given angles with a uniform <c>color</c> and <c>width</c> and optional antialiasing (supported only for positive <c>width</c>). The larger the value of <c>pointCount</c>, the smoother the curve. See also <see cref="M:Godot.CanvasItem.DrawCircle(Godot.Vector2,System.Single,Godot.Color)"/>.</para>
            <para>If <c>width</c> is negative, then the arc is drawn using <see cref="F:Godot.RenderingServer.PrimitiveType.LineStrip"/>. This means that when the CanvasItem is scaled, the arc will remain thin. If this behavior is not desired, then pass a positive <c>width</c> like <c>1.0</c>.</para>
            <para>The arc is drawn from <c>startAngle</c> towards the value of <c>endAngle</c> so in clockwise direction if <c>start_angle &lt; end_angle</c> and counter-clockwise otherwise. Passing the same angles but in reversed order will produce the same arc. If absolute difference of <c>startAngle</c> and <c>endAngle</c> is greater than <c>@GDScript.TAU</c> radians, then a full circle arc is drawn (i.e. arc will not overlap itself).</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawMultiline(Godot.Vector2[],Godot.Color,System.Single)">
            <summary>
            <para>Draws multiple disconnected lines with a uniform <c>width</c> and <c>color</c>. Each line is defined by two consecutive points from <c>points</c> array, i.e. i-th segment consists of <c>points[2 * i]</c>, <c>points[2 * i + 1]</c> endpoints. 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>If <c>width</c> is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive <c>width</c> like <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawMultilineColors(Godot.Vector2[],Godot.Color[],System.Single)">
            <summary>
            <para>Draws multiple disconnected lines with a uniform <c>width</c> and segment-by-segment coloring. Each segment is defined by two consecutive points from <c>points</c> array and a corresponding color from <c>colors</c> array, i.e. i-th segment consists of <c>points[2 * i]</c>, <c>points[2 * i + 1]</c> endpoints and has <c>colors[i]</c> color. 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>If <c>width</c> is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive <c>width</c> like <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawRect(Godot.Rect2,Godot.Color,System.Boolean,System.Single)">
            <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. See also <see cref="M:Godot.CanvasItem.DrawTextureRect(Godot.Texture2D,Godot.Rect2,System.Boolean,System.Nullable{Godot.Color},System.Boolean)"/>.</para>
            <para>If <c>width</c> is negative, then two-point primitives will be drawn instead of a four-point ones. This means that when the CanvasItem is scaled, the lines will remain thin. If this behavior is not desired, then pass a positive <c>width</c> like <c>1.0</c>.</para>
            <para><b>Note:</b> <c>width</c> is only effective if <c>filled</c> is <c>false</c>.</para>
            <para><b>Note:</b> Unfilled rectangles drawn with a negative <c>width</c> may not display perfectly. For example, corners may be missing or brighter due to overlapping lines (for a translucent <c>color</c>).</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.Texture2D)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawTexture(Godot.Texture2D,Godot.Vector2,System.Nullable{Godot.Color})">
            <summary>
            <para>Draws a texture at a given position.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawTextureRect(Godot.Texture2D,Godot.Rect2,System.Boolean,System.Nullable{Godot.Color},System.Boolean)">
            <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. See also <see cref="M:Godot.CanvasItem.DrawRect(Godot.Rect2,Godot.Color,System.Boolean,System.Single)"/> and <see cref="M:Godot.CanvasItem.DrawTextureRectRegion(Godot.Texture2D,Godot.Rect2,Godot.Rect2,System.Nullable{Godot.Color},System.Boolean,System.Boolean)"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawTextureRectRegion(Godot.Texture2D,Godot.Rect2,Godot.Rect2,System.Nullable{Godot.Color},System.Boolean,System.Boolean)">
            <summary>
            <para>Draws a textured rectangle from a texture's region (specified by <c>srcRect</c>) 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. See also <see cref="M:Godot.CanvasItem.DrawTextureRect(Godot.Texture2D,Godot.Rect2,System.Boolean,System.Nullable{Godot.Color},System.Boolean)"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawMsdfTextureRectRegion(Godot.Texture2D,Godot.Rect2,Godot.Rect2,System.Nullable{Godot.Color},System.Double,System.Double,System.Double)">
            <summary>
            <para>Draws a textured rectangle region of the multi-channel signed distance field texture at a given position, optionally modulated by a color. See <see cref="P:Godot.FontFile.MultichannelSignedDistanceField"/> for more information and caveats about MSDF font rendering.</para>
            <para>If <c>outline</c> is positive, each alpha channel value of pixel in region is set to maximum value of true distance in the <c>outline</c> radius.</para>
            <para>Value of the <c>pixelRange</c> should the same that was used during distance field texture generation.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawLcdTextureRectRegion(Godot.Texture2D,Godot.Rect2,Godot.Rect2,System.Nullable{Godot.Color})">
            <summary>
            <para>Draws a textured rectangle region of the font texture with LCD subpixel anti-aliasing at a given position, optionally modulated by a color.</para>
            <para>Texture is drawn using the following blend operation, blend mode of the <see cref="T:Godot.CanvasItemMaterial"/> is ignored:</para>
            <para><code>
            dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * modulate.a);
            dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * modulate.a);
            dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * modulate.a);
            dst.a = modulate.a + dst.a * (1.0 - modulate.a);
            </code></para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</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.Texture2D)">
            <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.Texture2D)"/>, and <see cref="M:Godot.CanvasItem.DrawRect(Godot.Rect2,Godot.Color,System.Boolean,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawPolygon(Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Texture2D)">
            <summary>
            <para>Draws a solid polygon of any number of points, convex or concave. Unlike <see cref="M:Godot.CanvasItem.DrawColoredPolygon(Godot.Vector2[],Godot.Color,Godot.Vector2[],Godot.Texture2D)"/>, 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)"/>. If you need more flexibility (such as being able to use bones), use <see cref="M:Godot.RenderingServer.CanvasItemAddTriangleArray(Godot.Rid,System.Int32[],Godot.Vector2[],Godot.Color[],Godot.Vector2[],System.Int32[],System.Single[],Godot.Rid,System.Int32)"/> instead.</para>
            </summary>
            <param name="uvs">If the parameter is null, then the default value is <c>Array.Empty&lt;Vector2&gt;()</c>.</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawColoredPolygon(Godot.Vector2[],Godot.Color,Godot.Vector2[],Godot.Texture2D)">
            <summary>
            <para>Draws a colored polygon of any number of points, convex or concave. Unlike <see cref="M:Godot.CanvasItem.DrawPolygon(Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Texture2D)"/>, a single color must be specified for the whole polygon.</para>
            </summary>
            <param name="uvs">If the parameter is null, then the default value is <c>Array.Empty&lt;Vector2&gt;()</c>.</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawString(Godot.Font,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)">
            <summary>
            <para>Draws <c>text</c> using the specified <c>font</c> at the <c>pos</c> (bottom-left corner using the baseline of the font). The text will have its color multiplied by <c>modulate</c>. If <c>width</c> is greater than or equal to 0, the text will be clipped if it exceeds the specified width.</para>
            <para><b>Example using the default project font:</b></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.
            Font defaultFont = ThemeDB.FallbackFont;
            int defaultFontSize = ThemeDB.FallbackFontSize;
            DrawString(defaultFont, new Vector2(64, 64), "Hello world", HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);
            </code></para>
            <para>See also <see cref="M:Godot.Font.DrawString(Godot.Rid,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawMultilineString(Godot.Font,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.LineBreakFlag,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)">
            <summary>
            <para>Breaks <c>text</c> into lines and draws it using the specified <c>font</c> at the <c>pos</c> (top-left corner). The text will have its color multiplied by <c>modulate</c>. If <c>width</c> is greater than or equal to 0, the text will be clipped if it exceeds the specified width.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawStringOutline(Godot.Font,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)">
            <summary>
            <para>Draws <c>text</c> outline using the specified <c>font</c> at the <c>pos</c> (bottom-left corner using the baseline of the font). The text will have its color multiplied by <c>modulate</c>. If <c>width</c> is greater than or equal to 0, the text will be clipped if it exceeds the specified width.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawMultilineStringOutline(Godot.Font,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Int32,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.LineBreakFlag,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)">
            <summary>
            <para>Breaks <c>text</c> to the lines and draws text outline using the specified <c>font</c> at the <c>pos</c> (top-left corner). The text will have its color multiplied by <c>modulate</c>. If <c>width</c> is greater than or equal to 0, the text will be clipped if it exceeds the specified width.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawChar(Godot.Font,Godot.Vector2,System.String,System.Int32,System.Nullable{Godot.Color})">
            <summary>
            <para>Draws a string first character using a custom font.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawCharOutline(Godot.Font,Godot.Vector2,System.String,System.Int32,System.Int32,System.Nullable{Godot.Color})">
            <summary>
            <para>Draws a string first character outline using a custom font.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawMesh(Godot.Mesh,Godot.Texture2D,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 <c>Transform2D.Identity</c>.</param>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawMultimesh(Godot.MultiMesh,Godot.Texture2D)">
            <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,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this.</para>
            <para><b>Note:</b> <see cref="P:Godot.FontFile.Oversampling"/> does <i>not</i> take <c>scale</c> into account. This means that scaling up/down will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To ensure text remains crisp regardless of scale, you can enable MSDF font rendering by enabling <c>ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field</c> (applies to the default project font only), or enabling <b>Multichannel Signed Distance Field</b> in the import options of a DynamicFont for custom fonts. On system fonts, <see cref="P:Godot.SystemFont.MultichannelSignedDistanceField"/> can be enabled in the inspector.</para>
            </summary>
            <param name="scale">If the parameter is null, then the default value is <c>new Vector2(1, 1)</c>.</param>
        </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.DrawAnimationSlice(System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>Subsequent drawing commands will be ignored unless they fall within the specified animation slice. This is a faster way to implement animations that loop on background rather than redrawing constantly.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawEndAnimation">
            <summary>
            <para>After submitting all animations slices via <see cref="M:Godot.CanvasItem.DrawAnimationSlice(System.Double,System.Double,System.Double,System.Double)"/>, this function can be used to revert drawing to its default state (all subsequent drawing commands will be visible). If you don't care about this particular use case, usage of this function after submitting the slices is not required.</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 has <see cref="P:Godot.CanvasItem.TopLevel"/> enabled.</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.GetScreenTransform">
            <summary>
            <para>Returns the transform of this <see cref="T:Godot.CanvasItem"/> in global screen coordinates (i.e. taking window position into account). Mostly useful for editor plugins.</para>
            <para>Equals to <see cref="M:Godot.CanvasItem.GetGlobalTransform"/> if the window is embedded (see <see cref="P:Godot.Viewport.GuiEmbedSubwindows"/>).</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>
            <para><b>Note:</b> For screen-space coordinates (e.g. when using a non-embedded <see cref="T:Godot.Popup"/>), you can use <see cref="M:Godot.DisplayServer.MouseGetPosition"/>.</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>screenPoint</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="M:Godot.CanvasItem.SetVisibilityLayerBit(System.UInt32,System.Boolean)">
            <summary>
            <para>Set/clear individual bits on the rendering visibility layer. This simplifies editing this <see cref="T:Godot.CanvasItem"/>'s visibility layer.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.GetVisibilityLayerBit(System.UInt32)">
            <summary>
            <para>Returns an individual bit on the rendering visibility layer.</para>
            </summary>
        </member>
        <member name="E:Godot.CanvasItem.Draw">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CanvasItem.Draw"/> event of a <see cref="T:Godot.CanvasItem"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.CanvasItem"/> must redraw, <i>after</i> the related <see cref="F:Godot.CanvasItem.NotificationDraw"/> notification, and <i>before</i> <see cref="M:Godot.CanvasItem._Draw"/> is called.</para>
            <para><b>Note:</b> Deferred connections do not allow drawing through the <c>draw_*</c> methods.</para>
            </summary>
        </member>
        <member name="E:Godot.CanvasItem.VisibilityChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CanvasItem.VisibilityChanged"/> event of a <see cref="T:Godot.CanvasItem"/> class.
            </summary>
            <summary>
            <para>Emitted when the visibility (hidden/visible) changes.</para>
            </summary>
        </member>
        <member name="E:Godot.CanvasItem.Hidden">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CanvasItem.Hidden"/> event of a <see cref="T:Godot.CanvasItem"/> class.
            </summary>
            <summary>
            <para>Emitted when becoming hidden.</para>
            </summary>
        </member>
        <member name="E:Godot.CanvasItem.ItemRectChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CanvasItem.ItemRectChanged"/> event of a <see cref="T:Godot.CanvasItem"/> class.
            </summary>
            <summary>
            <para>Emitted when the item's <see cref="T:Godot.Rect2"/> boundaries (position or size) have changed, or when an action is taking place that may have impacted these boundaries (e.g. changing <see cref="P:Godot.Sprite2D.Texture"/>).</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.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="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="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.GpuParticles2D"/> and <see cref="T:Godot.CpuParticles2D"/> nodes. The <see cref="P:Godot.ParticleProcessMaterial.AnimSpeedMax"/> or <see cref="P:Godot.CpuParticles2D.AnimSpeedMax"/> 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.Texture2D"/> for a <see cref="T:Godot.GpuParticles2D"/> or <see cref="T:Godot.CpuParticles2D"/>.</para>
            <para><b>Note:</b> 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.Texture2D"/> for a <see cref="T:Godot.GpuParticles2D"/> or <see cref="T:Godot.CpuParticles2D"/>.</para>
            <para><b>Note:</b> 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><b>Note:</b> 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><see cref="T:Godot.CanvasItem"/>-derived 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 <c>0</c>, so a <see cref="T:Godot.CanvasLayer"/> with index <c>-1</c> will be drawn below, and a <see cref="T:Godot.CanvasLayer"/> with index <c>1</c> will be drawn above. This order will hold regardless of the <see cref="P:Godot.CanvasItem.ZIndex"/> of the nodes within each layer.</para>
            <para><see cref="T:Godot.CanvasLayer"/>s can be hidden and they can also optionally follow the viewport. This makes them useful for HUDs like health bar overlays (on layers <c>1</c> and higher) or backgrounds (on layers <c>-1</c> and lower).</para>
            <para><b>Note:</b> Embedded <see cref="T:Godot.Window"/>s are placed on layer <c>1024</c>. <see cref="T:Godot.CanvasItem"/>s on layers <c>1025</c> and higher appear in front of embedded windows.</para>
            <para><b>Note:</b> Each <see cref="T:Godot.CanvasLayer"/> is drawn on one specific <see cref="T:Godot.Viewport"/> and cannot be shared between multiple <see cref="T:Godot.Viewport"/>s, see <see cref="P:Godot.CanvasLayer.CustomViewport"/>. When using multiple <see cref="T:Godot.Viewport"/>s, for example in a split-screen game, you need create an individual <see cref="T:Godot.CanvasLayer"/> for each <see cref="T:Godot.Viewport"/> you want it to be drawn on.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasLayer.Layer">
            <summary>
            <para>Layer index for draw order. Lower values are drawn behind higher values.</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.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.FollowViewportEnabled">
            <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.FollowViewportEnabled"/>. 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="E:Godot.CanvasLayer.VisibilityChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CanvasLayer.VisibilityChanged"/> event of a <see cref="T:Godot.CanvasLayer"/> class.
            </summary>
            <summary>
            <para>Emitted when visibility of the layer is changed. See <see cref="P:Godot.CanvasLayer.Visible"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.CanvasModulate">
            <summary>
            <para><see cref="T:Godot.CanvasModulate"/> applies a color tint to all nodes on a canvas. Only one can be used to tint a canvas, but <see cref="T:Godot.CanvasLayer"/>s can be used to render things independently.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasModulate.Color">
            <summary>
            <para>The tint color to apply.</para>
            </summary>
        </member>
        <member name="T:Godot.CanvasTexture">
            <summary>
            <para><see cref="T:Godot.CanvasTexture"/> is an alternative to <see cref="T:Godot.ImageTexture"/> for 2D rendering. It allows using normal maps and specular maps in any node that inherits from <see cref="T:Godot.CanvasItem"/>. <see cref="T:Godot.CanvasTexture"/> also allows overriding the texture's filter and repeat mode independently of the node's properties (or the project settings).</para>
            <para><b>Note:</b> <see cref="T:Godot.CanvasTexture"/> cannot be used in 3D rendering. For physically-based materials in 3D, use <see cref="T:Godot.BaseMaterial3D"/> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasTexture.DiffuseTexture">
            <summary>
            <para>The diffuse (color) texture to use. This is the main texture you want to set in most cases.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasTexture.NormalTexture">
            <summary>
            <para>The normal map texture to use. Only has a visible effect if <see cref="T:Godot.Light2D"/>s are affecting this <see cref="T:Godot.CanvasTexture"/>.</para>
            <para><b>Note:</b> 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.CanvasTexture.SpecularTexture">
            <summary>
            <para>The specular map to use for <see cref="T:Godot.Light2D"/> specular reflections. This should be a grayscale or colored texture, with brighter areas resulting in a higher <see cref="P:Godot.CanvasTexture.SpecularShininess"/> value. Using a colored <see cref="P:Godot.CanvasTexture.SpecularTexture"/> allows controlling specular shininess on a per-channel basis. Only has a visible effect if <see cref="T:Godot.Light2D"/>s are affecting this <see cref="T:Godot.CanvasTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasTexture.SpecularColor">
            <summary>
            <para>The multiplier for specular reflection colors. The <see cref="T:Godot.Light2D"/>'s color is also taken into account when determining the reflection color. Only has a visible effect if <see cref="T:Godot.Light2D"/>s are affecting this <see cref="T:Godot.CanvasTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasTexture.SpecularShininess">
            <summary>
            <para>The specular exponent for <see cref="T:Godot.Light2D"/> specular reflections. Higher values result in a more glossy/"wet" look, with reflections becoming more localized and less visible overall. The default value of <c>1.0</c> disables specular reflections entirely. Only has a visible effect if <see cref="T:Godot.Light2D"/>s are affecting this <see cref="T:Godot.CanvasTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasTexture.TextureFilter">
            <summary>
            <para>The texture filtering mode to use when drawing this <see cref="T:Godot.CanvasTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasTexture.TextureRepeat">
            <summary>
            <para>The texture repeat mode to use when drawing this <see cref="T:Godot.CanvasTexture"/>.</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.Height">
            <summary>
            <para>Total height of the capsule mesh (including the hemispherical ends).</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.CapsuleShape2D">
            <summary>
            <para>A 2D capsule shape, intended for use in physics. Usually used to provide a shape for a <see cref="T:Godot.CollisionShape2D"/>.</para>
            <para><b>Performance:</b> <see cref="T:Godot.CapsuleShape2D"/> is fast to check collisions against, but it is slower than <see cref="T:Godot.RectangleShape2D"/> and <see cref="T:Godot.CircleShape2D"/>.</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.CapsuleShape3D">
            <summary>
            <para>A 3D capsule shape, intended for use in physics. Usually used to provide a shape for a <see cref="T:Godot.CollisionShape3D"/>.</para>
            <para><b>Performance:</b> <see cref="T:Godot.CapsuleShape3D"/> is fast to check collisions against. It is faster than <see cref="T:Godot.CylinderShape3D"/>, but slower than <see cref="T:Godot.SphereShape3D"/> and <see cref="T:Godot.BoxShape3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CapsuleShape3D.Radius">
            <summary>
            <para>The capsule's radius.</para>
            </summary>
        </member>
        <member name="P:Godot.CapsuleShape3D.Height">
            <summary>
            <para>The capsule's height.</para>
            </summary>
        </member>
        <member name="T:Godot.CenterContainer">
            <summary>
            <para><see cref="T:Godot.CenterContainer"/> is a container that keeps all of its child controls in its center at their minimum size.</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.Range">
            <summary>
            <para>Absolute character range in the string, corresponding to the glyph. 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.ProcessMode"/>). Resets when the text in the <see cref="T:Godot.RichTextLabel"/> is changed.</para>
            <para><b>Note:</b> 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.Outline">
            <summary>
            <para>If <c>true</c>, FX transform is called for outline drawing. Setting this property won't affect drawing.</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.GlyphIndex">
            <summary>
            <para>Font specific glyph index.</para>
            </summary>
        </member>
        <member name="P:Godot.CharFXTransform.GlyphCount">
            <summary>
            <para>Number of glyphs in the grapheme cluster. This value is set in the first glyph of a cluster. Setting this property won't affect drawing.</para>
            </summary>
        </member>
        <member name="P:Godot.CharFXTransform.GlyphFlags">
            <summary>
            <para>Glyph flags. See <see cref="T:Godot.TextServer.GraphemeFlag"/> for more info. Setting this property won't affect drawing.</para>
            </summary>
        </member>
        <member name="P:Godot.CharFXTransform.RelativeIndex">
            <summary>
            <para>The character offset of the glyph, relative to the current <see cref="T:Godot.RichTextEffect"/> custom block. Setting this property won't affect drawing.</para>
            </summary>
        </member>
        <member name="P:Godot.CharFXTransform.Font">
            <summary>
            <para>Font resource used to render glyph.</para>
            </summary>
        </member>
        <member name="T:Godot.CharacterBody2D">
            <summary>
            <para><see cref="T:Godot.CharacterBody2D"/> is a specialized class for physics bodies that are meant to be user-controlled. They are not affected by physics at all, but they affect other physics bodies in their path. They are mainly used to provide high-level API to move objects with wall and slope detection (<see cref="M:Godot.CharacterBody2D.MoveAndSlide"/> method) in addition to the general collision detection provided by <see cref="M:Godot.PhysicsBody2D.MoveAndCollide(Godot.Vector2,System.Boolean,System.Single,System.Boolean)"/>. This makes it useful for highly configurable physics bodies that must move in specific ways and collide with the world, as is often the case with user-controlled characters.</para>
            <para>For game objects that don't require complex movement or collision detection, such as moving platforms, <see cref="T:Godot.AnimatableBody2D"/> is simpler to configure.</para>
            </summary>
        </member>
        <member name="F:Godot.CharacterBody2D.MotionModeEnum.Grounded">
            <summary>
            <para>Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for sided games like platformers.</para>
            </summary>
        </member>
        <member name="F:Godot.CharacterBody2D.MotionModeEnum.Floating">
            <summary>
            <para>Apply when there is no notion of floor or ceiling. All collisions will be reported as <c>on_wall</c>. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games.</para>
            </summary>
        </member>
        <member name="F:Godot.CharacterBody2D.PlatformOnLeaveEnum.AddVelocity">
            <summary>
            <para>Add the last platform velocity to the <see cref="P:Godot.CharacterBody2D.Velocity"/> when you leave a moving platform.</para>
            </summary>
        </member>
        <member name="F:Godot.CharacterBody2D.PlatformOnLeaveEnum.AddUpwardVelocity">
            <summary>
            <para>Add the last platform velocity to the <see cref="P:Godot.CharacterBody2D.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.CharacterBody2D.PlatformOnLeaveEnum.DoNothing">
            <summary>
            <para>Do nothing when leaving a platform.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.MotionMode">
            <summary>
            <para>Sets the motion mode which defines the behavior of <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>. See <see cref="T:Godot.CharacterBody2D.MotionModeEnum"/> constants for available modes.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.UpDirection">
            <summary>
            <para>Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>. Defaults to <c>Vector2.UP</c>. As the vector will be normalized it can't be equal to <c>Vector2.ZERO</c>, if you want all collisions to be reported as walls, consider using <see cref="F:Godot.CharacterBody2D.MotionModeEnum.Floating"/> as <see cref="P:Godot.CharacterBody2D.MotionMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.Velocity">
            <summary>
            <para>Current velocity vector in pixels per second, used and modified during calls to <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.SlideOnCeiling">
            <summary>
            <para>If <c>true</c>, during a jump against the ceiling, the body will slide, if <c>false</c> it will be stopped and will fall vertically.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.MaxSlides">
            <summary>
            <para>Maximum number of times the body can change direction before it stops when calling <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.WallMinSlideAngle">
            <summary>
            <para>Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. This property only affects movement when <see cref="P:Godot.CharacterBody2D.MotionMode"/> is <see cref="F:Godot.CharacterBody2D.MotionModeEnum.Floating"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.FloorStopOnSlope">
            <summary>
            <para>If <c>true</c>, the body will not slide on slopes when calling <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/> when the body is standing still.</para>
            <para>If <c>false</c>, the body will slide on floor's slopes when <see cref="P:Godot.CharacterBody2D.Velocity"/> applies a downward force.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.FloorConstantSpeed">
            <summary>
            <para>If <c>false</c> (by default), the body will move faster on downward slopes and slower on upward slopes.</para>
            <para>If <c>true</c>, the body will always move at the same speed on the ground no matter the slope. Note that you need to use <see cref="P:Godot.CharacterBody2D.FloorSnapLength"/> to stick along a downward slope at constant speed.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.FloorBlockOnWall">
            <summary>
            <para>If <c>true</c>, the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.FloorMaxAngle">
            <summary>
            <para>Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>. The default value equals 45 degrees.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.FloorSnapLength">
            <summary>
            <para>Sets a snapping distance. When set to a value different from <c>0.0</c>, the body is kept attached to slopes when calling <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>. The snapping vector is determined by the given distance along the opposite direction of the <see cref="P:Godot.CharacterBody2D.UpDirection"/>.</para>
            <para>As long as the snapping vector is in contact with the ground and the body moves against <see cref="P:Godot.CharacterBody2D.UpDirection"/>, the body will remain attached to the surface. Snapping is not applied if the body moves along <see cref="P:Godot.CharacterBody2D.UpDirection"/>, meaning it contains vertical rising velocity, so it will be able to detach from the ground when jumping or when the body is pushed up by something. If you want to apply a snap without taking into account the velocity, use <see cref="M:Godot.CharacterBody2D.ApplyFloorSnap"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.PlatformOnLeave">
            <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.CharacterBody2D.PlatformOnLeaveEnum"/> constants for available behavior.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.PlatformFloorLayers">
            <summary>
            <para>Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the <see cref="T:Godot.CharacterBody2D"/>. By default, all floor bodies are detected and propagate their velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.PlatformWallLayers">
            <summary>
            <para>Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the <see cref="T:Godot.CharacterBody2D"/>. By default, all wall bodies are ignored.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody2D.SafeMargin">
            <summary>
            <para>Extra margin used for collision recovery when calling <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>.</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 character bodies.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.MoveAndSlide">
            <summary>
            <para>Moves the body based on <see cref="P:Godot.CharacterBody2D.Velocity"/>. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a <see cref="T:Godot.CharacterBody2D"/> 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>Modifies <see cref="P:Godot.CharacterBody2D.Velocity"/> if a slide collision occurred. To get the latest collision call <see cref="M:Godot.CharacterBody2D.GetLastSlideCollision"/>, for detailed information about collisions that occurred, use <see cref="M:Godot.CharacterBody2D.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>
            <para>The general behavior and available properties change according to the <see cref="P:Godot.CharacterBody2D.MotionMode"/>.</para>
            <para>Returns <c>true</c> if the body collided, otherwise, returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.ApplyFloorSnap">
            <summary>
            <para>Allows to manually apply a snap to the floor regardless of the body's velocity. This function does nothing when <see cref="M:Godot.CharacterBody2D.IsOnFloor"/> returns <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.IsOnFloor">
            <summary>
            <para>Returns <c>true</c> if the body collided with the floor on the last call of <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>. Otherwise, returns <c>false</c>. The <see cref="P:Godot.CharacterBody2D.UpDirection"/> and <see cref="P:Godot.CharacterBody2D.FloorMaxAngle"/> are used to determine whether a surface is "floor" or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.IsOnFloorOnly">
            <summary>
            <para>Returns <c>true</c> if the body collided only with the floor on the last call of <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>. Otherwise, returns <c>false</c>. The <see cref="P:Godot.CharacterBody2D.UpDirection"/> and <see cref="P:Godot.CharacterBody2D.FloorMaxAngle"/> are used to determine whether a surface is "floor" or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.IsOnCeiling">
            <summary>
            <para>Returns <c>true</c> if the body collided with the ceiling on the last call of <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>. Otherwise, returns <c>false</c>. The <see cref="P:Godot.CharacterBody2D.UpDirection"/> and <see cref="P:Godot.CharacterBody2D.FloorMaxAngle"/> are used to determine whether a surface is "ceiling" or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.IsOnCeilingOnly">
            <summary>
            <para>Returns <c>true</c> if the body collided only with the ceiling on the last call of <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>. Otherwise, returns <c>false</c>. The <see cref="P:Godot.CharacterBody2D.UpDirection"/> and <see cref="P:Godot.CharacterBody2D.FloorMaxAngle"/> are used to determine whether a surface is "ceiling" or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.IsOnWall">
            <summary>
            <para>Returns <c>true</c> if the body collided with a wall on the last call of <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>. Otherwise, returns <c>false</c>. The <see cref="P:Godot.CharacterBody2D.UpDirection"/> and <see cref="P:Godot.CharacterBody2D.FloorMaxAngle"/> are used to determine whether a surface is "wall" or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.IsOnWallOnly">
            <summary>
            <para>Returns <c>true</c> if the body collided only with a wall on the last call of <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>. Otherwise, returns <c>false</c>. The <see cref="P:Godot.CharacterBody2D.UpDirection"/> and <see cref="P:Godot.CharacterBody2D.FloorMaxAngle"/> are used to determine whether a surface is "wall" or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.GetFloorNormal">
            <summary>
            <para>Returns the surface normal of the floor at the last collision point. Only valid after calling <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/> and when <see cref="M:Godot.CharacterBody2D.IsOnFloor"/> returns <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.GetWallNormal">
            <summary>
            <para>Returns the surface normal of the wall at the last collision point. Only valid after calling <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/> and when <see cref="M:Godot.CharacterBody2D.IsOnWall"/> returns <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.GetLastMotion">
            <summary>
            <para>Returns the last motion applied to the <see cref="T:Godot.CharacterBody2D"/> during the last call to <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>. The movement can be split into multiple motions when sliding occurs, and this method return the last one, which is useful to retrieve the current direction of the movement.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.GetPositionDelta">
            <summary>
            <para>Returns the travel (position delta) that occurred during the last call to <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.GetRealVelocity">
            <summary>
            <para>Returns the current real velocity since the last call to <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to <see cref="P:Godot.CharacterBody2D.Velocity"/> which returns the requested velocity.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.GetFloorAngle(System.Nullable{Godot.Vector2})">
            <summary>
            <para>Returns the floor's collision angle at the last collision point according to <c>upDirection</c>, which is <c>Vector2.UP</c> by default. This value is always positive and only valid after calling <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/> and when <see cref="M:Godot.CharacterBody2D.IsOnFloor"/> returns <c>true</c>.</para>
            </summary>
            <param name="upDirection">If the parameter is null, then the default value is <c>new Vector2(0, -1)</c>.</param>
        </member>
        <member name="M:Godot.CharacterBody2D.GetPlatformVelocity">
            <summary>
            <para>Returns the linear velocity of the platform at the last collision point. Only valid after calling <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.GetSlideCollisionCount">
            <summary>
            <para>Returns the number of times the body collided and changed direction during the last call to <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.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.CharacterBody2D.MoveAndSlide"/>. Since the body can collide several times in a single call to <see cref="M:Godot.CharacterBody2D.MoveAndSlide"/>, you must specify the index of the collision in the range 0 to (<see cref="M:Godot.CharacterBody2D.GetSlideCollisionCount"/> - 1).</para>
            <para><b>Example usage:</b></para>
            <para><code>
            for (int i = 0; i &lt; GetSlideCollisionCount(); i++)
            {
                KinematicCollision2D collision = GetSlideCollision(i);
                GD.Print("Collided with: ", (collision.GetCollider() as Node).Name);
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody2D.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.CharacterBody2D.MoveAndSlide"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.CharacterBody3D">
            <summary>
            <para><see cref="T:Godot.CharacterBody3D"/> is a specialized class for physics bodies that are meant to be user-controlled. They are not affected by physics at all, but they affect other physics bodies in their path. They are mainly used to provide high-level API to move objects with wall and slope detection (<see cref="M:Godot.CharacterBody3D.MoveAndSlide"/> method) in addition to the general collision detection provided by <see cref="M:Godot.PhysicsBody3D.MoveAndCollide(Godot.Vector3,System.Boolean,System.Single,System.Boolean,System.Int32)"/>. This makes it useful for highly configurable physics bodies that must move in specific ways and collide with the world, as is often the case with user-controlled characters.</para>
            <para>For game objects that don't require complex movement or collision detection, such as moving platforms, <see cref="T:Godot.AnimatableBody3D"/> is simpler to configure.</para>
            </summary>
        </member>
        <member name="F:Godot.CharacterBody3D.MotionModeEnum.Grounded">
            <summary>
            <para>Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for grounded games like platformers.</para>
            </summary>
        </member>
        <member name="F:Godot.CharacterBody3D.MotionModeEnum.Floating">
            <summary>
            <para>Apply when there is no notion of floor or ceiling. All collisions will be reported as <c>on_wall</c>. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.</para>
            </summary>
        </member>
        <member name="F:Godot.CharacterBody3D.PlatformOnLeaveEnum.AddVelocity">
            <summary>
            <para>Add the last platform velocity to the <see cref="P:Godot.CharacterBody3D.Velocity"/> when you leave a moving platform.</para>
            </summary>
        </member>
        <member name="F:Godot.CharacterBody3D.PlatformOnLeaveEnum.AddUpwardVelocity">
            <summary>
            <para>Add the last platform velocity to the <see cref="P:Godot.CharacterBody3D.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.CharacterBody3D.PlatformOnLeaveEnum.DoNothing">
            <summary>
            <para>Do nothing when leaving a platform.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.MotionMode">
            <summary>
            <para>Sets the motion mode which defines the behavior of <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>. See <see cref="T:Godot.CharacterBody3D.MotionModeEnum"/> constants for available modes.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.UpDirection">
            <summary>
            <para>Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>. Defaults to <c>Vector3.UP</c>. As the vector will be normalized it can't be equal to <c>Vector3.ZERO</c>, if you want all collisions to be reported as walls, consider using <see cref="F:Godot.CharacterBody3D.MotionModeEnum.Floating"/> as <see cref="P:Godot.CharacterBody3D.MotionMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.SlideOnCeiling">
            <summary>
            <para>If <c>true</c>, during a jump against the ceiling, the body will slide, if <c>false</c> it will be stopped and will fall vertically.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.Velocity">
            <summary>
            <para>Current velocity vector (typically meters per second), used and modified during calls to <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.MaxSlides">
            <summary>
            <para>Maximum number of times the body can change direction before it stops when calling <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.WallMinSlideAngle">
            <summary>
            <para>Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. When <see cref="P:Godot.CharacterBody3D.MotionMode"/> is <see cref="F:Godot.CharacterBody3D.MotionModeEnum.Grounded"/>, it only affects movement if <see cref="P:Godot.CharacterBody3D.FloorBlockOnWall"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.FloorStopOnSlope">
            <summary>
            <para>If <c>true</c>, the body will not slide on slopes when calling <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/> when the body is standing still.</para>
            <para>If <c>false</c>, the body will slide on floor's slopes when <see cref="P:Godot.CharacterBody3D.Velocity"/> applies a downward force.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.FloorConstantSpeed">
            <summary>
            <para>If <c>false</c> (by default), the body will move faster on downward slopes and slower on upward slopes.</para>
            <para>If <c>true</c>, the body will always move at the same speed on the ground no matter the slope. Note that you need to use <see cref="P:Godot.CharacterBody3D.FloorSnapLength"/> to stick along a downward slope at constant speed.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.FloorBlockOnWall">
            <summary>
            <para>If <c>true</c>, the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.FloorMaxAngle">
            <summary>
            <para>Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>. The default value equals 45 degrees.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.FloorSnapLength">
            <summary>
            <para>Sets a snapping distance. When set to a value different from <c>0.0</c>, the body is kept attached to slopes when calling <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>. The snapping vector is determined by the given distance along the opposite direction of the <see cref="P:Godot.CharacterBody3D.UpDirection"/>.</para>
            <para>As long as the snapping vector is in contact with the ground and the body moves against <see cref="P:Godot.CharacterBody3D.UpDirection"/>, the body will remain attached to the surface. Snapping is not applied if the body moves along <see cref="P:Godot.CharacterBody3D.UpDirection"/>, meaning it contains vertical rising velocity, so it will be able to detach from the ground when jumping or when the body is pushed up by something. If you want to apply a snap without taking into account the velocity, use <see cref="M:Godot.CharacterBody3D.ApplyFloorSnap"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.PlatformOnLeave">
            <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.CharacterBody3D.PlatformOnLeaveEnum"/> constants for available behavior.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.PlatformFloorLayers">
            <summary>
            <para>Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the <see cref="T:Godot.CharacterBody3D"/>. By default, all floor bodies are detected and propagate their velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.PlatformWallLayers">
            <summary>
            <para>Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the <see cref="T:Godot.CharacterBody3D"/>. By default, all wall bodies are ignored.</para>
            </summary>
        </member>
        <member name="P:Godot.CharacterBody3D.SafeMargin">
            <summary>
            <para>Extra margin used for collision recovery when calling <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>.</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 character bodies.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.MoveAndSlide">
            <summary>
            <para>Moves the body based on <see cref="P:Godot.CharacterBody3D.Velocity"/>. 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.CharacterBody3D"/> or <see cref="T:Godot.RigidBody3D"/>, 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>Modifies <see cref="P:Godot.CharacterBody3D.Velocity"/> if a slide collision occurred. To get the latest collision call <see cref="M:Godot.CharacterBody3D.GetLastSlideCollision"/>, for more detailed information about collisions that occurred, use <see cref="M:Godot.CharacterBody3D.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>
            <para>Returns <c>true</c> if the body collided, otherwise, returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.ApplyFloorSnap">
            <summary>
            <para>Allows to manually apply a snap to the floor regardless of the body's velocity. This function does nothing when <see cref="M:Godot.CharacterBody3D.IsOnFloor"/> returns <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.IsOnFloor">
            <summary>
            <para>Returns <c>true</c> if the body collided with the floor on the last call of <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>. Otherwise, returns <c>false</c>. The <see cref="P:Godot.CharacterBody3D.UpDirection"/> and <see cref="P:Godot.CharacterBody3D.FloorMaxAngle"/> are used to determine whether a surface is "floor" or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.IsOnFloorOnly">
            <summary>
            <para>Returns <c>true</c> if the body collided only with the floor on the last call of <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>. Otherwise, returns <c>false</c>. The <see cref="P:Godot.CharacterBody3D.UpDirection"/> and <see cref="P:Godot.CharacterBody3D.FloorMaxAngle"/> are used to determine whether a surface is "floor" or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.IsOnCeiling">
            <summary>
            <para>Returns <c>true</c> if the body collided with the ceiling on the last call of <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>. Otherwise, returns <c>false</c>. The <see cref="P:Godot.CharacterBody3D.UpDirection"/> and <see cref="P:Godot.CharacterBody3D.FloorMaxAngle"/> are used to determine whether a surface is "ceiling" or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.IsOnCeilingOnly">
            <summary>
            <para>Returns <c>true</c> if the body collided only with the ceiling on the last call of <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>. Otherwise, returns <c>false</c>. The <see cref="P:Godot.CharacterBody3D.UpDirection"/> and <see cref="P:Godot.CharacterBody3D.FloorMaxAngle"/> are used to determine whether a surface is "ceiling" or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.IsOnWall">
            <summary>
            <para>Returns <c>true</c> if the body collided with a wall on the last call of <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>. Otherwise, returns <c>false</c>. The <see cref="P:Godot.CharacterBody3D.UpDirection"/> and <see cref="P:Godot.CharacterBody3D.FloorMaxAngle"/> are used to determine whether a surface is "wall" or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.IsOnWallOnly">
            <summary>
            <para>Returns <c>true</c> if the body collided only with a wall on the last call of <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>. Otherwise, returns <c>false</c>. The <see cref="P:Godot.CharacterBody3D.UpDirection"/> and <see cref="P:Godot.CharacterBody3D.FloorMaxAngle"/> are used to determine whether a surface is "wall" or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.GetFloorNormal">
            <summary>
            <para>Returns the surface normal of the floor at the last collision point. Only valid after calling <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/> and when <see cref="M:Godot.CharacterBody3D.IsOnFloor"/> returns <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.GetWallNormal">
            <summary>
            <para>Returns the surface normal of the wall at the last collision point. Only valid after calling <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/> and when <see cref="M:Godot.CharacterBody3D.IsOnWall"/> returns <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.GetLastMotion">
            <summary>
            <para>Returns the last motion applied to the <see cref="T:Godot.CharacterBody3D"/> during the last call to <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>. The movement can be split into multiple motions when sliding occurs, and this method return the last one, which is useful to retrieve the current direction of the movement.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.GetPositionDelta">
            <summary>
            <para>Returns the travel (position delta) that occurred during the last call to <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.GetRealVelocity">
            <summary>
            <para>Returns the current real velocity since the last call to <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to <see cref="P:Godot.CharacterBody3D.Velocity"/> which returns the requested velocity.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.GetFloorAngle(System.Nullable{Godot.Vector3})">
            <summary>
            <para>Returns the floor's collision angle at the last collision point according to <c>upDirection</c>, which is <c>Vector3.UP</c> by default. This value is always positive and only valid after calling <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/> and when <see cref="M:Godot.CharacterBody3D.IsOnFloor"/> returns <c>true</c>.</para>
            </summary>
            <param name="upDirection">If the parameter is null, then the default value is <c>new Vector3(0, 1, 0)</c>.</param>
        </member>
        <member name="M:Godot.CharacterBody3D.GetPlatformVelocity">
            <summary>
            <para>Returns the linear velocity of the platform at the last collision point. Only valid after calling <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.GetPlatformAngularVelocity">
            <summary>
            <para>Returns the angular velocity of the platform at the last collision point. Only valid after calling <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.GetSlideCollisionCount">
            <summary>
            <para>Returns the number of times the body collided and changed direction during the last call to <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.GetSlideCollision(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:Godot.KinematicCollision3D"/>, which contains information about a collision that occurred during the last call to <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>. Since the body can collide several times in a single call to <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>, you must specify the index of the collision in the range 0 to (<see cref="M:Godot.CharacterBody3D.GetSlideCollisionCount"/> - 1).</para>
            </summary>
        </member>
        <member name="M:Godot.CharacterBody3D.GetLastSlideCollision">
            <summary>
            <para>Returns a <see cref="T:Godot.KinematicCollision3D"/>, which contains information about the latest collision that occurred during the last call to <see cref="M:Godot.CharacterBody3D.MoveAndSlide"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.CheckBox">
            <summary>
            <para><see cref="T:Godot.CheckBox"/> allows the user to choose one of only 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 <see cref="T:Godot.CheckBox"/> when toggling it has <b>no</b> immediate effect on something. For example, it could 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>
            <para>When <see cref="P:Godot.BaseButton.ButtonGroup"/> specifies a <see cref="T:Godot.ButtonGroup"/>, <see cref="T:Godot.CheckBox"/> changes its appearance to that of a radio button and uses the various <c>radio_*</c> theme properties.</para>
            </summary>
        </member>
        <member name="T:Godot.CheckButton">
            <summary>
            <para><see cref="T:Godot.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 <see cref="T:Godot.CheckButton"/> when toggling it has an <b>immediate</b> effect on something. For example, it can be used when pressing it shows or hides advanced settings, without asking the user to confirm this action.</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>A 2D circle shape, intended for use in physics. Usually used to provide a shape for a <see cref="T:Godot.CollisionShape2D"/>.</para>
            <para><b>Performance:</b> <see cref="T:Godot.CircleShape2D"/> is fast to check collisions against. It is faster than <see cref="T:Godot.RectangleShape2D"/> and <see cref="T:Godot.CapsuleShape2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CircleShape2D.Radius">
            <summary>
            <para>The circle's radius.</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(Godot.StringName)">
            <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(Godot.StringName)">
            <summary>
            <para>Returns the parent class of <c>class</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassExists(Godot.StringName)">
            <summary>
            <para>Returns whether the specified <c>class</c> is available or not.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.IsParentClass(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns whether <c>inherits</c> is an ancestor of <c>class</c> or not.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.CanInstantiate(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if objects can be instantiated from the specified <c>class</c>, otherwise returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.Instantiate(Godot.StringName)">
            <summary>
            <para>Creates an instance of <c>class</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassHasSignal(Godot.StringName,Godot.StringName)">
            <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(Godot.StringName,Godot.StringName)">
            <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(Godot.StringName,System.Boolean)">
            <summary>
            <para>Returns an array with all the signals of <c>class</c> or its ancestry if <c>noInheritance</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(Godot.StringName,Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetPropertyList(Godot.StringName,System.Boolean)">
            <summary>
            <para>Returns an array with all the properties of <c>class</c> or its ancestry if <c>noInheritance</c> is <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetProperty(Godot.GodotObject,Godot.StringName)">
            <summary>
            <para>Returns the value of <c>property</c> of <c>object</c> or its ancestry.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassSetProperty(Godot.GodotObject,Godot.StringName,Godot.Variant)">
            <summary>
            <para>Sets <c>property</c> value of <c>object</c> to <c>value</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassHasMethod(Godot.StringName,Godot.StringName,System.Boolean)">
            <summary>
            <para>Returns whether <c>class</c> (or its ancestry if <c>noInheritance</c> is <c>false</c>) has a method called <c>method</c> or not.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetMethodList(Godot.StringName,System.Boolean)">
            <summary>
            <para>Returns an array with all the methods of <c>class</c> or its ancestry if <c>noInheritance</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><b>Note:</b> 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(Godot.StringName,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(Godot.StringName,Godot.StringName)">
            <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(Godot.StringName,Godot.StringName)">
            <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(Godot.StringName,Godot.StringName,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(Godot.StringName,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(Godot.StringName,Godot.StringName,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(Godot.StringName,Godot.StringName,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.IsClassEnabled(Godot.StringName)">
            <summary>
            <para>Returns whether this <c>class</c> is enabled or not.</para>
            </summary>
        </member>
        <member name="T:Godot.CodeEdit">
            <summary>
            <para>CodeEdit is a specialized <see cref="T:Godot.TextEdit"/> designed for editing plain text code files. It has many features commonly found in code editors such as line numbers, line folding, code completion, indent management, and string/comment management.</para>
            <para><b>Note:</b> Regardless of locale, <see cref="T:Godot.CodeEdit"/> will by default always use left-to-right text direction to correctly display source code.</para>
            </summary>
        </member>
        <member name="F:Godot.CodeEdit.CodeCompletionKind.Class">
            <summary>
            <para>Marks the option as a class.</para>
            </summary>
        </member>
        <member name="F:Godot.CodeEdit.CodeCompletionKind.Function">
            <summary>
            <para>Marks the option as a function.</para>
            </summary>
        </member>
        <member name="F:Godot.CodeEdit.CodeCompletionKind.Signal">
            <summary>
            <para>Marks the option as a Godot signal.</para>
            </summary>
        </member>
        <member name="F:Godot.CodeEdit.CodeCompletionKind.Variable">
            <summary>
            <para>Marks the option as a variable.</para>
            </summary>
        </member>
        <member name="F:Godot.CodeEdit.CodeCompletionKind.Member">
            <summary>
            <para>Marks the option as a member.</para>
            </summary>
        </member>
        <member name="F:Godot.CodeEdit.CodeCompletionKind.Enum">
            <summary>
            <para>Marks the option as an enum entry.</para>
            </summary>
        </member>
        <member name="F:Godot.CodeEdit.CodeCompletionKind.Constant">
            <summary>
            <para>Marks the option as a constant.</para>
            </summary>
        </member>
        <member name="F:Godot.CodeEdit.CodeCompletionKind.NodePath">
            <summary>
            <para>Marks the option as a Godot node path.</para>
            </summary>
        </member>
        <member name="F:Godot.CodeEdit.CodeCompletionKind.FilePath">
            <summary>
            <para>Marks the option as a file path.</para>
            </summary>
        </member>
        <member name="F:Godot.CodeEdit.CodeCompletionKind.PlainText">
            <summary>
            <para>Marks the option as unclassified or plain text.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.SymbolLookupOnClick">
            <summary>
            <para>Set when a validated word from <see cref="E:Godot.CodeEdit.SymbolValidate"/> is clicked, the <see cref="E:Godot.CodeEdit.SymbolLookup"/> should be emitted.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.LineFolding">
            <summary>
            <para>Sets whether line folding is allowed.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.LineLengthGuidelines">
            <summary>
            <para>Draws vertical lines at the provided columns. The first entry is considered a main hard guideline and is draw more prominently.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.GuttersDrawBreakpointsGutter">
            <summary>
            <para>Sets if breakpoints should be drawn in the gutter. This gutter is shared with bookmarks and executing lines.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.GuttersDrawBookmarks">
            <summary>
            <para>Sets if bookmarked should be drawn in the gutter. This gutter is shared with breakpoints and executing lines.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.GuttersDrawExecutingLines">
            <summary>
            <para>Sets if executing lines should be marked in the gutter. This gutter is shared with breakpoints and bookmarks lines.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.GuttersDrawLineNumbers">
            <summary>
            <para>Sets if line numbers should be drawn in the gutter.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.GuttersZeroPadLineNumbers">
            <summary>
            <para>Sets if line numbers drawn in the gutter are zero padded.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.GuttersDrawFoldGutter">
            <summary>
            <para>Sets if foldable lines icons should be drawn in the gutter.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.DelimiterStrings">
            <summary>
            <para>Sets the string delimiters. All existing string delimiters will be removed.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.DelimiterComments">
            <summary>
            <para>Sets the comment delimiters. All existing comment delimiters will be removed.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.CodeCompletionEnabled">
            <summary>
            <para>Sets whether code completion is allowed.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.CodeCompletionPrefixes">
            <summary>
            <para>Sets prefixes that will trigger code completion.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.IndentSize">
            <summary>
            <para>Size of tabs, if <c>indent_use_spaces</c> is enabled the number of spaces to use.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.IndentUseSpaces">
            <summary>
            <para>Use spaces instead of tabs for indentation.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.IndentAutomatic">
            <summary>
            <para>Sets whether automatic indent are enabled, this will add an extra indent if a prefix or brace is found.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.IndentAutomaticPrefixes">
            <summary>
            <para>Prefixes to trigger an automatic indent.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.AutoBraceCompletionEnabled">
            <summary>
            <para>Sets whether brace pairs should be autocompleted.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.AutoBraceCompletionHighlightMatching">
            <summary>
            <para>Highlight mismatching brace pairs.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeEdit.AutoBraceCompletionPairs">
            <summary>
            <para>Sets the brace pairs to be autocompleted.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit._ConfirmCodeCompletion(System.Boolean)">
            <summary>
            <para>Override this method to define how the selected entry should be inserted. If <c>replace</c> is true, any existing text should be replaced.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit._FilterCodeCompletionCandidates(Godot.Collections.Array{Godot.Collections.Dictionary})">
            <summary>
            <para>Override this method to define what items in <c>candidates</c> should be displayed.</para>
            <para>Both <c>candidates</c> and the return is a <see cref="T:Godot.Collections.Array"/> of <see cref="T:Godot.Collections.Dictionary"/>, see <see cref="M:Godot.CodeEdit.GetCodeCompletionOption(System.Int32)"/> for <see cref="T:Godot.Collections.Dictionary"/> content.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit._RequestCodeCompletion(System.Boolean)">
            <summary>
            <para>Override this method to define what happens when the user requests code completion. If <c>force</c> is true, any checks should be bypassed.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.DoIndent">
            <summary>
            <para>Perform an indent as if the user activated the "ui_text_indent" action.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.IndentLines">
            <summary>
            <para>Indents selected lines, or in the case of no selection the caret line by one.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.UnindentLines">
            <summary>
            <para>Unindents selected lines, or in the case of no selection the caret line by one. Same as performing "ui_text_unindent" action.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.ConvertIndent(System.Int32,System.Int32)">
            <summary>
            <para>Converts the indents of lines between <c>fromLine</c> and <c>toLine</c> to tabs or spaces as set by <see cref="P:Godot.CodeEdit.IndentUseSpaces"/>.</para>
            <para>Values of <c>-1</c> convert the entire text.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.AddAutoBraceCompletionPair(System.String,System.String)">
            <summary>
            <para>Adds a brace pair.</para>
            <para>Both the start and end keys must be symbols. Only the start key has to be unique.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.HasAutoBraceCompletionOpenKey(System.String)">
            <summary>
            <para>Returns <c>true</c> if open key <c>openKey</c> exists.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.HasAutoBraceCompletionCloseKey(System.String)">
            <summary>
            <para>Returns <c>true</c> if close key <c>closeKey</c> exists.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetAutoBraceCompletionCloseKey(System.String)">
            <summary>
            <para>Gets the matching auto brace close key for <c>openKey</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.SetLineAsBreakpoint(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the line as breakpointed.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.IsLineBreakpointed(System.Int32)">
            <summary>
            <para>Returns whether the line at the specified index is breakpointed or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.ClearBreakpointedLines">
            <summary>
            <para>Clears all breakpointed lines.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetBreakpointedLines">
            <summary>
            <para>Gets all breakpointed lines.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.SetLineAsBookmarked(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the line as bookmarked.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.IsLineBookmarked(System.Int32)">
            <summary>
            <para>Returns whether the line at the specified index is bookmarked or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.ClearBookmarkedLines">
            <summary>
            <para>Clears all bookmarked lines.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetBookmarkedLines">
            <summary>
            <para>Gets all bookmarked lines.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.SetLineAsExecuting(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the line as executing.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.IsLineExecuting(System.Int32)">
            <summary>
            <para>Returns whether the line at the specified index is marked as executing or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.ClearExecutingLines">
            <summary>
            <para>Clears all executed lines.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetExecutingLines">
            <summary>
            <para>Gets all executing lines.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.CanFoldLine(System.Int32)">
            <summary>
            <para>Returns if the given line is foldable, that is, it has indented lines right below it or a comment / string block.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.FoldLine(System.Int32)">
            <summary>
            <para>Folds the given line, if possible (see <see cref="M:Godot.CodeEdit.CanFoldLine(System.Int32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.UnfoldLine(System.Int32)">
            <summary>
            <para>Unfolds all lines that were previously folded.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.FoldAllLines">
            <summary>
            <para>Folds all lines that are possible to be folded (see <see cref="M:Godot.CodeEdit.CanFoldLine(System.Int32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.UnfoldAllLines">
            <summary>
            <para>Unfolds all lines, folded or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.ToggleFoldableLine(System.Int32)">
            <summary>
            <para>Toggle the folding of the code block at the given line.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.IsLineFolded(System.Int32)">
            <summary>
            <para>Returns whether the line at the specified index is folded or not.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetFoldedLines">
            <summary>
            <para>Returns all lines that are current folded.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.AddStringDelimiter(System.String,System.String,System.Boolean)">
            <summary>
            <para>Adds a string delimiter.</para>
            <para>Both the start and end keys must be symbols. Only the start key has to be unique.</para>
            <para><c>lineOnly</c> denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.RemoveStringDelimiter(System.String)">
            <summary>
            <para>Removes the string delimiter with <c>startKey</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.HasStringDelimiter(System.String)">
            <summary>
            <para>Returns <c>true</c> if string <c>startKey</c> exists.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.ClearStringDelimiters">
            <summary>
            <para>Removes all string delimiters.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.IsInString(System.Int32,System.Int32)">
            <summary>
            <para>Returns the delimiter index if <c>line</c> <c>column</c> is in a string. If <c>column</c> is not provided, will return the delimiter index if the entire <c>line</c> is a string. Otherwise <c>-1</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.AddCommentDelimiter(System.String,System.String,System.Boolean)">
            <summary>
            <para>Adds a comment delimiter.</para>
            <para>Both the start and end keys must be symbols. Only the start key has to be unique.</para>
            <para><c>lineOnly</c> denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.RemoveCommentDelimiter(System.String)">
            <summary>
            <para>Removes the comment delimiter with <c>startKey</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.HasCommentDelimiter(System.String)">
            <summary>
            <para>Returns <c>true</c> if comment <c>startKey</c> exists.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.ClearCommentDelimiters">
            <summary>
            <para>Removes all comment delimiters.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.IsInComment(System.Int32,System.Int32)">
            <summary>
            <para>Returns delimiter index if <c>line</c> <c>column</c> is in a comment. If <c>column</c> is not provided, will return delimiter index if the entire <c>line</c> is a comment. Otherwise <c>-1</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetDelimiterStartKey(System.Int32)">
            <summary>
            <para>Gets the start key for a string or comment region index.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetDelimiterEndKey(System.Int32)">
            <summary>
            <para>Gets the end key for a string or comment region index.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetDelimiterStartPosition(System.Int32,System.Int32)">
            <summary>
            <para>If <c>line</c> <c>column</c> is in a string or comment, returns the start position of the region. If not or no start could be found, both <see cref="T:Godot.Vector2"/> values will be <c>-1</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetDelimiterEndPosition(System.Int32,System.Int32)">
            <summary>
            <para>If <c>line</c> <c>column</c> is in a string or comment, returns the end position of the region. If not or no end could be found, both <see cref="T:Godot.Vector2"/> values will be <c>-1</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.SetCodeHint(System.String)">
            <summary>
            <para>Sets the code hint text. Pass an empty string to clear.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.SetCodeHintDrawBelow(System.Boolean)">
            <summary>
            <para>Sets if the code hint should draw below the text.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetTextForCodeCompletion">
            <summary>
            <para>Returns the full text with char <c>0xFFFF</c> at the caret location.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.RequestCodeCompletion(System.Boolean)">
            <summary>
            <para>Emits <see cref="E:Godot.CodeEdit.CodeCompletionRequested"/>, if <c>force</c> is true will bypass all checks. Otherwise will check that the caret is in a word or in front of a prefix. Will ignore the request if all current options are of type file path, node path or signal.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.AddCodeCompletionOption(Godot.CodeEdit.CodeCompletionKind,System.String,System.String,System.Nullable{Godot.Color},Godot.Resource,System.Nullable{Godot.Variant})">
            <summary>
            <para>Submits an item to the queue of potential candidates for the autocomplete menu. Call <see cref="M:Godot.CodeEdit.UpdateCodeCompletionOptions(System.Boolean)"/> to update the list.</para>
            <para><b>Note:</b> This list will replace all current candidates.</para>
            </summary>
            <param name="textColor">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
            <param name="value">If the parameter is null, then the default value is <c>(Variant)(0)</c>.</param>
        </member>
        <member name="M:Godot.CodeEdit.UpdateCodeCompletionOptions(System.Boolean)">
            <summary>
            <para>Submits all completion options added with <see cref="M:Godot.CodeEdit.AddCodeCompletionOption(Godot.CodeEdit.CodeCompletionKind,System.String,System.String,System.Nullable{Godot.Color},Godot.Resource,System.Nullable{Godot.Variant})"/>. Will try to force the autoccomplete menu to popup, if <c>force</c> is <c>true</c>.</para>
            <para><b>Note:</b> This will replace all current candidates.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetCodeCompletionOptions">
            <summary>
            <para>Gets all completion options, see <see cref="M:Godot.CodeEdit.GetCodeCompletionOption(System.Int32)"/> for return content.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetCodeCompletionOption(System.Int32)">
            <summary>
            <para>Gets the completion option at <c>index</c>. The return <see cref="T:Godot.Collections.Dictionary"/> has the following key-values:</para>
            <para><c>kind</c>: <see cref="T:Godot.CodeEdit.CodeCompletionKind"/></para>
            <para><c>display_text</c>: Text that is shown on the autocomplete menu.</para>
            <para><c>insert_text</c>: Text that is to be inserted when this item is selected.</para>
            <para><c>font_color</c>: Color of the text on the autocomplete menu.</para>
            <para><c>icon</c>: Icon to draw on the autocomplete menu.</para>
            <para><c>default_value</c>: Value of the symbol.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetCodeCompletionSelectedIndex">
            <summary>
            <para>Gets the index of the current selected completion option.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.SetCodeCompletionSelectedIndex(System.Int32)">
            <summary>
            <para>Sets the current selected completion option.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.ConfirmCodeCompletion(System.Boolean)">
            <summary>
            <para>Inserts the selected entry into the text. If <c>replace</c> is true, any existing text is replaced rather then merged.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.CancelCodeCompletion">
            <summary>
            <para>Cancels the autocomplete menu.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.GetTextForSymbolLookup">
            <summary>
            <para>Returns the full text with char <c>0xFFFF</c> at the cursor location.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeEdit.SetSymbolLookupWordAsValid(System.Boolean)">
            <summary>
            <para>Sets the symbol emitted by <see cref="E:Godot.CodeEdit.SymbolValidate"/> as a valid lookup.</para>
            </summary>
        </member>
        <member name="T:Godot.CodeEdit.BreakpointToggledEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CodeEdit.BreakpointToggled"/> event of a <see cref="T:Godot.CodeEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.CodeEdit.BreakpointToggled">
            <summary>
            <para>Emitted when a breakpoint is added or removed from a line. If the line is moved via backspace a removed is emitted at the old line.</para>
            </summary>
        </member>
        <member name="E:Godot.CodeEdit.CodeCompletionRequested">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CodeEdit.CodeCompletionRequested"/> event of a <see cref="T:Godot.CodeEdit"/> class.
            </summary>
            <summary>
            <para>Emitted when the user requests code completion.</para>
            </summary>
        </member>
        <member name="T:Godot.CodeEdit.SymbolLookupEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CodeEdit.SymbolLookup"/> event of a <see cref="T:Godot.CodeEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.CodeEdit.SymbolLookup">
            <summary>
            <para>Emitted when the user has clicked on a valid symbol.</para>
            </summary>
        </member>
        <member name="T:Godot.CodeEdit.SymbolValidateEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CodeEdit.SymbolValidate"/> event of a <see cref="T:Godot.CodeEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.CodeEdit.SymbolValidate">
            <summary>
            <para>Emitted when the user hovers over a symbol. The symbol should be validated and responded to, by calling <see cref="M:Godot.CodeEdit.SetSymbolLookupWordAsValid(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.CodeHighlighter">
            <summary>
            <para>By adjusting various properties of this resource, you can change the colors of strings, comments, numbers, and other text patterns inside a <see cref="T:Godot.TextEdit"/> control.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeHighlighter.NumberColor">
            <summary>
            <para>Sets the color for numbers.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeHighlighter.SymbolColor">
            <summary>
            <para>Sets the color for symbols.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeHighlighter.FunctionColor">
            <summary>
            <para>Sets color for functions. A function is a non-keyword string followed by a '('.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeHighlighter.MemberVariableColor">
            <summary>
            <para>Sets color for member variables. A member variable is non-keyword, non-function string proceeded with a '.'.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeHighlighter.KeywordColors">
            <summary>
            <para>Sets the keyword colors. All existing keywords will be removed. The <see cref="T:Godot.Collections.Dictionary"/> key is the keyword. The value is the keyword color.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeHighlighter.MemberKeywordColors">
            <summary>
            <para>Sets the member keyword colors. All existing member keyword will be removed. The <see cref="T:Godot.Collections.Dictionary"/> key is the member keyword. The value is the member keyword color.</para>
            </summary>
        </member>
        <member name="P:Godot.CodeHighlighter.ColorRegions">
            <summary>
            <para>Sets the color regions. All existing regions will be removed. The <see cref="T:Godot.Collections.Dictionary"/> key is the region start and end key, separated by a space. The value is the region color.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.AddKeywordColor(System.String,Godot.Color)">
            <summary>
            <para>Sets the color for a keyword.</para>
            <para>The keyword cannot contain any symbols except '_'.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.RemoveKeywordColor(System.String)">
            <summary>
            <para>Removes the keyword.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.HasKeywordColor(System.String)">
            <summary>
            <para>Returns <c>true</c> if the keyword exists, else <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.GetKeywordColor(System.String)">
            <summary>
            <para>Returns the color for a keyword.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.ClearKeywordColors">
            <summary>
            <para>Removes all keywords.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.AddMemberKeywordColor(System.String,Godot.Color)">
            <summary>
            <para>Sets the color for a member keyword.</para>
            <para>The member keyword cannot contain any symbols except '_'.</para>
            <para>It will not be highlighted if preceded by a '.'.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.RemoveMemberKeywordColor(System.String)">
            <summary>
            <para>Removes the member keyword.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.HasMemberKeywordColor(System.String)">
            <summary>
            <para>Returns <c>true</c> if the member keyword exists, else <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.GetMemberKeywordColor(System.String)">
            <summary>
            <para>Returns the color for a member keyword.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.ClearMemberKeywordColors">
            <summary>
            <para>Removes all member keywords.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.AddColorRegion(System.String,System.String,Godot.Color,System.Boolean)">
            <summary>
            <para>Adds a color region such as comments or strings.</para>
            <para>Both the start and end keys must be symbols. Only the start key has to be unique.</para>
            <para><c>lineOnly</c> denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.RemoveColorRegion(System.String)">
            <summary>
            <para>Removes the color region that uses that start key.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.HasColorRegion(System.String)">
            <summary>
            <para>Returns <c>true</c> if the start key exists, else <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CodeHighlighter.ClearColorRegions">
            <summary>
            <para>Removes all color regions.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionObject2D">
            <summary>
            <para>Abstract base class for 2D physics objects. <see cref="T:Godot.CollisionObject2D"/> can hold any number of <see cref="T:Godot.Shape2D"/>s for collision. Each shape must be assigned to a <i>shape owner</i>. 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><b>Note:</b> 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="F:Godot.CollisionObject2D.DisableModeEnum.Remove">
            <summary>
            <para>When <see cref="P:Godot.Node.ProcessMode"/> is set to <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>, remove from the physics simulation to stop all physics interactions with this <see cref="T:Godot.CollisionObject2D"/>.</para>
            <para>Automatically re-added to the physics simulation when the <see cref="T:Godot.Node"/> is processed again.</para>
            </summary>
        </member>
        <member name="F:Godot.CollisionObject2D.DisableModeEnum.MakeStatic">
            <summary>
            <para>When <see cref="P:Godot.Node.ProcessMode"/> is set to <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>, make the body static. Doesn't affect <see cref="T:Godot.Area2D"/>. <see cref="T:Godot.PhysicsBody2D"/> can't be affected by forces or other bodies while static.</para>
            <para>Automatically set <see cref="T:Godot.PhysicsBody2D"/> back to its original mode when the <see cref="T:Godot.Node"/> is processed again.</para>
            </summary>
        </member>
        <member name="F:Godot.CollisionObject2D.DisableModeEnum.KeepActive">
            <summary>
            <para>When <see cref="P:Godot.Node.ProcessMode"/> is set to <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>, do not affect the physics simulation.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject2D.DisableMode">
            <summary>
            <para>Defines the behavior in physics when <see cref="P:Godot.Node.ProcessMode"/> is set to <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>. See <see cref="T:Godot.CollisionObject2D.DisableModeEnum"/> for more details about the different modes.</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><b>Note:</b> Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject2D.CollisionMask">
            <summary>
            <para>The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also <see cref="P:Godot.CollisionObject2D.CollisionLayer"/>.</para>
            <para><b>Note:</b> Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See <a href="$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.CollisionPriority">
            <summary>
            <para>The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.</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.Viewport,Godot.InputEvent,System.Int32)">
            <summary>
            <para>Accepts unhandled <see cref="T:Godot.InputEvent"/>s. <c>shapeIdx</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>
            <para><b>Note:</b> <see cref="M:Godot.CollisionObject2D._InputEvent(Godot.Viewport,Godot.InputEvent,System.Int32)"/> requires <see cref="P:Godot.CollisionObject2D.InputPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> bit to be set.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D._MouseEnter">
            <summary>
            <para>Called when the mouse pointer enters any of this object's shapes. Requires <see cref="P:Godot.CollisionObject2D.InputPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> bit to be set. Note that moving between different shapes within a single <see cref="T:Godot.CollisionObject2D"/> won't cause this function to be called.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D._MouseExit">
            <summary>
            <para>Called when the mouse pointer exits all this object's shapes. Requires <see cref="P:Godot.CollisionObject2D.InputPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> bit to be set. Note that moving between different shapes within a single <see cref="T:Godot.CollisionObject2D"/> won't cause this function to be called.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D._MouseShapeEnter(System.Int32)">
            <summary>
            <para>Called when the mouse pointer enters any of this object's shapes or moves from one shape to another. <c>shapeIdx</c> is the child index of the newly entered <see cref="T:Godot.Shape2D"/>. Requires <see cref="P:Godot.CollisionObject2D.InputPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> bit to be called.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D._MouseShapeExit(System.Int32)">
            <summary>
            <para>Called when the mouse pointer exits any of this object's shapes. <c>shapeIdx</c> is the child index of the exited <see cref="T:Godot.Shape2D"/>. Requires <see cref="P:Godot.CollisionObject2D.InputPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> bit to be called.</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.SetCollisionLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.CollisionObject2D.CollisionLayer"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.GetCollisionLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.SetCollisionMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.CollisionObject2D.CollisionMask"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.GetCollisionMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.CollisionObject2D.CollisionMask"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.CreateShapeOwner(Godot.GodotObject)">
            <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>ownerId</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>ownerId</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.CollisionObject2D.InputEventEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CollisionObject2D.InputEvent"/> event of a <see cref="T:Godot.CollisionObject2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.CollisionObject2D.InputEvent">
            <summary>
            <para>Emitted when an input event occurs. Requires <see cref="P:Godot.CollisionObject2D.InputPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> bit to be set. See <see cref="M:Godot.CollisionObject2D._InputEvent(Godot.Viewport,Godot.InputEvent,System.Int32)"/> for details.</para>
            </summary>
        </member>
        <member name="E:Godot.CollisionObject2D.MouseEntered">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CollisionObject2D.MouseEntered"/> event of a <see cref="T:Godot.CollisionObject2D"/> class.
            </summary>
            <summary>
            <para>Emitted when the mouse pointer enters any of this object's shapes. Requires <see cref="P:Godot.CollisionObject2D.InputPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> bit to be set. Note that moving between different shapes within a single <see cref="T:Godot.CollisionObject2D"/> won't cause this signal to be emitted.</para>
            <para><b>Note:</b> Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the <see cref="T:Godot.CollisionObject2D"/>'s area is small. This signal may also not be emitted if another <see cref="T:Godot.CollisionObject2D"/> is overlapping the <see cref="T:Godot.CollisionObject2D"/> in question.</para>
            </summary>
        </member>
        <member name="E:Godot.CollisionObject2D.MouseExited">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CollisionObject2D.MouseExited"/> event of a <see cref="T:Godot.CollisionObject2D"/> class.
            </summary>
            <summary>
            <para>Emitted when the mouse pointer exits all this object's shapes. Requires <see cref="P:Godot.CollisionObject2D.InputPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> bit to be set. Note that moving between different shapes within a single <see cref="T:Godot.CollisionObject2D"/> won't cause this signal to be emitted.</para>
            <para><b>Note:</b> Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the <see cref="T:Godot.CollisionObject2D"/>'s area is small. This signal may also not be emitted if another <see cref="T:Godot.CollisionObject2D"/> is overlapping the <see cref="T:Godot.CollisionObject2D"/> in question.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionObject2D.MouseShapeEnteredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CollisionObject2D.MouseShapeEntered"/> event of a <see cref="T:Godot.CollisionObject2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.CollisionObject2D.MouseShapeEntered">
            <summary>
            <para>Emitted when the mouse pointer enters any of this object's shapes or moves from one shape to another. <c>shapeIdx</c> is the child index of the newly entered <see cref="T:Godot.Shape2D"/>. Requires <see cref="P:Godot.CollisionObject2D.InputPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> bit to be set.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionObject2D.MouseShapeExitedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CollisionObject2D.MouseShapeExited"/> event of a <see cref="T:Godot.CollisionObject2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.CollisionObject2D.MouseShapeExited">
            <summary>
            <para>Emitted when the mouse pointer exits any of this object's shapes. <c>shapeIdx</c> is the child index of the exited <see cref="T:Godot.Shape2D"/>. Requires <see cref="P:Godot.CollisionObject2D.InputPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> bit to be set.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionObject3D">
            <summary>
            <para>Abstract base class for 3D physics objects. <see cref="T:Godot.CollisionObject3D"/> can hold any number of <see cref="T:Godot.Shape3D"/>s for collision. Each shape must be assigned to a <i>shape owner</i>. 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><b>Warning:</b> With a non-uniform scale, this node will likely not behave as expected. It is advised to keep its scale the same on all axes and adjust its collision shape(s) instead.</para>
            </summary>
        </member>
        <member name="F:Godot.CollisionObject3D.DisableModeEnum.Remove">
            <summary>
            <para>When <see cref="P:Godot.Node.ProcessMode"/> is set to <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>, remove from the physics simulation to stop all physics interactions with this <see cref="T:Godot.CollisionObject3D"/>.</para>
            <para>Automatically re-added to the physics simulation when the <see cref="T:Godot.Node"/> is processed again.</para>
            </summary>
        </member>
        <member name="F:Godot.CollisionObject3D.DisableModeEnum.MakeStatic">
            <summary>
            <para>When <see cref="P:Godot.Node.ProcessMode"/> is set to <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>, make the body static. Doesn't affect <see cref="T:Godot.Area3D"/>. <see cref="T:Godot.PhysicsBody3D"/> can't be affected by forces or other bodies while static.</para>
            <para>Automatically set <see cref="T:Godot.PhysicsBody3D"/> back to its original mode when the <see cref="T:Godot.Node"/> is processed again.</para>
            </summary>
        </member>
        <member name="F:Godot.CollisionObject3D.DisableModeEnum.KeepActive">
            <summary>
            <para>When <see cref="P:Godot.Node.ProcessMode"/> is set to <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>, do not affect the physics simulation.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject3D.DisableMode">
            <summary>
            <para>Defines the behavior in physics when <see cref="P:Godot.Node.ProcessMode"/> is set to <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>. See <see cref="T:Godot.CollisionObject3D.DisableModeEnum"/> for more details about the different modes.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject3D.CollisionLayer">
            <summary>
            <para>The physics layers this CollisionObject3D <b>is in</b>. Collision objects can exist in one or more of 32 different layers. See also <see cref="P:Godot.CollisionObject3D.CollisionMask"/>.</para>
            <para><b>Note:</b> Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject3D.CollisionMask">
            <summary>
            <para>The physics layers this CollisionObject3D <b>scans</b>. Collision objects can scan one or more of 32 different layers. See also <see cref="P:Godot.CollisionObject3D.CollisionLayer"/>.</para>
            <para><b>Note:</b> Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See <a href="$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.CollisionObject3D.CollisionPriority">
            <summary>
            <para>The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject3D.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.CollisionObject3D.CollisionLayer"/> bit to be set.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject3D.InputCaptureOnDrag">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.CollisionObject3D"/> will continue to receive input events as the mouse is dragged across its shapes.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D._InputEvent(Godot.Camera3D,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>shapeIdx</c> and <c>normal</c> is the normal vector of the surface at that point. Connect to the <see cref="E:Godot.CollisionObject3D.InputEvent"/> signal to easily pick up these events.</para>
            <para><b>Note:</b> <see cref="M:Godot.CollisionObject3D._InputEvent(Godot.Camera3D,Godot.InputEvent,Godot.Vector3,Godot.Vector3,System.Int32)"/> requires <see cref="P:Godot.CollisionObject3D.InputRayPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject3D.CollisionLayer"/> bit to be set.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D._MouseEnter">
            <summary>
            <para>Called when the mouse pointer enters any of this object's shapes. Requires <see cref="P:Godot.CollisionObject3D.InputRayPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject3D.CollisionLayer"/> bit to be set. Note that moving between different shapes within a single <see cref="T:Godot.CollisionObject3D"/> won't cause this function to be called.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D._MouseExit">
            <summary>
            <para>Called when the mouse pointer exits all this object's shapes. Requires <see cref="P:Godot.CollisionObject3D.InputRayPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject3D.CollisionLayer"/> bit to be set. Note that moving between different shapes within a single <see cref="T:Godot.CollisionObject3D"/> won't cause this function to be called.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.SetCollisionLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.CollisionObject3D.CollisionLayer"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.GetCollisionLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.CollisionObject3D.CollisionLayer"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.SetCollisionMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.CollisionObject3D.CollisionMask"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.GetCollisionMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.CollisionObject3D.CollisionMask"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.GetRid">
            <summary>
            <para>Returns the object's <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.CreateShapeOwner(Godot.GodotObject)">
            <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.CollisionObject3D.RemoveShapeOwner(System.UInt32)">
            <summary>
            <para>Removes the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.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.CollisionObject3D.ShapeOwnerSetTransform(System.UInt32,Godot.Transform3D)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform3D"/> of the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.ShapeOwnerGetTransform(System.UInt32)">
            <summary>
            <para>Returns the shape owner's <see cref="T:Godot.Transform3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.ShapeOwnerGetOwner(System.UInt32)">
            <summary>
            <para>Returns the parent object of the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.ShapeOwnerSetDisabled(System.UInt32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, disables the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.IsShapeOwnerDisabled(System.UInt32)">
            <summary>
            <para>If <c>true</c>, the shape owner and its shapes are disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.ShapeOwnerAddShape(System.UInt32,Godot.Shape3D)">
            <summary>
            <para>Adds a <see cref="T:Godot.Shape3D"/> to the shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.ShapeOwnerGetShapeCount(System.UInt32)">
            <summary>
            <para>Returns the number of shapes the given shape owner contains.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.ShapeOwnerGetShape(System.UInt32,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Shape3D"/> with the given ID from the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.ShapeOwnerGetShapeIndex(System.UInt32,System.Int32)">
            <summary>
            <para>Returns the child index of the <see cref="T:Godot.Shape3D"/> with the given ID from the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.ShapeOwnerRemoveShape(System.UInt32,System.Int32)">
            <summary>
            <para>Removes a shape from the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.ShapeOwnerClearShapes(System.UInt32)">
            <summary>
            <para>Removes all shapes from the shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject3D.ShapeFindOwner(System.Int32)">
            <summary>
            <para>Returns the <c>owner_id</c> of the given shape.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionObject3D.InputEventEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CollisionObject3D.InputEvent"/> event of a <see cref="T:Godot.CollisionObject3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.CollisionObject3D.InputEvent">
            <summary>
            <para>Emitted when the object receives an unhandled <see cref="T:Godot.InputEvent"/>. <c>position</c> is the location in world space of the mouse pointer on the surface of the shape with index <c>shapeIdx</c> and <c>normal</c> is the normal vector of the surface at that point.</para>
            </summary>
        </member>
        <member name="E:Godot.CollisionObject3D.MouseEntered">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CollisionObject3D.MouseEntered"/> event of a <see cref="T:Godot.CollisionObject3D"/> class.
            </summary>
            <summary>
            <para>Emitted when the mouse pointer enters any of this object's shapes. Requires <see cref="P:Godot.CollisionObject3D.InputRayPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject3D.CollisionLayer"/> bit to be set.</para>
            <para><b>Note:</b> Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the <see cref="T:Godot.CollisionObject3D"/>'s area is small. This signal may also not be emitted if another <see cref="T:Godot.CollisionObject3D"/> is overlapping the <see cref="T:Godot.CollisionObject3D"/> in question.</para>
            </summary>
        </member>
        <member name="E:Godot.CollisionObject3D.MouseExited">
            <summary>
            Represents the method that handles the <see cref="E:Godot.CollisionObject3D.MouseExited"/> event of a <see cref="T:Godot.CollisionObject3D"/> class.
            </summary>
            <summary>
            <para>Emitted when the mouse pointer exits all this object's shapes. Requires <see cref="P:Godot.CollisionObject3D.InputRayPickable"/> to be <c>true</c> and at least one <see cref="P:Godot.CollisionObject3D.CollisionLayer"/> bit to be set.</para>
            <para><b>Note:</b> Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the <see cref="T:Godot.CollisionObject3D"/>'s area is small. This signal may also not be emitted if another <see cref="T:Godot.CollisionObject3D"/> is overlapping the <see cref="T:Godot.CollisionObject3D"/> in question.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionPolygon2D">
            <summary>
            <para>A node that provides a thickened polygon shape (a prism) to a <see cref="T:Godot.CollisionObject2D"/> parent and allows to edit it. The polygon can be concave or convex. This can give a detection shape to an <see cref="T:Godot.Area2D"/> or turn <see cref="T:Godot.PhysicsBody2D"/> into a solid object.</para>
            <para><b>Warning:</b> A non-uniformly scaled <see cref="T:Godot.CollisionShape3D"/> will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its shape resource instead.</para>
            </summary>
        </member>
        <member name="F:Godot.CollisionPolygon2D.BuildModeEnum.Solids">
            <summary>
            <para>Collisions will include the polygon and its contained area. In this mode the node has the same effect as several <see cref="T:Godot.ConvexPolygonShape2D"/> nodes, one for each convex shape in the convex decomposition of the polygon (but without the overhead of multiple nodes).</para>
            </summary>
        </member>
        <member name="F:Godot.CollisionPolygon2D.BuildModeEnum.Segments">
            <summary>
            <para>Collisions will only include the polygon edges. In this mode the node has the same effect as a single <see cref="T:Godot.ConcavePolygonShape2D"/> made of segments, with the restriction that each segment (after the first one) starts where the previous one ends, and the last one ends where the first one starts (forming a closed but hollow polygon).</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. Each point will be connected to the next, and the final point will be connected to the first.</para>
            <para><b>Warning:</b> 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><b>Note:</b> 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.CollisionPolygon3D">
            <summary>
            <para>A node that provides a thickened polygon shape (a prism) to a <see cref="T:Godot.CollisionObject3D"/> parent and allows to edit it. The polygon can be concave or convex. This can give a detection shape to an <see cref="T:Godot.Area3D"/> or turn <see cref="T:Godot.PhysicsBody3D"/> into a solid object.</para>
            <para><b>Warning:</b> A non-uniformly scaled <see cref="T:Godot.CollisionShape3D"/> will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its shape resource instead.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionPolygon3D.Depth">
            <summary>
            <para>Length that the resulting collision extends in either direction perpendicular to its 2D polygon.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionPolygon3D.Disabled">
            <summary>
            <para>If <c>true</c>, no collision will be produced.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionPolygon3D.Polygon">
            <summary>
            <para>Array of vertices which define the 2D polygon in the local XY plane.</para>
            <para><b>Note:</b> 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.CollisionPolygon3D.Margin">
            <summary>
            <para>The collision margin for the generated <see cref="T:Godot.Shape3D"/>. See <see cref="P:Godot.Shape3D.Margin"/> for more details.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionShape2D">
            <summary>
            <para>A node that provides a <see cref="T:Godot.Shape2D"/> to a <see cref="T:Godot.CollisionObject2D"/> parent and allows to edit it. This can give a detection shape to an <see cref="T:Godot.Area2D"/> or turn a <see cref="T:Godot.PhysicsBody2D"/> into 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.GodotObject.SetDeferred(Godot.StringName,Godot.Variant)"/>.</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><b>Note:</b> 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="P:Godot.CollisionShape2D.DebugColor">
            <summary>
            <para>The collision shape debug color.</para>
            <para><b>Note:</b> The default value is <c>ProjectSettings.debug/shapes/collision/shape_color</c>. The <c>Color(0, 0, 0, 1)</c> value documented here is a placeholder, and not the actual default debug color.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionShape3D">
            <summary>
            <para>A node that provides a <see cref="T:Godot.Shape3D"/> to a <see cref="T:Godot.CollisionObject3D"/> parent and allows to edit it. This can give a detection shape to an <see cref="T:Godot.Area3D"/> or turn a <see cref="T:Godot.PhysicsBody3D"/> into a solid object.</para>
            <para><b>Warning:</b> A non-uniformly scaled <see cref="T:Godot.CollisionShape3D"/> will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its <see cref="P:Godot.CollisionShape3D.Shape"/> resource instead.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionShape3D.Shape">
            <summary>
            <para>The actual shape owned by this collision shape.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionShape3D.Disabled">
            <summary>
            <para>A disabled collision shape has no effect in the world.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionShape3D.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.CollisionShape3D.MakeConvexFromSiblings">
            <summary>
            <para>Sets the collision shape's shape to the addition of all its convexed <see cref="T:Godot.MeshInstance3D"/> siblings geometry.</para>
            </summary>
        </member>
        <member name="T:Godot.ColorPicker">
            <summary>
            <para>A widget that provides an interface for selecting or modifying a color. It can optionally provide functionalities like a color sampler (eyedropper), color modes, and presets.</para>
            <para><b>Note:</b> 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 popup.</para>
            </summary>
        </member>
        <member name="F:Godot.ColorPicker.ColorModeType.Rgb">
            <summary>
            <para>Allows editing the color with Red/Green/Blue sliders.</para>
            </summary>
        </member>
        <member name="F:Godot.ColorPicker.ColorModeType.Hsv">
            <summary>
            <para>Allows editing the color with Hue/Saturation/Value sliders.</para>
            </summary>
        </member>
        <member name="F:Godot.ColorPicker.ColorModeType.Raw">
            <summary>
            <para>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>
            </summary>
        </member>
        <member name="F:Godot.ColorPicker.ColorModeType.Okhsl">
            <summary>
            <para>Allows editing the color with Hue/Saturation/Lightness sliders.</para>
            <para>OKHSL is a new color space similar to HSL but that better match perception by leveraging the Oklab color space which is designed to be simple to use, while doing a good job at predicting perceived lightness, chroma and hue.</para>
            <para><a href="https://bottosson.github.io/posts/colorpicker/">Okhsv and Okhsl color spaces</a></para>
            </summary>
        </member>
        <member name="F:Godot.ColorPicker.PickerShapeType.HsvRectangle">
            <summary>
            <para>HSV Color Model rectangle color space.</para>
            </summary>
        </member>
        <member name="F:Godot.ColorPicker.PickerShapeType.HsvWheel">
            <summary>
            <para>HSV Color Model rectangle color space with a wheel.</para>
            </summary>
        </member>
        <member name="F:Godot.ColorPicker.PickerShapeType.VhsCircle">
            <summary>
            <para>HSV Color Model circle color space. Use Saturation as a radius.</para>
            </summary>
        </member>
        <member name="F:Godot.ColorPicker.PickerShapeType.OkhslCircle">
            <summary>
            <para>HSL OK Color Model circle color space.</para>
            </summary>
        </member>
        <member name="F:Godot.ColorPicker.PickerShapeType.None">
            <summary>
            <para>The color space shape and the shape select button are hidden. Can't be selected from the shapes popup.</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.ColorMode">
            <summary>
            <para>The currently selected color mode. See <see cref="T:Godot.ColorPicker.ColorModeType"/>.</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.PickerShape">
            <summary>
            <para>The shape of the color space view. See <see cref="T:Godot.ColorPicker.PickerShapeType"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPicker.CanAddSwatches">
            <summary>
            <para>If <c>true</c>, it's possible to add presets under Swatches. If <c>false</c>, the button to add presets is disabled.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPicker.SamplerVisible">
            <summary>
            <para>If <c>true</c>, the color sampler and color preview are visible.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPicker.ColorModesVisible">
            <summary>
            <para>If <c>true</c>, the color mode buttons are visible.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPicker.SlidersVisible">
            <summary>
            <para>If <c>true</c>, the color sliders are visible.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPicker.HexVisible">
            <summary>
            <para>If <c>true</c>, the hex color code input field is visible.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPicker.PresetsVisible">
            <summary>
            <para>If <c>true</c>, the Swatches and Recent Colors 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><b>Note:</b> The presets list is only for <i>this</i> 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="M:Godot.ColorPicker.AddRecentPreset(Godot.Color)">
            <summary>
            <para>Adds the given color to a list of color recent presets so that it can be picked later. Recent presets are the colors that were picked recently, a new preset is automatically created and added to recent presets when you pick a new color.</para>
            <para><b>Note:</b> The recent presets list is only for <i>this</i> color picker.</para>
            </summary>
        </member>
        <member name="M:Godot.ColorPicker.EraseRecentPreset(Godot.Color)">
            <summary>
            <para>Removes the given color from the list of color recent presets of this color picker.</para>
            </summary>
        </member>
        <member name="M:Godot.ColorPicker.GetRecentPresets">
            <summary>
            <para>Returns the list of colors in the recent presets of the color picker.</para>
            </summary>
        </member>
        <member name="T:Godot.ColorPicker.ColorChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ColorPicker.ColorChanged"/> event of a <see cref="T:Godot.ColorPicker"/> class.
            </summary>
        </member>
        <member name="E:Godot.ColorPicker.ColorChanged">
            <summary>
            <para>Emitted when the color is changed.</para>
            </summary>
        </member>
        <member name="T:Godot.ColorPicker.PresetAddedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ColorPicker.PresetAdded"/> event of a <see cref="T:Godot.ColorPicker"/> class.
            </summary>
        </member>
        <member name="E:Godot.ColorPicker.PresetAdded">
            <summary>
            <para>Emitted when a preset is added.</para>
            </summary>
        </member>
        <member name="T:Godot.ColorPicker.PresetRemovedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ColorPicker.PresetRemoved"/> event of a <see cref="T:Godot.ColorPicker"/> class.
            </summary>
        </member>
        <member name="E:Godot.ColorPicker.PresetRemoved">
            <summary>
            <para>Emitted when a preset is removed.</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"/>'s visibility.</para>
            <para>See also <see cref="T:Godot.BaseButton"/> which contains common properties and methods associated with this node.</para>
            <para><b>Note:</b> 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.CustomMinimumSize"/> 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><b>Warning:</b> 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><b>Warning:</b> 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.Window.Visible"/> property.</para>
            </summary>
        </member>
        <member name="T:Godot.ColorPickerButton.ColorChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ColorPickerButton.ColorChanged"/> event of a <see cref="T:Godot.ColorPickerButton"/> class.
            </summary>
        </member>
        <member name="E:Godot.ColorPickerButton.ColorChanged">
            <summary>
            <para>Emitted when the color changes.</para>
            </summary>
        </member>
        <member name="E:Godot.ColorPickerButton.PopupClosed">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ColorPickerButton.PopupClosed"/> event of a <see cref="T:Godot.ColorPickerButton"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.ColorPicker"/> is closed.</para>
            </summary>
        </member>
        <member name="E:Godot.ColorPickerButton.PickerCreated">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ColorPickerButton.PickerCreated"/> event of a <see cref="T:Godot.ColorPickerButton"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.ColorPicker"/> is created (the button is pressed for the first time).</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 a <see cref="T:Godot.Panel"/> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorRect.Color">
            <summary>
            <para>The fill color of the rectangle.</para>
            </summary>
        </member>
        <member name="T:Godot.CompressedCubemap">
            <summary>
            <para>A cubemap that is loaded from a <c>.ccube</c> file. This file format is internal to Godot; it is created by importing other image formats with the import system. <see cref="T:Godot.CompressedCubemap"/> can use one of 4 compresson methods:</para>
            <para>- Lossless (WebP or PNG, uncompressed on the GPU)</para>
            <para>- Lossy (WebP, uncompressed on the GPU)</para>
            <para>- VRAM Compressed (compressed on the GPU)</para>
            <para>- VRAM Uncompressed (uncompressed on the GPU)</para>
            <para>- Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)</para>
            <para>Only <b>VRAM Compressed</b> actually reduces the memory usage on the GPU. The <b>Lossless</b> and <b>Lossy</b> compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.</para>
            <para>Using <b>VRAM Compressed</b> also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.</para>
            <para>See <see cref="T:Godot.Cubemap"/> for a general description of cubemaps.</para>
            </summary>
        </member>
        <member name="T:Godot.CompressedCubemapArray">
            <summary>
            <para>A cubemap array that is loaded from a <c>.ccubearray</c> file. This file format is internal to Godot; it is created by importing other image formats with the import system. <see cref="T:Godot.CompressedCubemapArray"/> can use one of 4 compresson methods:</para>
            <para>- Lossless (WebP or PNG, uncompressed on the GPU)</para>
            <para>- Lossy (WebP, uncompressed on the GPU)</para>
            <para>- VRAM Compressed (compressed on the GPU)</para>
            <para>- VRAM Uncompressed (uncompressed on the GPU)</para>
            <para>- Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)</para>
            <para>Only <b>VRAM Compressed</b> actually reduces the memory usage on the GPU. The <b>Lossless</b> and <b>Lossy</b> compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.</para>
            <para>Using <b>VRAM Compressed</b> also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.</para>
            <para>See <see cref="T:Godot.CubemapArray"/> for a general description of cubemap arrays.</para>
            </summary>
        </member>
        <member name="T:Godot.CompressedTexture2D">
            <summary>
            <para>A texture that is loaded from a <c>.ctex</c> file. This file format is internal to Godot; it is created by importing other image formats with the import system. <see cref="T:Godot.CompressedTexture2D"/> can use one of 4 compression methods (including a lack of any compression):</para>
            <para>- Lossless (WebP or PNG, uncompressed on the GPU)</para>
            <para>- Lossy (WebP, uncompressed on the GPU)</para>
            <para>- VRAM Compressed (compressed on the GPU)</para>
            <para>- VRAM Uncompressed (uncompressed on the GPU)</para>
            <para>- Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)</para>
            <para>Only <b>VRAM Compressed</b> actually reduces the memory usage on the GPU. The <b>Lossless</b> and <b>Lossy</b> compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.</para>
            <para>Using <b>VRAM Compressed</b> also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.</para>
            </summary>
        </member>
        <member name="P:Godot.CompressedTexture2D.LoadPath">
            <summary>
            <para>The <see cref="T:Godot.CompressedTexture2D"/>'s file path to a <c>.ctex</c> file.</para>
            </summary>
        </member>
        <member name="M:Godot.CompressedTexture2D.Load(System.String)">
            <summary>
            <para>Loads the texture from the specified <c>path</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.CompressedTexture2DArray">
            <summary>
            <para>A texture array that is loaded from a <c>.ctexarray</c> file. This file format is internal to Godot; it is created by importing other image formats with the import system. <see cref="T:Godot.CompressedTexture2DArray"/> can use one of 4 compresson methods:</para>
            <para>- Lossless (WebP or PNG, uncompressed on the GPU)</para>
            <para>- Lossy (WebP, uncompressed on the GPU)</para>
            <para>- VRAM Compressed (compressed on the GPU)</para>
            <para>- VRAM Uncompressed (uncompressed on the GPU)</para>
            <para>- Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)</para>
            <para>Only <b>VRAM Compressed</b> actually reduces the memory usage on the GPU. The <b>Lossless</b> and <b>Lossy</b> compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.</para>
            <para>Using <b>VRAM Compressed</b> also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.</para>
            <para>See <see cref="T:Godot.Texture2DArray"/> for a general description of texture arrays.</para>
            </summary>
        </member>
        <member name="T:Godot.CompressedTexture3D">
            <summary>
            <para><see cref="T:Godot.CompressedTexture3D"/> is the VRAM-compressed counterpart of <see cref="T:Godot.ImageTexture3D"/>. The file extension for <see cref="T:Godot.CompressedTexture3D"/> files is <c>.ctex3d</c>. This file format is internal to Godot; it is created by importing other image formats with the import system.</para>
            <para><see cref="T:Godot.CompressedTexture3D"/> uses VRAM compression, which allows to reduce memory usage on the GPU when rendering the texture. This also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.</para>
            <para>See <see cref="T:Godot.Texture3D"/> for a general description of 3D textures.</para>
            </summary>
        </member>
        <member name="P:Godot.CompressedTexture3D.LoadPath">
            <summary>
            <para>The <see cref="T:Godot.CompressedTexture3D"/>'s file path to a <c>.ctex3d</c> file.</para>
            </summary>
        </member>
        <member name="M:Godot.CompressedTexture3D.Load(System.String)">
            <summary>
            <para>Loads the texture from the specified <c>path</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.CompressedTextureLayered">
            <summary>
            <para>Base class for <see cref="T:Godot.CompressedTexture2DArray"/> and <see cref="T:Godot.CompressedTexture3D"/>. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also <see cref="T:Godot.TextureLayered"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CompressedTextureLayered.LoadPath">
            <summary>
            <para>The path the texture should be loaded from.</para>
            </summary>
        </member>
        <member name="M:Godot.CompressedTextureLayered.Load(System.String)">
            <summary>
            <para>Loads the texture at <c>path</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.ConcavePolygonShape2D">
            <summary>
            <para>A 2D polyline shape, intended for use in physics. Used internally in <see cref="T:Godot.CollisionPolygon2D"/> when it's in <c>BUILD_SEGMENTS</c> mode.</para>
            <para>Being just a collection of interconnected line segments, <see cref="T:Godot.ConcavePolygonShape2D"/> is the most freely configurable single 2D shape. It can be used to form polygons of any nature, or even shapes that don't enclose an area. However, <see cref="T:Godot.ConvexPolygonShape2D"/> is <i>hollow</i> even if the interconnected line segments do enclose an area, which often makes it unsuitable for physics or detection.</para>
            <para><b>Note:</b> When used for collision, <see cref="T:Godot.ConcavePolygonShape2D"/> is intended to work with static <see cref="T:Godot.CollisionShape2D"/> nodes like <see cref="T:Godot.StaticBody2D"/> and will likely not behave well for <see cref="T:Godot.CharacterBody2D"/>s or <see cref="T:Godot.RigidBody2D"/>s in a mode other than Static.</para>
            <para><b>Warning:</b> Physics bodies that are small have a chance to clip through this shape when moving fast. This happens because on one frame, the physics body may be on the "outside" of the shape, and on the next frame it may be "inside" it. <see cref="T:Godot.ConcavePolygonShape2D"/> is hollow, so it won't detect a collision.</para>
            <para><b>Performance:</b> Due to its complexity, <see cref="T:Godot.ConcavePolygonShape2D"/> is the slowest 2D collision shape to check collisions against. Its use should generally be limited to level geometry. If the polyline is closed, <see cref="T:Godot.CollisionPolygon2D"/>'s <c>BUILD_SOLIDS</c> mode can be used, which decomposes the polygon into convex ones; see <see cref="T:Godot.ConvexPolygonShape2D"/>'s documentation for instructions.</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. The array (of length divisible by two) is naturally divided into pairs (one pair for each segment); each pair consists of the starting point of a segment and the endpoint of a segment.</para>
            </summary>
        </member>
        <member name="T:Godot.ConcavePolygonShape3D">
            <summary>
            <para>A 3D trimesh shape, intended for use in physics. Usually used to provide a shape for a <see cref="T:Godot.CollisionShape3D"/>.</para>
            <para>Being just a collection of interconnected triangles, <see cref="T:Godot.ConcavePolygonShape3D"/> is the most freely configurable single 3D shape. It can be used to form polyhedra of any nature, or even shapes that don't enclose a volume. However, <see cref="T:Godot.ConvexPolygonShape3D"/> is <i>hollow</i> even if the interconnected triangles do enclose a volume, which often makes it unsuitable for physics or detection.</para>
            <para><b>Note:</b> When used for collision, <see cref="T:Godot.ConcavePolygonShape3D"/> is intended to work with static <see cref="T:Godot.CollisionShape3D"/> nodes like <see cref="T:Godot.StaticBody3D"/> and will likely not behave well for <see cref="T:Godot.CharacterBody3D"/>s or <see cref="T:Godot.RigidBody3D"/>s in a mode other than Static.</para>
            <para><b>Warning:</b> Physics bodies that are small have a chance to clip through this shape when moving fast. This happens because on one frame, the physics body may be on the "outside" of the shape, and on the next frame it may be "inside" it. <see cref="T:Godot.ConcavePolygonShape3D"/> is hollow, so it won't detect a collision.</para>
            <para><b>Performance:</b> Due to its complexity, <see cref="T:Godot.ConcavePolygonShape3D"/> is the slowest 3D collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, <see cref="T:Godot.ConvexPolygonShape3D"/> should be used. For dynamic physics bodies that need concave collision, several <see cref="T:Godot.ConvexPolygonShape3D"/>s can be used to represent its collision by using convex decomposition; see <see cref="T:Godot.ConvexPolygonShape3D"/>'s documentation for instructions.</para>
            </summary>
        </member>
        <member name="P:Godot.ConcavePolygonShape3D.BackfaceCollision">
            <summary>
            <para>If set to <c>true</c>, collisions occur on both sides of the concave shape faces. Otherwise they occur only along the face normals.</para>
            </summary>
        </member>
        <member name="M:Godot.ConcavePolygonShape3D.SetFaces(Godot.Vector3[])">
            <summary>
            <para>Sets the faces of the trimesh shape from an array of vertices. The <c>faces</c> array should be composed of triples such that each triple of vertices defines a triangle.</para>
            </summary>
        </member>
        <member name="M:Godot.ConcavePolygonShape3D.GetFaces">
            <summary>
            <para>Returns the faces of the trimesh shape as an array of vertices. The array (of length divisible by three) is naturally divided into triples; each triple of vertices defines a triangle.</para>
            </summary>
        </member>
        <member name="T:Godot.ConeTwistJoint3D">
            <summary>
            <para>A physics joint that connects two 3D physics bodies in a way that simulates a ball-and-socket joint. The twist axis is initiated as the X axis of the <see cref="T:Godot.ConeTwistJoint3D"/>. Once the physics bodies swing, the twist axis is calculated as the middle of the X axes of the joint in the local space of the two physics bodies. Useful for limbs like shoulders and hips, lamps hanging off a ceiling, etc.</para>
            </summary>
        </member>
        <member name="F:Godot.ConeTwistJoint3D.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.ConeTwistJoint3D"/>.</para>
            <para>If below 0.05, this behavior is locked.</para>
            </summary>
        </member>
        <member name="F:Godot.ConeTwistJoint3D.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.ConeTwistJoint3D.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.ConeTwistJoint3D.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.ConeTwistJoint3D.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.ConeTwistJoint3D.Param.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.ConeTwistJoint3D.Param"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.ConeTwistJoint3D.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.ConeTwistJoint3D"/>.</para>
            <para>If below 0.05, this behavior is locked.</para>
            </summary>
        </member>
        <member name="P:Godot.ConeTwistJoint3D.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.ConeTwistJoint3D.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.ConeTwistJoint3D.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.ConeTwistJoint3D.Relaxation">
            <summary>
            <para>Defines, how fast the swing- and twist-speed-difference on both sides gets synced.</para>
            </summary>
        </member>
        <member name="M:Godot.ConeTwistJoint3D.SetParam(Godot.ConeTwistJoint3D.Param,System.Single)">
            <summary>
            <para>Sets the value of the specified parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.ConeTwistJoint3D.GetParam(Godot.ConeTwistJoint3D.Param)">
            <summary>
            <para>Returns the value of the specified parameter.</para>
            </summary>
        </member>
        <member name="T:Godot.ConfigFile">
            <summary>
            <para>This helper class can be used to store <see cref="T:Godot.Variant"/> 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 World3D!"
            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 disc:</para>
            <para><code>
            // Create new ConfigFile object.
            var config = new ConfigFile();
            
            // Store some values.
            config.SetValue("Player1", "player_name", "Steve");
            config.SetValue("Player1", "best_score", 10);
            config.SetValue("Player2", "player_name", "V3geta");
            config.SetValue("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 = new Godot.Collections.Dictionary();
            var config = new ConfigFile();
            
            // Load data from a file.
            Error err = config.Load("user://scores.cfg");
            
            // If the file didn't load, ignore it.
            if (err != Error.Ok)
            {
                return;
            }
            
            // Iterate over all sections.
            foreach (String player in config.GetSections())
            {
                // Fetch the data for each section.
                var player_name = (String)config.GetValue(player, "player_name");
                var player_score = (int)config.GetValue(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,Godot.Variant)"/>, <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><b>Note:</b> 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,Godot.Variant)">
            <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,Godot.Variant)">
            <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 (<see cref="F:Godot.Error.Ok"/> 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 (<see cref="F:Godot.Error.Ok"/> 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 (<see cref="F:Godot.Error.Ok"/> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.EncodeToText">
            <summary>
            <para>Obtain the text version of this config file (the same text that would be written to a file).</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 (<see cref="F:Godot.Error.Ok"/> 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 (<see cref="F:Godot.Error.Ok"/> 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 (<see cref="F:Godot.Error.Ok"/> 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 (<see cref="F:Godot.Error.Ok"/> 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>A dialog used for confirmation of actions. This window is similar to <see cref="T:Godot.AcceptDialog"/>, but pressing its Cancel button can have a different outcome from pressing the OK button. The order of the two buttons varies depending on the host OS.</para>
            <para>To get cancel action, you can use:</para>
            <para><code>
            GetCancelButton().Pressed += Canceled;
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.ConfirmationDialog.CancelButtonText">
            <summary>
            <para>The text displayed by the cancel button (see <see cref="M:Godot.ConfirmationDialog.GetCancelButton"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.ConfirmationDialog.GetCancelButton">
            <summary>
            <para>Returns the cancel button.</para>
            <para><b>Warning:</b> 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 class for all GUI containers. A <see cref="T:Godot.Container"/> automatically arranges its child controls in a certain way. This class can be inherited to make custom container types.</para>
            </summary>
        </member>
        <member name="F:Godot.Container.NotificationPreSortChildren">
            <summary>
            <para>Notification just before children are going to be sorted, in case there's something to process beforehand.</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._GetAllowedSizeFlagsHorizontal">
            <summary>
            <para>Implement to return a list of allowed horizontal <see cref="T:Godot.Control.SizeFlags"/> for child nodes. This doesn't technically prevent the usages of any other size flags, if your implementation requires that. This only limits the options available to the user in the Inspector dock.</para>
            <para><b>Note:</b> Having no size flags is equal to having <see cref="F:Godot.Control.SizeFlags.ShrinkBegin"/>. As such, this value is always implicitly allowed.</para>
            </summary>
        </member>
        <member name="M:Godot.Container._GetAllowedSizeFlagsVertical">
            <summary>
            <para>Implement to return a list of allowed vertical <see cref="T:Godot.Control.SizeFlags"/> for child nodes. This doesn't technically prevent the usages of any other size flags, if your implementation requires that. This only limits the options available to the user in the Inspector dock.</para>
            <para><b>Note:</b> Having no size flags is equal to having <see cref="F:Godot.Control.SizeFlags.ShrinkBegin"/>. As such, this value is always implicitly allowed.</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="E:Godot.Container.PreSortChildren">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Container.PreSortChildren"/> event of a <see cref="T:Godot.Container"/> class.
            </summary>
            <summary>
            <para>Emitted when children are going to be sorted.</para>
            </summary>
        </member>
        <member name="E:Godot.Container.SortChildren">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Container.SortChildren"/> event of a <see cref="T:Godot.Container"/> class.
            </summary>
            <summary>
            <para>Emitted when sorting the children is needed.</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 offsets relative to the anchor. The offsets 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, offsets, 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><b>User Interface nodes and input</b></para>
            <para>Godot propagates input events via viewports. Each <see cref="T:Godot.Viewport"/> is responsible for propagating <see cref="T:Godot.InputEvent"/>s to their child nodes. As the <see cref="P:Godot.SceneTree.Root"/> is a <see cref="T:Godot.Window"/>, this already happens automatically for all UI elements in your game.</para>
            <para>Input events are propagated through the <see cref="T:Godot.SceneTree"/> from the root node to all child nodes by calling <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>. For UI elements specifically, it makes more sense to override the virtual method <see cref="M:Godot.Control._GuiInput(Godot.InputEvent)"/>, which filters out unrelated input events, such as by checking z-order, <see cref="P:Godot.Control.MouseFilter"/>, focus, or if the event was inside of the control's bounding box.</para>
            <para>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_theme_*_override</c> methods, like <see cref="M:Godot.Control.AddThemeFontOverride(Godot.StringName,Godot.Font)"/>. You can override the theme with the Inspector.</para>
            <para><b>Note:</b> Theme items are <i>not</i> <see cref="T:Godot.GodotObject"/> properties. This means you can't access their values using <see cref="M:Godot.GodotObject.Get(Godot.StringName)"/> and <see cref="M:Godot.GodotObject.Set(Godot.StringName,Godot.Variant)"/>. Instead, use the <c>get_theme_*</c> and <c>add_theme_*_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.Size"/> 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 needs to refresh its theme items. This happens in one of the following cases:</para>
            <para>- The <see cref="P:Godot.Control.Theme"/> property is changed on this node or any of its ancestors.</para>
            <para>- The <see cref="P:Godot.Control.ThemeTypeVariation"/> property is changed on this node.</para>
            <para>- One of the node's theme property overrides is changed.</para>
            <para>- The node enters the scene tree.</para>
            <para><b>Note:</b> As an optimization, this notification won't be sent from changes that occur while this node is outside of the scene tree. Instead, all of the theme item updates can be applied at once when the node enters the scene tree.</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.NotificationLayoutDirectionChanged">
            <summary>
            <para>Sent when control layout direction is changed.</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.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.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 offset becomes relative to the left edge and the top offset 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 offset becomes relative to the top left corner, the top offset relative to the top edge, and the right offset 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 offset becomes relative to the right edge and the top offset 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 offset becomes relative to the bottom left corner, the bottom offset relative to the bottom edge, and the right offset 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.FullRect">
            <summary>
            <para>Snap all 4 anchors to the respective corners of the parent control. Set all 4 offsets to 0 after you applied this preset and the <see cref="T:Godot.Control"/> will fit its parent control. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</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.SizeFlags.ShrinkBegin">
            <summary>
            <para>Tells the parent <see cref="T:Godot.Container"/> to align the node with its start, either the top or the left edge. It is mutually exclusive with <see cref="F:Godot.Control.SizeFlags.Fill"/> and other shrink size flags, but can be used with <see cref="F:Godot.Control.SizeFlags.Expand"/> in some containers. Use with <see cref="P:Godot.Control.SizeFlagsHorizontal"/> and <see cref="P:Godot.Control.SizeFlagsVertical"/>.</para>
            <para><b>Note:</b> Setting this flag is equal to not having any size flags.</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. It is mutually exclusive with shrink 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.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 <see cref="F:Godot.Control.SizeFlags.Fill"/> and <see cref="F:Godot.Control.SizeFlags.Expand"/> 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 the available space. It is mutually exclusive with <see cref="F:Godot.Control.SizeFlags.Fill"/> and other shrink size flags, but can be used with <see cref="F:Godot.Control.SizeFlags.Expand"/> in some containers. 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 is mutually exclusive with <see cref="F:Godot.Control.SizeFlags.Fill"/> and other shrink size flags, but can be used with <see cref="F:Godot.Control.SizeFlags.Expand"/> in some containers. Use with <see cref="P:Godot.Control.SizeFlagsHorizontal"/> and <see cref="P:Godot.Control.SizeFlagsVertical"/>.</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 <see cref="E:Godot.Control.MouseEntered"/> and <see cref="E:Godot.Control.MouseExited"/> 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 <see cref="E:Godot.Control.MouseEntered"/> and <see cref="E:Godot.Control.MouseExited"/> 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. If no control handled it, the event will be passed to <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/> for further processing.</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 <see cref="E:Godot.Control.MouseEntered"/> nor <see cref="E:Godot.Control.MouseExited"/> 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.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.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.LayoutDirectionEnum.Inherited">
            <summary>
            <para>Automatic layout direction, determined from the parent control layout direction.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutDirectionEnum.Locale">
            <summary>
            <para>Automatic layout direction, determined from the current locale.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutDirectionEnum.Ltr">
            <summary>
            <para>Left-to-right layout direction.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutDirectionEnum.Rtl">
            <summary>
            <para>Right-to-left layout direction.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.TextDirection.Inherited">
            <summary>
            <para>Text writing direction is the same as layout direction.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.TextDirection.Auto">
            <summary>
            <para>Automatic text writing direction, determined from the current locale and text content.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.TextDirection.Ltr">
            <summary>
            <para>Left-to-right text writing direction.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.TextDirection.Rtl">
            <summary>
            <para>Right-to-left text writing direction.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.ClipContents">
            <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 and won't receive input.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.CustomMinimumSize">
            <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.LayoutDirection">
            <summary>
            <para>Controls layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew).</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 offset 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 offset 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 offset 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 offset 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.OffsetLeft">
            <summary>
            <para>Distance between the node's left edge and its parent control, based on <see cref="P:Godot.Control.AnchorLeft"/>.</para>
            <para>Offsets 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"/>. Offsets update automatically when you move or resize the node.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.OffsetTop">
            <summary>
            <para>Distance between the node's top edge and its parent control, based on <see cref="P:Godot.Control.AnchorTop"/>.</para>
            <para>Offsets 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"/>. Offsets update automatically when you move or resize the node.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.OffsetRight">
            <summary>
            <para>Distance between the node's right edge and its parent control, based on <see cref="P:Godot.Control.AnchorRight"/>.</para>
            <para>Offsets 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"/>. Offsets update automatically when you move or resize the node.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.OffsetBottom">
            <summary>
            <para>Distance between the node's bottom edge and its parent control, based on <see cref="P:Godot.Control.AnchorBottom"/>.</para>
            <para>Offsets 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"/>. Offsets 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.Size">
            <summary>
            <para>The size of the node's bounding rectangle, in the node's coordinate system. <see cref="T:Godot.Container"/> nodes update this property automatically.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.Position">
            <summary>
            <para>The node's position, relative to its containing node. It corresponds to the rectangle's top-left corner. The property is not affected by <see cref="P:Godot.Control.PivotOffset"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.GlobalPosition">
            <summary>
            <para>The node's global position, relative to the world (usually to the <see cref="T:Godot.CanvasLayer"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.Control.Rotation">
            <summary>
            <para>The node's rotation around its pivot, in radians. See <see cref="P:Godot.Control.PivotOffset"/> to change the pivot's position.</para>
            <para><b>Note:</b> This property is edited in the inspector in degrees. If you want to use degrees in a script, use <see cref="P:Godot.Control.RotationDegrees"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.RotationDegrees">
            <summary>
            <para>Helper property to access <see cref="P:Godot.Control.Rotation"/> in degrees instead of radians.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.Scale">
            <summary>
            <para>The node's scale, relative to its <see cref="P:Godot.Control.Size"/>. Change this property to scale the node around its <see cref="P:Godot.Control.PivotOffset"/>. The Control's <see cref="P:Godot.Control.TooltipText"/> will also scale according to this value.</para>
            <para><b>Note:</b> This property is mainly intended to be used for animation purposes. 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><b>Note:</b> <see cref="P:Godot.FontFile.Oversampling"/> does <i>not</i> take <see cref="T:Godot.Control"/> <see cref="P:Godot.Control.Scale"/> into account. This means that scaling up/down will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To ensure text remains crisp regardless of scale, you can enable MSDF font rendering by enabling <c>ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field</c> (applies to the default project font only), or enabling <b>Multichannel Signed Distance Field</b> in the import options of a DynamicFont for custom fonts. On system fonts, <see cref="P:Godot.SystemFont.MultichannelSignedDistanceField"/> can be enabled in the inspector.</para>
            <para><b>Note:</b> 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 instantiated. To set the Control's scale when it's instantiated, wait for one frame using <c>await get_tree().process_frame</c> then set its <see cref="P:Godot.Control.Scale"/> property.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.PivotOffset">
            <summary>
            <para>By default, the node's pivot is its top-left corner. When you change its <see cref="P:Godot.Control.Rotation"/> or <see cref="P:Godot.Control.Scale"/>, it will rotate or scale around this pivot. Set this property to <see cref="P:Godot.Control.Size"/> / 2 to pivot around the Control's center.</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 neighbors 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 neighbor a ratio of 1, this node will take two thirds of the available space.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.AutoTranslate">
            <summary>
            <para>Toggles if any text should automatically change to its translated version depending on the current locale.</para>
            <para>Also decides if the node's strings should be parsed for POT generation.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.LocalizeNumeralSystem">
            <summary>
            <para>If <c>true</c>, automatically converts code line numbers, list indices, <see cref="T:Godot.SpinBox"/> and <see cref="T:Godot.ProgressBar"/> values from the Western Arabic (0..9) to the numeral systems used in current locale.</para>
            <para><b>Note:</b> Numbers within the text are not automatically converted, it can be done manually, using <see cref="M:Godot.TextServer.FormatNumber(System.String,System.String)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.TooltipText">
            <summary>
            <para>The default 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"/>. The time required for the tooltip to appear can be changed with the <c>ProjectSettings.gui/timers/tooltip_delay_sec</c> option. See also <see cref="M:Godot.Control.GetTooltip(System.Nullable{Godot.Vector2})"/>.</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 styleBox = new StyleBoxFlat();
            styleBox.SetBgColor(new Color(1, 1, 0));
            styleBox.SetBorderWidthAll(2);
            // We assume here that the `Theme` property has been assigned a custom Theme beforehand.
            Theme.SetStyleBox("panel", "TooltipPanel", styleBox);
            Theme.SetColor("font_color", "TooltipLabel", new Color(0, 1, 1));
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.Control.FocusNeighborLeft">
            <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>ProjectSettings.input/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.FocusNeighborTop">
            <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>ProjectSettings.input/ui_up</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 top of this one.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.FocusNeighborRight">
            <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>ProjectSettings.input/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 right of this one.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.FocusNeighborBottom">
            <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>ProjectSettings.input/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>ProjectSettings.input/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>ProjectSettings.input/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 <see cref="E:Godot.Control.MouseEntered"/>, and <see cref="E:Godot.Control.MouseExited"/> signals. See the constants to learn what each does.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.MouseForcePassScrollEvents">
            <summary>
            <para>When enabled, scroll wheel events processed by <see cref="M:Godot.Control._GuiInput(Godot.InputEvent)"/> will be passed to the parent control even if <see cref="P:Godot.Control.MouseFilter"/> is set to <see cref="F:Godot.Control.MouseFilterEnum.Stop"/>. As it defaults to true, this allows nested scrollable containers to work out of the box.</para>
            <para>You should disable it on the root of your UI if you do not want scroll events to go to the <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/> processing.</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><b>Note:</b> On Linux, shapes may vary depending on the cursor theme of the system.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.ShortcutContext">
            <summary>
            <para>The <see cref="T:Godot.Node"/> which must be a parent of the focused <see cref="T:Godot.Control"/> for the shortcut to be activated. If <c>null</c>, the shortcut can be activated when any control is focused (a global shortcut). This allows shortcuts to be accepted only when the user has a certain area of the GUI focused.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.Theme">
            <summary>
            <para>The <see cref="T:Godot.Theme"/> resource this node and all its <see cref="T:Godot.Control"/> and <see cref="T:Godot.Window"/> children use. If a child node has its own <see cref="T:Godot.Theme"/> resource set, theme items are merged with child's definitions having higher priority.</para>
            <para><b>Note:</b> <see cref="T:Godot.Window"/> styles will have no effect unless the window is embedded.</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(Godot.StringName,Godot.StringName)"/>. If the theme item cannot be found using this type or its base types, lookup falls back on the class names.</para>
            <para><b>Note:</b> To look up <see cref="T:Godot.Control"/>'s own items use various <c>get_theme_*</c> methods without specifying <c>theme_type</c>.</para>
            <para><b>Note:</b> 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._CanDropData(Godot.Vector2,Godot.Variant)">
            <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>atPosition</c>. <c>atPosition</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,Godot.Variant)"/>.</para>
            <para><code>
            public override bool _CanDropData(Vector2 atPosition, Variant data)
            {
                // Check position if it is relevant to you
                // Otherwise, just check data
                return data.VariantType == Variant.Type.Dictionary &amp;&amp; data.AsGodotDictionary().ContainsKey("expected");
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control._DropData(Godot.Vector2,Godot.Variant)">
            <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,Godot.Variant)"/> to test if <c>data</c> is allowed to drop at <c>atPosition</c> where <c>atPosition</c> is local to this control.</para>
            <para><code>
            public override bool _CanDropData(Vector2 atPosition, Variant data)
            {
                return data.VariantType == Variant.Type.Dictionary &amp;&amp; dict.AsGodotDictionary().ContainsKey("color");
            }
            
            public override void _DropData(Vector2 atPosition, Variant data)
            {
                Color color = data.AsGodotDictionary()["color"].AsColor();
            }
            </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,Godot.Variant)"/> and <see cref="M:Godot.Control._DropData(Godot.Vector2,Godot.Variant)"/>. <c>atPosition</c> is local to this control. Drag may be forced with <see cref="M:Godot.Control.ForceDrag(Godot.Variant,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>
            public override Variant _GetDragData(Vector2 atPosition)
            {
                var myData = MakeData(); // This is your custom method generating the drag data.
                SetDragPreview(MakePreview(myData)); // This is your custom method generating the preview of the drag data.
                return myData;
            }
            </code></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.CustomMinimumSize"/> 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><b>Note:</b> 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._GetTooltip(Godot.Vector2)">
            <summary>
            <para>Virtual method to be implemented by the user. Returns the tooltip text for the position <c>atPosition</c> in control's local coordinates, which will typically appear when the cursor is resting over this control. See <see cref="M:Godot.Control.GetTooltip(System.Nullable{Godot.Vector2})"/>.</para>
            <para><b>Note:</b> If this method returns an empty <see cref="T:System.String"/>, no tooltip is displayed.</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><b>Example usage for clicking a control:</b></para>
            <para><code>
            public override void _GuiInput(InputEvent @event)
            {
                if (@event is InputEventMouseButton mb)
                {
                    if (mb.ButtonIndex == MouseButton.Left &amp;&amp; mb.Pressed)
                    {
                        GD.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.ClipContents"/> enabled.</para>
            <para><b>Note:</b> Event position is relative to the control origin.</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><b>Note:</b> If you want to check if a point is inside the control, you can use <c>Rect2(Vector2.ZERO, size).has_point(point)</c>.</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>forText</c> includes the contents of the <see cref="P:Godot.Control.TooltipText"/> 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(Godot.StringName,Godot.StringName,Godot.StyleBox)"/> for the type <c>"TooltipPanel"</c> (see <see cref="P:Godot.Control.TooltipText"/> for an example).</para>
            <para><b>Note:</b> 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.CustomMinimumSize"/> to some non-zero value.</para>
            <para><b>Note:</b> The node (and any relevant children) should be <see cref="P:Godot.CanvasItem.Visible"/> when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.</para>
            <para><b>Example of usage with a custom-constructed node:</b></para>
            <para><code>
            public override Control _MakeCustomTooltip(string forText)
            {
                var label = new Label();
                label.Text = forText;
                return label;
            }
            </code></para>
            <para><b>Example of usage with a custom scene instance:</b></para>
            <para><code>
            public override Control _MakeCustomTooltip(string forText)
            {
                Node tooltip = ResourceLoader.Load&lt;PackedScene&gt;("res://some_tooltip_scene.tscn").Instantiate();
                tooltip.GetNode&lt;Label&gt;("Label").Text = forText;
                return tooltip;
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control._StructuredTextParser(Godot.Collections.Array,System.String)">
            <summary>
            <para>User defined BiDi algorithm override function.</para>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> of <see cref="T:Godot.Vector3I"/> text ranges and text base directions, in the left-to-right order. Ranges should cover full source <c>text</c> without overlaps. BiDi algorithm will be used on each range separately.</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.InputEvent)"/>.</para>
            <para><b>Note:</b> This does not affect the methods in <see cref="T:Godot.Input"/>, only the way events are propagated.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetMinimumSize">
            <summary>
            <para>Returns the minimum size for this control. See <see cref="P:Godot.Control.CustomMinimumSize"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetCombinedMinimumSize">
            <summary>
            <para>Returns combined minimum size from <see cref="P:Godot.Control.CustomMinimumSize"/> 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>keepOffsets</c> is <c>true</c>, control's position will also be updated.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetOffsetsPreset(Godot.Control.LayoutPreset,Godot.Control.LayoutPresetMode,System.Int32)">
            <summary>
            <para>Sets the offsets 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>resizeMode</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. <see cref="F:Godot.Control.LayoutPreset.LeftWide"/>.</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.SetAnchorsAndOffsetsPreset(Godot.Control.LayoutPreset,Godot.Control.LayoutPresetMode,System.Int32)">
            <summary>
            <para>Sets both anchor preset and offset preset. See <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/> and <see cref="M:Godot.Control.SetOffsetsPreset(Godot.Control.LayoutPreset,Godot.Control.LayoutPresetMode,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetAnchor(Godot.Side,System.Single,System.Boolean,System.Boolean)">
            <summary>
            <para>Sets the anchor for the specified <see cref="T:Godot.Side"/> to <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>keepOffset</c> is <c>true</c>, offsets aren't updated after this operation.</para>
            <para>If <c>pushOppositeAnchor</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>pushOppositeAnchor</c> was <c>false</c>, the left anchor would get value 0.5.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetAnchor(Godot.Side)">
            <summary>
            <para>Returns the anchor for the specified <see cref="T:Godot.Side"/>. 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.SetOffset(Godot.Side,System.Single)">
            <summary>
            <para>Sets the offset for the specified <see cref="T:Godot.Side"/> to <c>offset</c>. A setter method for <see cref="P:Godot.Control.OffsetBottom"/>, <see cref="P:Godot.Control.OffsetLeft"/>, <see cref="P:Godot.Control.OffsetRight"/> and <see cref="P:Godot.Control.OffsetTop"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetOffset(Godot.Side)">
            <summary>
            <para>Returns the offset for the specified <see cref="T:Godot.Side"/>. A getter method for <see cref="P:Godot.Control.OffsetBottom"/>, <see cref="P:Godot.Control.OffsetLeft"/>, <see cref="P:Godot.Control.OffsetRight"/> and <see cref="P:Godot.Control.OffsetTop"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetAnchorAndOffset(Godot.Side,System.Single,System.Single,System.Boolean)">
            <summary>
            <para>Works the same as <see cref="M:Godot.Control.SetAnchor(Godot.Side,System.Single,System.Boolean,System.Boolean)"/>, but instead of <c>keep_offset</c> argument and automatic update of offset, it allows to set the offset yourself (see <see cref="M:Godot.Control.SetOffset(Godot.Side,System.Single)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetBegin(Godot.Vector2)">
            <summary>
            <para>Sets <see cref="P:Godot.Control.OffsetLeft"/> and <see cref="P:Godot.Control.OffsetTop"/> at the same time. Equivalent of changing <see cref="P:Godot.Control.Position"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetEnd(Godot.Vector2)">
            <summary>
            <para>Sets <see cref="P:Godot.Control.OffsetRight"/> and <see cref="P:Godot.Control.OffsetBottom"/> 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.Position"/> to given <c>position</c>.</para>
            <para>If <c>keepOffsets</c> is <c>true</c>, control's anchors will be updated instead of offsets.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetSize(Godot.Vector2,System.Boolean)">
            <summary>
            <para>Sets the size (see <see cref="P:Godot.Control.Size"/>).</para>
            <para>If <c>keepOffsets</c> is <c>true</c>, control's anchors will be updated instead of offsets.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.ResetSize">
            <summary>
            <para>Resets the size to <see cref="M:Godot.Control.GetCombinedMinimumSize"/>. This is equivalent to calling <c>set_size(Vector2())</c> (or any size below the minimum).</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetGlobalPosition(Godot.Vector2,System.Boolean)">
            <summary>
            <para>Sets the <see cref="P:Godot.Control.GlobalPosition"/> to given <c>position</c>.</para>
            <para>If <c>keepOffsets</c> is <c>true</c>, control's anchors will be updated instead of offsets.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetBegin">
            <summary>
            <para>Returns <see cref="P:Godot.Control.OffsetLeft"/> and <see cref="P:Godot.Control.OffsetTop"/>. See also <see cref="P:Godot.Control.Position"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetEnd">
            <summary>
            <para>Returns <see cref="P:Godot.Control.OffsetRight"/> and <see cref="P:Godot.Control.OffsetBottom"/>.</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.GetScreenPosition">
            <summary>
            <para>Returns the position of this <see cref="T:Godot.Control"/> in global screen coordinates (i.e. taking window position into account). Mostly useful for editor plugins.</para>
            <para>Equals to <see cref="P:Godot.Control.GlobalPosition"/> if the window is embedded (see <see cref="P:Godot.Viewport.GuiEmbedSubwindows"/>).</para>
            <para><b>Example usage for showing a popup:</b></para>
            <para><code>
            popup_menu.position = get_screen_position() + get_local_mouse_position()
            popup_menu.reset_size()
            popup_menu.popup()
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetRect">
            <summary>
            <para>Returns the position and size of the control in the coordinate system of the containing node. See <see cref="P:Godot.Control.Position"/>, <see cref="P:Godot.Control.Scale"/> and <see cref="P:Godot.Control.Size"/>.</para>
            <para><b>Note:</b> If <see cref="P:Godot.Control.Rotation"/> is not the default rotation, the resulting size is not meaningful.</para>
            <para><b>Note:</b> Setting <see cref="P:Godot.Viewport.GuiSnapControlsToPixels"/> to <c>true</c> can lead to rounding inaccuracies between the displayed control and the returned <see cref="T:Godot.Rect2"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetGlobalRect">
            <summary>
            <para>Returns the position and size of the control relative to the containing canvas. See <see cref="P:Godot.Control.GlobalPosition"/> and <see cref="P:Godot.Control.Size"/>.</para>
            <para><b>Note:</b> If the node itself or any parent <see cref="T:Godot.CanvasItem"/> between the node and the canvas have a non default rotation or skew, the resulting size is likely not meaningful.</para>
            <para><b>Note:</b> Setting <see cref="P:Godot.Viewport.GuiSnapControlsToPixels"/> to <c>true</c> can lead to rounding inaccuracies between the displayed control and the returned <see cref="T:Godot.Rect2"/>.</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><b>Note:</b> Using this method together with <c>Callable.call_deferred</c> 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 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.BeginBulkThemeOverride">
            <summary>
            <para>Prevents <c>*_theme_*_override</c> methods from emitting <see cref="F:Godot.Control.NotificationThemeChanged"/> until <see cref="M:Godot.Control.EndBulkThemeOverride"/> is called.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.EndBulkThemeOverride">
            <summary>
            <para>Ends a bulk theme override update. See <see cref="M:Godot.Control.BeginBulkThemeOverride"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.AddThemeIconOverride(Godot.StringName,Godot.Texture2D)">
            <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. An override can be removed with <see cref="M:Godot.Control.RemoveThemeIconOverride(Godot.StringName)"/>.</para>
            <para>See also <see cref="M:Godot.Control.GetThemeIcon(Godot.StringName,Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.AddThemeStyleboxOverride(Godot.StringName,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. An override can be removed with <see cref="M:Godot.Control.RemoveThemeStyleboxOverride(Godot.StringName)"/>.</para>
            <para>See also <see cref="M:Godot.Control.GetThemeStylebox(Godot.StringName,Godot.StringName)"/>.</para>
            <para><b>Example of modifying a property in a StyleBox by duplicating it:</b></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.
            StyleBoxFlat newStyleboxNormal = GetNode&lt;Button&gt;("MyButton").GetThemeStylebox("normal").Duplicate() as StyleBoxFlat;
            newStyleboxNormal.BorderWidthTop = 3;
            newStyleboxNormal.BorderColor = new Color(0, 1, 0.5f);
            GetNode&lt;Button&gt;("MyButton").AddThemeStyleboxOverride("normal", newStyleboxNormal);
            // Remove the stylebox override.
            GetNode&lt;Button&gt;("MyButton").RemoveThemeStyleboxOverride("normal");
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.AddThemeFontOverride(Godot.StringName,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. An override can be removed with <see cref="M:Godot.Control.RemoveThemeFontOverride(Godot.StringName)"/>.</para>
            <para>See also <see cref="M:Godot.Control.GetThemeFont(Godot.StringName,Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.AddThemeFontSizeOverride(Godot.StringName,System.Int32)">
            <summary>
            <para>Creates a local override for a theme font size with the specified <c>name</c>. Local overrides always take precedence when fetching theme items for the control. An override can be removed with <see cref="M:Godot.Control.RemoveThemeFontSizeOverride(Godot.StringName)"/>.</para>
            <para>See also <see cref="M:Godot.Control.GetThemeFontSize(Godot.StringName,Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.AddThemeColorOverride(Godot.StringName,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. An override can be removed with <see cref="M:Godot.Control.RemoveThemeColorOverride(Godot.StringName)"/>.</para>
            <para>See also <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/>.</para>
            <para><b>Example of overriding a label's color and resetting it later:</b></para>
            <para><code>
            // Given the child Label node "MyLabel", override its font color with a custom value.
            GetNode&lt;Label&gt;("MyLabel").AddThemeColorOverride("font_color", new Color(1, 0.5f, 0));
            // Reset the font color of the child label.
            GetNode&lt;Label&gt;("MyLabel").RemoveThemeColorOverride("font_color");
            // Alternatively it can be overridden with the default value from the Label type.
            GetNode&lt;Label&gt;("MyLabel").AddThemeColorOverride("font_color", GetThemeColor("font_color", "Label"));
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.AddThemeConstantOverride(Godot.StringName,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. An override can be removed with <see cref="M:Godot.Control.RemoveThemeConstantOverride(Godot.StringName)"/>.</para>
            <para>See also <see cref="M:Godot.Control.GetThemeConstant(Godot.StringName,Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.RemoveThemeIconOverride(Godot.StringName)">
            <summary>
            <para>Removes a local override for a theme icon with the specified <c>name</c> previously added by <see cref="M:Godot.Control.AddThemeIconOverride(Godot.StringName,Godot.Texture2D)"/> or via the Inspector dock.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.RemoveThemeStyleboxOverride(Godot.StringName)">
            <summary>
            <para>Removes a local override for a theme <see cref="T:Godot.StyleBox"/> with the specified <c>name</c> previously added by <see cref="M:Godot.Control.AddThemeStyleboxOverride(Godot.StringName,Godot.StyleBox)"/> or via the Inspector dock.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.RemoveThemeFontOverride(Godot.StringName)">
            <summary>
            <para>Removes a local override for a theme <see cref="T:Godot.Font"/> with the specified <c>name</c> previously added by <see cref="M:Godot.Control.AddThemeFontOverride(Godot.StringName,Godot.Font)"/> or via the Inspector dock.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.RemoveThemeFontSizeOverride(Godot.StringName)">
            <summary>
            <para>Removes a local override for a theme font size with the specified <c>name</c> previously added by <see cref="M:Godot.Control.AddThemeFontSizeOverride(Godot.StringName,System.Int32)"/> or via the Inspector dock.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.RemoveThemeColorOverride(Godot.StringName)">
            <summary>
            <para>Removes a local override for a theme <see cref="T:Godot.Color"/> with the specified <c>name</c> previously added by <see cref="M:Godot.Control.AddThemeColorOverride(Godot.StringName,Godot.Color)"/> or via the Inspector dock.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.RemoveThemeConstantOverride(Godot.StringName)">
            <summary>
            <para>Removes a local override for a theme constant with the specified <c>name</c> previously added by <see cref="M:Godot.Control.AddThemeConstantOverride(Godot.StringName,System.Int32)"/> or via the Inspector dock.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetThemeIcon(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetThemeStylebox(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetThemeFont(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetThemeFontSize(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns a font size from the first matching <see cref="T:Godot.Theme"/> in the tree if that <see cref="T:Godot.Theme"/> has a font size item with the specified <c>name</c> and <c>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)">
            <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>themeType</c>. If <c>themeType</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. If the type is a variation its base types are checked, in order of dependency, then the control's class name and its parent classes are checked.</para>
            <para>For the current control its local overrides are considered first (see <see cref="M:Godot.Control.AddThemeColorOverride(Godot.StringName,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, the custom project <see cref="T:Godot.Theme"/> (see <c>ProjectSettings.gui/theme/custom</c>) and the default <see cref="T:Godot.Theme"/> are used (see <see cref="T:Godot.ThemeDB"/>).</para>
            <para><code>
            public override void _Ready()
            {
                // Get the font color defined for the current Control's class, if it exists.
                Modulate = GetThemeColor("font_color");
                // Get the font color defined for the Button class.
                Modulate = GetThemeColor("font_color", "Button");
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetThemeConstant(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasThemeIconOverride(Godot.StringName)">
            <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.AddThemeIconOverride(Godot.StringName,Godot.Texture2D)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasThemeStyleboxOverride(Godot.StringName)">
            <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.AddThemeStyleboxOverride(Godot.StringName,Godot.StyleBox)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasThemeFontOverride(Godot.StringName)">
            <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.AddThemeFontOverride(Godot.StringName,Godot.Font)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasThemeFontSizeOverride(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if there is a local override for a theme font size with the specified <c>name</c> in this <see cref="T:Godot.Control"/> node.</para>
            <para>See <see cref="M:Godot.Control.AddThemeFontSizeOverride(Godot.StringName,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasThemeColorOverride(Godot.StringName)">
            <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.AddThemeColorOverride(Godot.StringName,Godot.Color)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasThemeConstantOverride(Godot.StringName)">
            <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.AddThemeConstantOverride(Godot.StringName,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasThemeIcon(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasThemeStylebox(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasThemeFont(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasThemeFontSize(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if there is a matching <see cref="T:Godot.Theme"/> in the tree that has a font size item with the specified <c>name</c> and <c>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasThemeColor(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasThemeConstant(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetThemeDefaultBaseScale">
            <summary>
            <para>Returns the default base scale value 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.DefaultBaseScale"/> value.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> 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.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetThemeDefaultFontSize">
            <summary>
            <para>Returns the default font size value 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.DefaultFontSize"/> value.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> 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 text for the position <c>atPosition</c> in control's local coordinates, which will typically appear when the cursor is resting over this control. By default, it returns <see cref="P:Godot.Control.TooltipText"/>.</para>
            <para>This method can be overridden to customize its behavior. See <see cref="M:Godot.Control._GetTooltip(Godot.Vector2)"/>.</para>
            <para><b>Note:</b> If this method returns an empty <see cref="T:System.String"/>, no tooltip is displayed.</para>
            </summary>
            <param name="atPosition">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</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 <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.Control.SetFocusNeighbor(Godot.Side,Godot.NodePath)">
            <summary>
            <para>Sets the focus neighbor for the specified <see cref="T:Godot.Side"/> to the <see cref="T:Godot.Control"/> at <c>neighbor</c> node path. A setter method for <see cref="P:Godot.Control.FocusNeighborBottom"/>, <see cref="P:Godot.Control.FocusNeighborLeft"/>, <see cref="P:Godot.Control.FocusNeighborRight"/> and <see cref="P:Godot.Control.FocusNeighborTop"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetFocusNeighbor(Godot.Side)">
            <summary>
            <para>Returns the focus neighbor for the specified <see cref="T:Godot.Side"/>. A getter method for <see cref="P:Godot.Control.FocusNeighborBottom"/>, <see cref="P:Godot.Control.FocusNeighborLeft"/>, <see cref="P:Godot.Control.FocusNeighborRight"/> and <see cref="P:Godot.Control.FocusNeighborTop"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.ForceDrag(Godot.Variant,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,Godot.Variant)"/> and <see cref="M:Godot.Control._DropData(Godot.Vector2,Godot.Variant)"/> 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>
            public override void _Process(double delta)
            {
                GrabClickFocus(); // When clicking another Control node, this node will be clicked instead.
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetDragForwarding(Godot.Callable,Godot.Callable,Godot.Callable)">
            <summary>
            <para>Forwards the handling of this control's <see cref="M:Godot.Control._GetDragData(Godot.Vector2)"/>,  <see cref="M:Godot.Control._CanDropData(Godot.Vector2,Godot.Variant)"/> and <see cref="M:Godot.Control._DropData(Godot.Vector2,Godot.Variant)"/> virtual functions to delegate callables.</para>
            <para>For each argument, if not empty, the delegate callable is used, otherwise the local (virtual) function is used.</para>
            <para>The function format for each callable should be exactly the same as the virtual functions described above.</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]
            private Color _color = new Color(1, 0, 0, 1);
            
            public override Variant _GetDragData(Vector2 atPosition)
            {
                // Use a control that is not in the tree
                var cpb = new ColorPickerButton();
                cpb.Color = _color;
                cpb.Size = new Vector2(50, 50);
                SetDragPreview(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>position</c>, relative to <see cref="P:Godot.Control.Position"/> of this <see cref="T:Godot.Control"/>.</para>
            <para><b>Note:</b> <see cref="M:Godot.Control.WarpMouse(Godot.Vector2)"/> is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.UpdateMinimumSize">
            <summary>
            <para>Invalidates the size cache in this node and in parent nodes up to top level. Intended to be used with <see cref="M:Godot.Control.GetMinimumSize"/> when the return value is changed. Setting <see cref="P:Godot.Control.CustomMinimumSize"/> directly calls this method automatically.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.IsLayoutRtl">
            <summary>
            <para>Returns <c>true</c> if layout is right-to-left.</para>
            </summary>
        </member>
        <member name="E:Godot.Control.Resized">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Control.Resized"/> event of a <see cref="T:Godot.Control"/> class.
            </summary>
            <summary>
            <para>Emitted when the control changes size.</para>
            </summary>
        </member>
        <member name="T:Godot.Control.GuiInputEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Control.GuiInput"/> event of a <see cref="T:Godot.Control"/> class.
            </summary>
        </member>
        <member name="E:Godot.Control.GuiInput">
            <summary>
            <para>Emitted when the node receives an <see cref="T:Godot.InputEvent"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.Control.MouseEntered">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Control.MouseEntered"/> event of a <see cref="T:Godot.Control"/> class.
            </summary>
            <summary>
            <para>Emitted when the mouse enters the control's <c>Rect</c> area, provided its <see cref="P:Godot.Control.MouseFilter"/> lets the event reach it.</para>
            <para><b>Note:</b> <see cref="E:Godot.Control.MouseEntered"/> will not be emitted if the mouse enters a child <see cref="T:Godot.Control"/> node before entering the parent's <c>Rect</c> area, at least until the mouse is moved to reach the parent's <c>Rect</c> area.</para>
            </summary>
        </member>
        <member name="E:Godot.Control.MouseExited">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Control.MouseExited"/> event of a <see cref="T:Godot.Control"/> class.
            </summary>
            <summary>
            <para>Emitted when the mouse leaves the control's <c>Rect</c> area, provided its <see cref="P:Godot.Control.MouseFilter"/> lets the event reach it.</para>
            <para><b>Note:</b> <see cref="E:Godot.Control.MouseExited"/> will be emitted if the mouse enters a child <see cref="T:Godot.Control"/> node, even if the mouse cursor is still inside the parent's <c>Rect</c> area.</para>
            <para>If you want to check whether the mouse truly left the area, ignoring any top nodes, you can use code like this:</para>
            <para><code>
            func _on_mouse_exited():
                if not Rect2(Vector2(), size).has_point(get_local_mouse_position()):
                    # Not hovering over area.
            </code></para>
            </summary>
        </member>
        <member name="E:Godot.Control.FocusEntered">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Control.FocusEntered"/> event of a <see cref="T:Godot.Control"/> class.
            </summary>
            <summary>
            <para>Emitted when the node gains focus.</para>
            </summary>
        </member>
        <member name="E:Godot.Control.FocusExited">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Control.FocusExited"/> event of a <see cref="T:Godot.Control"/> class.
            </summary>
            <summary>
            <para>Emitted when the node loses focus.</para>
            </summary>
        </member>
        <member name="E:Godot.Control.SizeFlagsChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Control.SizeFlagsChanged"/> event of a <see cref="T:Godot.Control"/> class.
            </summary>
            <summary>
            <para>Emitted when one of the size flags changes. See <see cref="P:Godot.Control.SizeFlagsHorizontal"/> and <see cref="P:Godot.Control.SizeFlagsVertical"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.Control.MinimumSizeChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Control.MinimumSizeChanged"/> event of a <see cref="T:Godot.Control"/> class.
            </summary>
            <summary>
            <para>Emitted when the node's minimum size changes.</para>
            </summary>
        </member>
        <member name="E:Godot.Control.ThemeChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Control.ThemeChanged"/> event of a <see cref="T:Godot.Control"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="F:Godot.Control.NotificationThemeChanged"/> notification is sent.</para>
            </summary>
        </member>
        <member name="T:Godot.ConvexPolygonShape2D">
            <summary>
            <para>A 2D convex polygon shape, intended for use in physics. Used internally in <see cref="T:Godot.CollisionPolygon2D"/> when it's in <c>BUILD_SOLIDS</c> mode.</para>
            <para><see cref="T:Godot.ConvexPolygonShape2D"/> is <i>solid</i>, which means it detects collisions from objects that are fully inside it, unlike <see cref="T:Godot.ConcavePolygonShape2D"/> which is hollow. This makes it more suitable for both detection and physics.</para>
            <para><b>Convex decomposition:</b> A concave polygon can be split up into several convex polygons. This allows dynamic physics bodies to have complex concave collisions (at a performance cost) and can be achieved by using several <see cref="T:Godot.ConvexPolygonShape3D"/> nodes or by using the <see cref="T:Godot.CollisionPolygon2D"/> node in <c>BUILD_SOLIDS</c> mode. To generate a collision polygon from a sprite, select the <see cref="T:Godot.Sprite2D"/> node, go to the <b>Sprite2D</b> menu that appears above the viewport, and choose <b>Create Polygon2D Sibling</b>.</para>
            <para><b>Performance:</b> <see cref="T:Godot.ConvexPolygonShape2D"/> is faster to check collisions against compared to <see cref="T:Godot.ConcavePolygonShape2D"/>, but it is slower than primitive collision shapes such as <see cref="T:Godot.CircleShape2D"/> and <see cref="T:Godot.RectangleShape2D"/>. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by primitive shapes.</para>
            </summary>
        </member>
        <member name="P:Godot.ConvexPolygonShape2D.Points">
            <summary>
            <para>The polygon's list of vertices that form a convex hull. Can be in either clockwise or counterclockwise order.</para>
            <para><b>Warning:</b> Only set this property to a list of points that actually form a convex hull. Use <see cref="M:Godot.ConvexPolygonShape2D.SetPointCloud(Godot.Vector2[])"/> to generate the convex hull of an arbitrary set of points.</para>
            </summary>
        </member>
        <member name="M:Godot.ConvexPolygonShape2D.SetPointCloud(Godot.Vector2[])">
            <summary>
            <para>Based on the set of points provided, this assigns the <see cref="P:Godot.ConvexPolygonShape2D.Points"/> property using the convex hull algorithm, removing all unneeded points. See <see cref="M:Godot.Geometry2D.ConvexHull(Godot.Vector2[])"/> for details.</para>
            </summary>
        </member>
        <member name="T:Godot.ConvexPolygonShape3D">
            <summary>
            <para>A 3D convex polyhedron shape, intended for use in physics. Usually used to provide a shape for a <see cref="T:Godot.CollisionShape3D"/>.</para>
            <para><see cref="T:Godot.ConvexPolygonShape3D"/> is <i>solid</i>, which means it detects collisions from objects that are fully inside it, unlike <see cref="T:Godot.ConcavePolygonShape3D"/> which is hollow. This makes it more suitable for both detection and physics.</para>
            <para><b>Convex decomposition:</b> A concave polyhedron can be split up into several convex polyhedra. This allows dynamic physics bodies to have complex concave collisions (at a performance cost) and can be achieved by using several <see cref="T:Godot.ConvexPolygonShape3D"/> nodes. To generate a convex decomposition from a mesh, select the <see cref="T:Godot.MeshInstance3D"/> node, go to the <b>Mesh</b> menu that appears above the viewport, and choose <b>Create Multiple Convex Collision Siblings</b>. Alternatively, <see cref="M:Godot.MeshInstance3D.CreateMultipleConvexCollisions(Godot.MeshConvexDecompositionSettings)"/> can be called in a script to perform this decomposition at run-time.</para>
            <para><b>Performance:</b> <see cref="T:Godot.ConvexPolygonShape3D"/> is faster to check collisions against compared to <see cref="T:Godot.ConcavePolygonShape3D"/>, but it is slower than primitive collision shapes such as <see cref="T:Godot.SphereShape3D"/> and <see cref="T:Godot.BoxShape3D"/>. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by primitive shapes.</para>
            </summary>
        </member>
        <member name="P:Godot.ConvexPolygonShape3D.Points">
            <summary>
            <para>The list of 3D points forming the convex polygon shape.</para>
            </summary>
        </member>
        <member name="T:Godot.Crypto">
            <summary>
            <para>The Crypto class provides access to advanced cryptographic functionalities.</para>
            <para>Currently, this includes asymmetric key encryption/decryption, signing/verification, and generating cryptographically secure random bytes, RSA keys, HMAC digests, and self-signed <see cref="T:Godot.X509Certificate"/>s.</para>
            <para><code>
            using Godot;
            using System.Diagnostics;
            
            public partial class MyNode : Node
            {
                private Crypto _crypto = new Crypto();
                private CryptoKey _key = new CryptoKey();
                private X509Certificate _cert = new X509Certificate();
            
                public override void _Ready()
                {
                    // Generate new RSA key.
                    _key = _crypto.GenerateRsa(4096);
                    // Generate new self-signed certificate with the given key.
                    _cert = _crypto.GenerateSelfSignedCertificate(_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
                    string data = "Some data";
                    byte[] encrypted = _crypto.Encrypt(_key, data.ToUtf8Buffer());
                    // Decryption
                    byte[] decrypted = _crypto.Decrypt(_key, encrypted);
                    // Signing
                    byte[] signature = _crypto.Sign(HashingContext.HashType.Sha256, Data.Sha256Buffer(), _key);
                    // Verifying
                    bool verified = _crypto.Verify(HashingContext.HashType.Sha256, Data.Sha256Buffer(), signature, _key);
                    // Checks
                    Debug.Assert(verified);
                    Debug.Assert(data.ToUtf8Buffer() == decrypted);
                }
            }
            </code></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.StreamPeerTls.AcceptStream(Godot.StreamPeer,Godot.TlsOptions)"/>.</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>issuerName</c>. The certificate validity will be defined by <c>notBefore</c> and <c>notAfter</c> (first valid date and last valid date). The <c>issuerName</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 = new Crypto();
            // Generate 4096 bits RSA key.
            CryptoKey key = crypto.GenerateRsa(4096);
            // Generate self-signed certificate using the given key.
            X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, "CN=mydomain.com,O=My 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>hashType</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>hashType</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><b>Note:</b> 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><b>Note:</b> 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>hashType</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.StreamPeerTls.AcceptStream(Godot.StreamPeer,Godot.TlsOptions)"/> 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>publicOnly</c> is <c>true</c>, only the public key will be saved.</para>
            <para><b>Note:</b> <c>path</c> should be a "*.pub" file if <c>publicOnly</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>publicOnly</c> is <c>true</c>, only the public key will be loaded.</para>
            <para><b>Note:</b> <c>path</c> should be a "*.pub" file if <c>publicOnly</c> is <c>true</c>, a "*.key" file otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.CryptoKey.IsPublicOnly">
            <summary>
            <para>Returns <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>publicOnly</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>stringKey</c>. If <c>publicOnly</c> is <c>true</c>, only the public key will be loaded.</para>
            </summary>
        </member>
        <member name="T:Godot.Cubemap">
            <summary>
            <para>A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections in 3D rendering (see <see cref="T:Godot.ReflectionProbe"/>). 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>
            <para>This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of <see cref="T:Godot.Cubemap"/> resources.</para>
            <para>To create such a texture file yourself, reimport your image files using the Godot Editor import presets.</para>
            <para><b>Note:</b> Godot doesn't support using cubemaps in a <see cref="T:Godot.PanoramaSkyMaterial"/>. 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 cubemap to an equirectangular sky map.</para>
            </summary>
        </member>
        <member name="M:Godot.Cubemap.CreatePlaceholder">
            <summary>
            <para>Creates a placeholder version of this resource (<see cref="T:Godot.PlaceholderCubemap"/>).</para>
            </summary>
        </member>
        <member name="T:Godot.CubemapArray">
            <summary>
            <para><see cref="T:Godot.CubemapArray"/>s are made of an array of <see cref="T:Godot.Cubemap"/>s. Accordingly, like <see cref="T:Godot.Cubemap"/>s they are made of multiple textures the amount of which must be divisible by 6 (one image for each face of the cube). The primary benefit of <see cref="T:Godot.CubemapArray"/>s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple <see cref="T:Godot.Cubemap"/>s into a shader using a single <see cref="T:Godot.CubemapArray"/>.</para>
            <para>Generally, <see cref="T:Godot.CubemapArray"/>s provide a more efficient way for storing multiple <see cref="T:Godot.Cubemap"/>s compared to storing multiple <see cref="T:Godot.Cubemap"/>s themselves in an array.</para>
            <para>Internally, Godot uses <see cref="T:Godot.CubemapArray"/>s for many effects including the <see cref="T:Godot.Sky"/>, if you set <c>ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections</c> to <c>true</c>.</para>
            <para>To create such a texture file yourself, reimport your image files using the Godot Editor import presets.</para>
            <para><b>Note:</b> <see cref="T:Godot.CubemapArray"/> is not supported in the OpenGL 3 rendering backend.</para>
            </summary>
        </member>
        <member name="M:Godot.CubemapArray.CreatePlaceholder">
            <summary>
            <para>Creates a placeholder version of this resource (<see cref="T:Godot.PlaceholderCubemapArray"/>).</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="P:Godot.Curve.PointCount">
            <summary>
            <para>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.Sample(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.SampleBaked(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 duplicate points, i.e. points that are less than 0.00001 units (engine epsilon value) away from 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="E:Godot.Curve.RangeChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Curve.RangeChanged"/> event of a <see cref="T:Godot.Curve"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="P:Godot.Curve.MaxValue"/> or <see cref="P:Godot.Curve.MinValue"/> is changed.</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="P:Godot.Curve2D.PointCount">
            <summary>
            <para>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="P:Godot.Curve2D.PointCount"/>.</para>
            </summary>
            <param name="in">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
            <param name="out">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</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.Sample(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.Samplef(System.Single)">
            <summary>
            <para>Returns the position at the vertex <c>fofs</c>. It calls <see cref="M:Godot.Curve2D.Sample(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.SampleBaked(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.SampleBakedWithRotation(System.Single,System.Boolean)">
            <summary>
            <para>Similar to <see cref="M:Godot.Curve2D.SampleBaked(System.Single,System.Boolean)"/>, but returns <see cref="T:Godot.Transform2D"/> that includes a rotation along the curve. Returns empty transform if length of the curve is <c>0</c>.</para>
            <para><code>
            var transform = curve.sample_baked_with_rotation(offset)
            position = transform.get_origin()
            rotation = transform.get_rotation()
            </code></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 point on baked segments (in curve's local space) to <c>toPoint</c>.</para>
            <para><c>toPoint</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>toPoint</c>. This offset is meant to be used in <see cref="M:Godot.Curve2D.SampleBaked(System.Single,System.Boolean)"/>.</para>
            <para><c>toPoint</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>maxStages</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>toleranceDegrees</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="M:Godot.Curve2D.TessellateEvenLength(System.Int32,System.Single)">
            <summary>
            <para>Returns a list of points along the curve, with almost uniform density. <c>maxStages</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>toleranceLength</c> controls the maximal distance between two neighboring points, 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.Path3D"/>, 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.PointCount">
            <summary>
            <para>The number of points describing the curve.</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.PathFollow3D.RotationMode"/> is set to <see cref="F:Godot.PathFollow3D.RotationModeEnum.Oriented"/>. Changing it forces the cache to be recomputed.</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="P:Godot.Curve3D.PointCount"/>.</para>
            </summary>
            <param name="in">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
            <param name="out">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</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.PathFollow3D"/>, this tilt is an offset over the natural tilt the <see cref="T:Godot.PathFollow3D"/> 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.Sample(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.Samplef(System.Single)">
            <summary>
            <para>Returns the position at the vertex <c>fofs</c>. It calls <see cref="M:Godot.Curve3D.Sample(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.SampleBaked(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.SampleBakedWithRotation(System.Single,System.Boolean,System.Boolean)">
            <summary>
            <para>Similar with <c>interpolate_baked()</c>. The return value is <c>Transform3D</c>, with <c>origin</c> as point position, <c>basis.x</c> as sideway vector, <c>basis.y</c> as up vector, <c>basis.z</c> as forward vector. When the curve length is 0, there is no reasonable way to calculate the rotation, all vectors aligned with global space axes.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.SampleBakedUpVector(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>applyTilt</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 point on baked segments (in curve's local space) to <c>toPoint</c>.</para>
            <para><c>toPoint</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>toPoint</c>. This offset is meant to be used in <see cref="M:Godot.Curve3D.SampleBaked(System.Single,System.Boolean)"/> or <see cref="M:Godot.Curve3D.SampleBakedUpVector(System.Single,System.Boolean)"/>.</para>
            <para><c>toPoint</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>maxStages</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>toleranceDegrees</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="M:Godot.Curve3D.TessellateEvenLength(System.Int32,System.Single)">
            <summary>
            <para>Returns a list of points along the curve, with almost uniform density. <c>maxStages</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>toleranceLength</c> controls the maximal distance between two neighboring points, 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>
            <para>If you need to store up to 3 curves within a single texture, use <see cref="T:Godot.CurveXyzTexture"/> instead. See also <see cref="T:Godot.GradientTexture1D"/> and <see cref="T:Godot.GradientTexture2D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CurveTexture.TextureModeEnum.Rgb">
            <summary>
            <para>Store the curve equally across the red, green and blue channels. This uses more video memory, but is more compatible with shaders that only read the green and blue values.</para>
            </summary>
        </member>
        <member name="F:Godot.CurveTexture.TextureModeEnum.Red">
            <summary>
            <para>Store the curve only in the red channel. This saves video memory, but some custom shaders may not be able to work with this.</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.TextureMode">
            <summary>
            <para>The format the texture should be generated with. When passing a CurveTexture as an input to a <see cref="T:Godot.Shader"/>, this may need to be adjusted.</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.CurveXyzTexture">
            <summary>
            <para>Renders 3 given <see cref="T:Godot.Curve"/>s provided to it, on the red, green and blue channels respectively. Compared to using separate <see cref="T:Godot.CurveTexture"/>s, this further simplifies the task of drawing curves and/or saving them as image files.</para>
            <para>If you only need to store one curve within a single texture, use <see cref="T:Godot.CurveTexture"/> instead. See also <see cref="T:Godot.GradientTexture1D"/> and <see cref="T:Godot.GradientTexture2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CurveXyzTexture.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.CurveXyzTexture.CurveX">
            <summary>
            <para>The <see cref="T:Godot.Curve"/> that is rendered onto the texture's red channel.</para>
            </summary>
        </member>
        <member name="P:Godot.CurveXyzTexture.CurveY">
            <summary>
            <para>The <see cref="T:Godot.Curve"/> that is rendered onto the texture's green channel.</para>
            </summary>
        </member>
        <member name="P:Godot.CurveXyzTexture.CurveZ">
            <summary>
            <para>The <see cref="T:Godot.Curve"/> that is rendered onto the texture's blue channel.</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. See also <see cref="P:Godot.CylinderMesh.CapTop"/>.</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. See also <see cref="P:Godot.CylinderMesh.CapBottom"/>.</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="P:Godot.CylinderMesh.CapTop">
            <summary>
            <para>If <c>true</c>, generates a cap at the top of the cylinder. This can be set to <c>false</c> to speed up generation and rendering when the cap is never seen by the camera. See also <see cref="P:Godot.CylinderMesh.TopRadius"/>.</para>
            <para><b>Note:</b> If <see cref="P:Godot.CylinderMesh.TopRadius"/> is <c>0.0</c>, cap generation is always skipped even if <see cref="P:Godot.CylinderMesh.CapTop"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.CylinderMesh.CapBottom">
            <summary>
            <para>If <c>true</c>, generates a cap at the bottom of the cylinder. This can be set to <c>false</c> to speed up generation and rendering when the cap is never seen by the camera. See also <see cref="P:Godot.CylinderMesh.BottomRadius"/>.</para>
            <para><b>Note:</b> If <see cref="P:Godot.CylinderMesh.BottomRadius"/> is <c>0.0</c>, cap generation is always skipped even if <see cref="P:Godot.CylinderMesh.CapBottom"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.CylinderShape3D">
            <summary>
            <para>A 2D capsule shape, intended for use in physics. Usually used to provide a shape for a <see cref="T:Godot.CollisionShape3D"/>.</para>
            <para><b>Note:</b> There are several known bugs with cylinder collision shapes. Using <see cref="T:Godot.CapsuleShape3D"/> or <see cref="T:Godot.BoxShape3D"/> instead is recommended.</para>
            <para><b>Performance:</b> <see cref="T:Godot.CylinderShape3D"/> is fast to check collisions against, but it is slower than <see cref="T:Godot.CapsuleShape3D"/>, <see cref="T:Godot.BoxShape3D"/>, and <see cref="T:Godot.CylinderShape3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CylinderShape3D.Height">
            <summary>
            <para>The cylinder's height.</para>
            </summary>
        </member>
        <member name="P:Godot.CylinderShape3D.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.TlsOptions)"/> 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>
            // ServerNode.cs
            using Godot;
            
            public partial class ServerNode : Node
            {
                private DtlsServer _dtls = new DtlsServer();
                private UdpServer _server = new UdpServer();
                private Godot.Collections.Array&lt;PacketPeerDTLS&gt; _peers = new Godot.Collections.Array&lt;PacketPeerDTLS&gt;();
            
                public override void _Ready()
                {
                    _server.Listen(4242);
                    var key = GD.Load&lt;CryptoKey&gt;("key.key"); // Your private key.
                    var cert = GD.Load&lt;X509Certificate&gt;("cert.crt"); // Your X509 certificate.
                    _dtls.Setup(key, cert);
                }
            
                public override void _Process(double delta)
                {
                    while (Server.IsConnectionAvailable())
                    {
                        PacketPeerUDP peer = _server.TakeConnection();
                        PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);
                        if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)
                        {
                            continue; // It is normal that 50% of the connections fails due to cookie exchange.
                        }
                        GD.Print("Peer connected!");
                        _peers.Add(dtlsPeer);
                    }
            
                    foreach (var p in _peers)
                    {
                        p.Poll(); // Must poll to update the state.
                        if (p.GetStatus() == PacketPeerDtls.Status.Connected)
                        {
                            while (p.GetAvailablePacketCount() &gt; 0)
                            {
                                GD.Print($"Received Message From Client: {p.GetPacket().GetStringFromUtf8()}");
                                p.PutPacket("Hello DTLS Client".ToUtf8Buffer());
                            }
                        }
                    }
                }
            }
            </code></para>
            <para><code>
            // ClientNode.cs
            using Godot;
            using System.Text;
            
            public partial class ClientNode : Node
            {
                private PacketPeerDtls _dtls = new PacketPeerDtls();
                private PacketPeerUdp _udp = new PacketPeerUdp();
                private bool _connected = false;
            
                public override void _Ready()
                {
                    _udp.ConnectToHost("127.0.0.1", 4242);
                    _dtls.ConnectToPeer(_udp, validateCerts: false); // Use true in production for certificate validation!
                }
            
                public override void _Process(double delta)
                {
                    _dtls.Poll();
                    if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)
                    {
                        if (!_connected)
                        {
                            // Try to contact server
                            _dtls.PutPacket("The Answer Is..42!".ToUtf8Buffer());
                        }
                        while (_dtls.GetAvailablePacketCount() &gt; 0)
                        {
                            GD.Print($"Connected: {_dtls.GetPacket().GetStringFromUtf8()}");
                            _connected = true;
                        }
                    }
                }
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DtlsServer.Setup(Godot.TlsOptions)">
            <summary>
            <para>Setup the DTLS server to use the given <c>serverOptions</c>. See <see cref="M:Godot.TlsOptions.Server(Godot.CryptoKey,Godot.X509Certificate)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DtlsServer.TakeConnection(Godot.PacketPeerUdp)">
            <summary>
            <para>Try to initiate the DTLS handshake with the given <c>udpPeer</c> which must be already connected (see <see cref="M:Godot.PacketPeerUdp.ConnectToHost(System.String,System.Int32)"/>).</para>
            <para><b>Note:</b> 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>A physics joint that connects two 2D physics bodies with a spring-like force. This resembles a spring that always wants to stretch 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.Decal">
            <summary>
            <para><see cref="T:Godot.Decal"/>s are used to project a texture onto a <see cref="T:Godot.Mesh"/> in the scene. Use Decals to add detail to a scene without affecting the underlying <see cref="T:Godot.Mesh"/>. They are often used to add weathering to building, add dirt or mud to the ground, or add variety to props. Decals can be moved at any time, making them suitable for things like blob shadows or laser sight dots.</para>
            <para>They are made of an <see cref="T:Godot.Aabb"/> and a group of <see cref="T:Godot.Texture2D"/>s specifying <see cref="T:Godot.Color"/>, normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals are projected within their <see cref="T:Godot.Aabb"/> so altering the orientation of the Decal affects the direction in which they are projected. By default, Decals are projected down (i.e. from positive Y to negative Y).</para>
            <para>The <see cref="T:Godot.Texture2D"/>s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Godot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after.</para>
            <para><b>Note:</b> Decals cannot affect an underlying material's transparency, regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, opaque pre-pass). This means translucent or transparent areas of a material will remain translucent or transparent even if an opaque decal is applied on them.</para>
            <para><b>Note:</b> Decals are only supported in the Forward+ and Mobile rendering methods, not Compatibility. When using the Mobile rendering method, only 8 decals can be displayed on each mesh resource. Attempting to display more than 8 decals on a single mesh resource will result in decals flickering in and out as the camera moves.</para>
            <para><b>Note:</b> When using the Mobile rendering method, decals will only correctly affect meshes whose visibility AABB intersects with the decal's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, <see cref="P:Godot.GeometryInstance3D.ExtraCullMargin"/> must be increased on the mesh. Otherwise, the decal may not be visible on the mesh.</para>
            </summary>
        </member>
        <member name="F:Godot.Decal.DecalTexture.Albedo">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> corresponding to <see cref="P:Godot.Decal.TextureAlbedo"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Decal.DecalTexture.Normal">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> corresponding to <see cref="P:Godot.Decal.TextureNormal"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Decal.DecalTexture.Orm">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> corresponding to <see cref="P:Godot.Decal.TextureOrm"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Decal.DecalTexture.Emission">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> corresponding to <see cref="P:Godot.Decal.TextureEmission"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Decal.DecalTexture.Max">
            <summary>
            <para>Max size of <see cref="T:Godot.Decal.DecalTexture"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.Size">
            <summary>
            <para>Sets the size of the <see cref="T:Godot.Aabb"/> used by the decal. All dimensions must be set to a value greater than zero (they will be clamped to <c>0.001</c> if this is not the case). The AABB goes from <c>-size/2</c> to <c>size/2</c>.</para>
            <para><b>Note:</b> To improve culling efficiency of "hard surface" decals, set their <see cref="P:Godot.Decal.UpperFade"/> and <see cref="P:Godot.Decal.LowerFade"/> to <c>0.0</c> and set the Y component of the <see cref="P:Godot.Decal.Size"/> as low as possible. This will reduce the decals' AABB size without affecting their appearance.</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.TextureAlbedo">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> with the base <see cref="T:Godot.Color"/> of the Decal. Either this or the <see cref="P:Godot.Decal.TextureEmission"/> must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.</para>
            <para><b>Note:</b> Unlike <see cref="T:Godot.BaseMaterial3D"/> whose filter mode can be adjusted on a per-material basis, the filter mode for <see cref="T:Godot.Decal"/> textures is set globally with <c>ProjectSettings.rendering/textures/decals/filter</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.TextureNormal">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> with the per-pixel normal map for the decal. Use this to add extra detail to decals.</para>
            <para><b>Note:</b> Unlike <see cref="T:Godot.BaseMaterial3D"/> whose filter mode can be adjusted on a per-material basis, the filter mode for <see cref="T:Godot.Decal"/> textures is set globally with <c>ProjectSettings.rendering/textures/decals/filter</c>.</para>
            <para><b>Note:</b> Setting this texture alone will not result in a visible decal, as <see cref="P:Godot.Decal.TextureAlbedo"/> must also be set. To create a normal-only decal, load an albedo texture into <see cref="P:Godot.Decal.TextureAlbedo"/> and set <see cref="P:Godot.Decal.AlbedoMix"/> to <c>0.0</c>. The albedo texture's alpha channel will be used to determine where the underlying surface's normal map should be overridden (and its intensity).</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.TextureOrm">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals.</para>
            <para><b>Note:</b> Unlike <see cref="T:Godot.BaseMaterial3D"/> whose filter mode can be adjusted on a per-material basis, the filter mode for <see cref="T:Godot.Decal"/> textures is set globally with <c>ProjectSettings.rendering/textures/decals/filter</c>.</para>
            <para><b>Note:</b> Setting this texture alone will not result in a visible decal, as <see cref="P:Godot.Decal.TextureAlbedo"/> must also be set. To create an ORM-only decal, load an albedo texture into <see cref="P:Godot.Decal.TextureAlbedo"/> and set <see cref="P:Godot.Decal.AlbedoMix"/> to <c>0.0</c>. The albedo texture's alpha channel will be used to determine where the underlying surface's ORM map should be overridden (and its intensity).</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.TextureEmission">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> with the emission <see cref="T:Godot.Color"/> of the Decal. Either this or the <see cref="P:Godot.Decal.TextureAlbedo"/> must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.</para>
            <para><b>Note:</b> Unlike <see cref="T:Godot.BaseMaterial3D"/> whose filter mode can be adjusted on a per-material basis, the filter mode for <see cref="T:Godot.Decal"/> textures is set globally with <c>ProjectSettings.rendering/textures/decals/filter</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.EmissionEnergy">
            <summary>
            <para>Energy multiplier for the emission texture. This will make the decal emit light at a higher or lower intensity, independently of the albedo color. See also <see cref="P:Godot.Decal.Modulate"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.Modulate">
            <summary>
            <para>Changes the <see cref="T:Godot.Color"/> of the Decal by multiplying the albedo and emission colors with this value. The alpha component is only taken into account when multiplying the albedo color, not the emission color. See also <see cref="P:Godot.Decal.EmissionEnergy"/> and <see cref="P:Godot.Decal.AlbedoMix"/> to change the emission and albedo intensity independently of each other.</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.AlbedoMix">
            <summary>
            <para>Blends the albedo <see cref="T:Godot.Color"/> of the decal with albedo <see cref="T:Godot.Color"/> of the underlying mesh. This can be set to <c>0.0</c> to create a decal that only affects normal or ORM. In this case, an albedo texture is still required as its alpha channel will determine where the normal and ORM will be overridden. See also <see cref="P:Godot.Decal.Modulate"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.NormalFade">
            <summary>
            <para>Fades the Decal if the angle between the Decal's <see cref="T:Godot.Aabb"/> and the target surface becomes too large. A value of <c>0</c> projects the Decal regardless of angle, a value of <c>1</c> limits the Decal to surfaces that are nearly perpendicular.</para>
            <para><b>Note:</b> Setting <see cref="P:Godot.Decal.NormalFade"/> to a value greater than <c>0.0</c> has a small performance cost due to the added normal angle computations.</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.UpperFade">
            <summary>
            <para>Sets the curve over which the decal will fade as the surface gets further from the center of the <see cref="T:Godot.Aabb"/>. Only positive values are valid (negative values will be clamped to <c>0.0</c>). See also <see cref="P:Godot.Decal.LowerFade"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.LowerFade">
            <summary>
            <para>Sets the curve over which the decal will fade as the surface gets further from the center of the <see cref="T:Godot.Aabb"/>. Only positive values are valid (negative values will be clamped to <c>0.0</c>). See also <see cref="P:Godot.Decal.UpperFade"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.DistanceFadeEnabled">
            <summary>
            <para>If <c>true</c>, decals will smoothly fade away when far from the active <see cref="T:Godot.Camera3D"/> starting at <see cref="P:Godot.Decal.DistanceFadeBegin"/>. The Decal will fade out over <see cref="P:Godot.Decal.DistanceFadeBegin"/> + <see cref="P:Godot.Decal.DistanceFadeLength"/>, after which it will be culled and not sent to the shader at all. Use this to reduce the number of active Decals in a scene and thus improve performance.</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.DistanceFadeBegin">
            <summary>
            <para>The distance from the camera at which the Decal begins to fade away (in 3D units).</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.DistanceFadeLength">
            <summary>
            <para>The distance over which the Decal fades (in 3D units). The Decal becomes slowly more transparent over this distance and is completely invisible at the end. Higher values result in a smoother fade-out transition, which is more suited when the camera moves fast.</para>
            </summary>
        </member>
        <member name="P:Godot.Decal.CullMask">
            <summary>
            <para>Specifies which <see cref="P:Godot.VisualInstance3D.Layers"/> this decal will project on. By default, Decals affect all layers. This is used so you can specify which types of objects receive the Decal and which do not. This is especially useful so you can ensure that dynamic objects don't accidentally receive a Decal intended for the terrain under them.</para>
            </summary>
        </member>
        <member name="M:Godot.Decal.SetTexture(Godot.Decal.DecalTexture,Godot.Texture2D)">
            <summary>
            <para>Sets the <see cref="T:Godot.Texture2D"/> associated with the specified <see cref="T:Godot.Decal.DecalTexture"/>. This is a convenience method, in most cases you should access the texture directly.</para>
            <para>For example, instead of <c>$Decal.set_texture(Decal.TEXTURE_ALBEDO, albedo_tex)</c>, use <c>$Decal.texture_albedo = albedo_tex</c>.</para>
            <para>One case where this is better than accessing the texture directly is when you want to copy one Decal's textures to another. For example:</para>
            <para><code>
            for (int i = 0; i &lt; (int)Decal.DecalTexture.Max; i++)
            {
                GetNode&lt;Decal&gt;("NewDecal").SetTexture(i, GetNode&lt;Decal&gt;("OldDecal").GetTexture(i));
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Decal.GetTexture(Godot.Decal.DecalTexture)">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture2D"/> associated with the specified <see cref="T:Godot.Decal.DecalTexture"/>. This is a convenience method, in most cases you should access the texture directly.</para>
            <para>For example, instead of <c>albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)</c>, use <c>albedo_tex = $Decal.texture_albedo</c>.</para>
            <para>One case where this is better than accessing the texture directly is when you want to copy one Decal's textures to another. For example:</para>
            <para><code>
            for (int i = 0; i &lt; (int)Decal.DecalTexture.Max; i++)
            {
                GetNode&lt;Decal&gt;("NewDecal").SetTexture(i, GetNode&lt;Decal&gt;("OldDecal").GetTexture(i));
            }
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.DirAccess">
            <summary>
            <para>This class is used to manage directories and their content, even outside of the project folder.</para>
            <para><see cref="T:Godot.DirAccess"/> can't be instantiated directly. Instead it is created with a static method that takes a path for which it will be opened.</para>
            <para>Most of the methods have a static alternative that can be used without creating a <see cref="T:Godot.DirAccess"/>. Static methods only support absolute paths (including <c>res://</c> and <c>user://</c>).</para>
            <para><code>
            # Standard
            var dir = DirAccess.open("user://levels")
            dir.make_dir("world1")
            # Static
            DirAccess.make_dir_absolute("user://levels/world1")
            </code></para>
            <para><b>Note:</b> 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>
            public void DirContents(string path)
            {
                using var dir = DirAccess.Open(path);
                if (dir != null)
                {
                    dir.ListDirBegin();
                    string fileName = dir.GetNext();
                    while (fileName != "")
                    {
                        if (dir.CurrentIsDir())
                        {
                            GD.Print($"Found directory: {fileName}");
                        }
                        else
                        {
                            GD.Print($"Found file: {fileName}");
                        }
                        fileName = dir.GetNext();
                    }
                }
                else
                {
                    GD.Print("An error occurred when trying to access the path.");
                }
            }
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.DirAccess.IncludeNavigational">
            <summary>
            <para>If <c>true</c>, <c>.</c> and <c>..</c> are included when navigating the directory.</para>
            <para>Affects <see cref="M:Godot.DirAccess.ListDirBegin"/> and <see cref="M:Godot.DirAccess.GetDirectories"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirAccess.IncludeHidden">
            <summary>
            <para>If <c>true</c>, hidden files are included when navigating the directory.</para>
            <para>Affects <see cref="M:Godot.DirAccess.ListDirBegin"/>, <see cref="M:Godot.DirAccess.GetDirectories"/> and <see cref="M:Godot.DirAccess.GetFiles"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.Open(System.String)">
            <summary>
            <para>Creates a new <see cref="T:Godot.DirAccess"/> object and 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 <c>null</c> if opening the directory failed. You can use <see cref="M:Godot.DirAccess.GetOpenError"/> to check the error that occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.GetOpenError">
            <summary>
            <para>Returns the result of the last <see cref="M:Godot.DirAccess.Open(System.String)"/> call in the current thread.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.ListDirBegin">
            <summary>
            <para>Initializes the stream used to list all files and directories using the <see cref="M:Godot.DirAccess.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.DirAccess.ListDirEnd"/>.</para>
            <para>Affected by <see cref="P:Godot.DirAccess.IncludeHidden"/> and <see cref="P:Godot.DirAccess.IncludeNavigational"/>.</para>
            <para><b>Note:</b> The order of files and directories returned by this method is not deterministic, and can vary between operating systems. If you want a list of all files or folders sorted alphabetically, use <see cref="M:Godot.DirAccess.GetFiles"/> or <see cref="M:Godot.DirAccess.GetDirectories"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.GetNext">
            <summary>
            <para>Returns the next element (file or directory) in the current directory.</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 <see cref="T:System.String"/> and closes the stream automatically (i.e. <see cref="M:Godot.DirAccess.ListDirEnd"/> would not be mandatory in such a case).</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.CurrentIsDir">
            <summary>
            <para>Returns whether the current item processed with the last <see cref="M:Godot.DirAccess.GetNext"/> call is a directory (<c>.</c> and <c>..</c> are considered directories).</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.ListDirEnd">
            <summary>
            <para>Closes the current stream opened with <see cref="M:Godot.DirAccess.ListDirBegin"/> (whether it has been fully processed with <see cref="M:Godot.DirAccess.GetNext"/> does not matter).</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.GetFiles">
            <summary>
            <para>Returns a <see cref="T:System.String"/>[] containing filenames of the directory contents, excluding directories. The array is sorted alphabetically.</para>
            <para>Affected by <see cref="P:Godot.DirAccess.IncludeHidden"/>.</para>
            <para><b>Note:</b> When used on a <c>res://</c> path in an exported project, only the files actually included in the PCK at the given folder level are returned. In practice, this means that since imported resources are stored in a top-level <c>.godot/</c> folder, only paths to <c>*.gd</c> and <c>*.import</c> files are returned (plus a few files such as <c>project.godot</c> or <c>project.binary</c> and the project icon). In an exported project, the list of returned files will also vary depending on whether <c>ProjectSettings.editor/export/convert_text_resources_to_binary</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.GetFilesAt(System.String)">
            <summary>
            <para>Returns a <see cref="T:System.String"/>[] containing filenames of the directory contents, excluding directories, at the given <c>path</c>. The array is sorted alphabetically.</para>
            <para>Use <see cref="M:Godot.DirAccess.GetFiles"/> if you want more control of what gets included.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.GetDirectories">
            <summary>
            <para>Returns a <see cref="T:System.String"/>[] containing filenames of the directory contents, excluding files. The array is sorted alphabetically.</para>
            <para>Affected by <see cref="P:Godot.DirAccess.IncludeHidden"/> and <see cref="P:Godot.DirAccess.IncludeNavigational"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.GetDirectoriesAt(System.String)">
            <summary>
            <para>Returns a <see cref="T:System.String"/>[] containing filenames of the directory contents, excluding files, at the given <c>path</c>. The array is sorted alphabetically.</para>
            <para>Use <see cref="M:Godot.DirAccess.GetDirectories"/> if you want more control of what gets included.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.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.DirAccess.GetDriveName(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.DirAccess.GetCurrentDrive">
            <summary>
            <para>Returns the currently opened directory's drive index. See <see cref="M:Godot.DirAccess.GetDriveName(System.Int32)"/> to convert returned index to the name of the drive.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.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 (<see cref="F:Godot.Error.Ok"/> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.GetCurrentDir(System.Boolean)">
            <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.DirAccess.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.DirAccess.MakeDirRecursive(System.String)"/>).</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<see cref="F:Godot.Error.Ok"/> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.MakeDirAbsolute(System.String)">
            <summary>
            <para>Static version of <see cref="M:Godot.DirAccess.MakeDir(System.String)"/>. Supports only absolute paths.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.MakeDirRecursive(System.String)">
            <summary>
            <para>Creates a target directory and all necessary intermediate directories in its path, by calling <see cref="M:Godot.DirAccess.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 (<see cref="F:Godot.Error.Ok"/> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.MakeDirRecursiveAbsolute(System.String)">
            <summary>
            <para>Static version of <see cref="M:Godot.DirAccess.MakeDirRecursive(System.String)"/>. Supports only absolute paths.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.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>
            <para>For a static equivalent, use <see cref="M:Godot.FileAccess.FileExists(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.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.DirAccess.DirExistsAbsolute(System.String)">
            <summary>
            <para>Static version of <see cref="M:Godot.DirAccess.DirExists(System.String)"/>. Supports only absolute paths.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.GetSpaceLeft">
            <summary>
            <para>Returns the available space on the current directory's disk, in bytes. Returns <c>0</c> if the platform-specific method to query the available space fails.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.Copy(System.String,System.String,System.Int32)">
            <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>If <c>chmodFlags</c> is different than <c>-1</c>, the Unix permissions for the destination path will be set to the provided value, if available on the current operating system.</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<see cref="F:Godot.Error.Ok"/> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.CopyAbsolute(System.String,System.String,System.Int32)">
            <summary>
            <para>Static version of <see cref="M:Godot.DirAccess.Copy(System.String,System.String,System.Int32)"/>. Supports only absolute paths.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.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 (<see cref="F:Godot.Error.Ok"/> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.RenameAbsolute(System.String,System.String)">
            <summary>
            <para>Static version of <see cref="M:Godot.DirAccess.Rename(System.String,System.String)"/>. Supports only absolute paths.</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.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 (<see cref="F:Godot.Error.Ok"/> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.DirAccess.RemoveAbsolute(System.String)">
            <summary>
            <para>Static version of <see cref="M:Godot.DirAccess.Remove(System.String)"/>. Supports only absolute paths.</para>
            </summary>
        </member>
        <member name="T:Godot.DirectionalLight2D">
            <summary>
            <para>A directional light is a type of <see cref="T:Godot.Light2D"/> 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 (for example: to model sunlight or moonlight).</para>
            <para><b>Note:</b> <see cref="T:Godot.DirectionalLight2D"/> does not support light cull masks (but it supports shadow cull masks). It will always light up 2D nodes, regardless of the 2D node's <see cref="P:Godot.CanvasItem.LightMask"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight2D.Height">
            <summary>
            <para>The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel to the plane) to 1 (perpendicular to the plane).</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight2D.MaxDistance">
            <summary>
            <para>The maximum distance from the camera center objects can be before their shadows are culled (in pixels). Decreasing this value can prevent objects located outside the camera from casting shadows (while also improving performance). <see cref="P:Godot.Camera2D.Zoom"/> is not taken into account by <see cref="P:Godot.DirectionalLight2D.MaxDistance"/>, which means that at higher zoom values, shadows will appear to fade out sooner when zooming onto a given point.</para>
            </summary>
        </member>
        <member name="T:Godot.DirectionalLight3D">
            <summary>
            <para>A directional light is a type of <see cref="T:Godot.Light3D"/> 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 DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction.</para>
            </summary>
        </member>
        <member name="F:Godot.DirectionalLight3D.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.DirectionalLight3D.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.DirectionalLight3D.ShadowMode.Orthogonal"/> and <see cref="F:Godot.DirectionalLight3D.ShadowMode.Parallel4Splits"/> in terms of performance.</para>
            </summary>
        </member>
        <member name="F:Godot.DirectionalLight3D.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.DirectionalLight3D.SkyModeEnum.LightAndSky">
            <summary>
            <para>Makes the light visible in both scene lighting and sky rendering.</para>
            </summary>
        </member>
        <member name="F:Godot.DirectionalLight3D.SkyModeEnum.LightOnly">
            <summary>
            <para>Makes the light visible in scene lighting only (including direct lighting and global illumination). When using this mode, the light will not be visible from sky shaders.</para>
            </summary>
        </member>
        <member name="F:Godot.DirectionalLight3D.SkyModeEnum.SkyOnly">
            <summary>
            <para>Makes the light visible to sky shaders only. When using this mode the light will not cast light into the scene (either through direct lighting or through global illumination), but can be accessed through sky shaders. This can be useful, for example, when you want to control sky effects without illuminating the scene (during a night cycle, for example).</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight3D.DirectionalShadowMode">
            <summary>
            <para>The light's shadow rendering algorithm. See <see cref="T:Godot.DirectionalLight3D.ShadowMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight3D.DirectionalShadowSplit1">
            <summary>
            <para>The distance from camera to shadow split 1. Relative to <see cref="P:Godot.DirectionalLight3D.DirectionalShadowMaxDistance"/>. Only used when <see cref="P:Godot.DirectionalLight3D.DirectionalShadowMode"/> is <see cref="F:Godot.DirectionalLight3D.ShadowMode.Parallel2Splits"/> or <see cref="F:Godot.DirectionalLight3D.ShadowMode.Parallel4Splits"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight3D.DirectionalShadowSplit2">
            <summary>
            <para>The distance from shadow split 1 to split 2. Relative to <see cref="P:Godot.DirectionalLight3D.DirectionalShadowMaxDistance"/>. Only used when <see cref="P:Godot.DirectionalLight3D.DirectionalShadowMode"/> is <see cref="F:Godot.DirectionalLight3D.ShadowMode.Parallel4Splits"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight3D.DirectionalShadowSplit3">
            <summary>
            <para>The distance from shadow split 2 to split 3. Relative to <see cref="P:Godot.DirectionalLight3D.DirectionalShadowMaxDistance"/>. Only used when <see cref="P:Godot.DirectionalLight3D.DirectionalShadowMode"/> is <see cref="F:Godot.DirectionalLight3D.ShadowMode.Parallel4Splits"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight3D.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.DirectionalLight3D.DirectionalShadowMode"/> is <see cref="F:Godot.DirectionalLight3D.ShadowMode.Orthogonal"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight3D.DirectionalShadowFadeStart">
            <summary>
            <para>Proportion of <see cref="P:Godot.DirectionalLight3D.DirectionalShadowMaxDistance"/> at which point the shadow starts to fade. At <see cref="P:Godot.DirectionalLight3D.DirectionalShadowMaxDistance"/>, the shadow will disappear. The default value is a balance between smooth fading and distant shadow visibility. If the camera moves fast and the <see cref="P:Godot.DirectionalLight3D.DirectionalShadowMaxDistance"/> is low, consider lowering <see cref="P:Godot.DirectionalLight3D.DirectionalShadowFadeStart"/> below <c>0.8</c> to make shadow transitions less noticeable. On the other hand, if you tuned <see cref="P:Godot.DirectionalLight3D.DirectionalShadowMaxDistance"/> to cover the entire scene, you can set <see cref="P:Godot.DirectionalLight3D.DirectionalShadowFadeStart"/> to <c>1.0</c> to prevent the shadow from fading in the distance (it will suddenly cut off instead).</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight3D.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="P:Godot.DirectionalLight3D.DirectionalShadowPancakeSize">
            <summary>
            <para>Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow's camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to <c>0</c> turns off the pancaking effect.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight3D.SkyMode">
            <summary>
            <para>Set whether this <see cref="T:Godot.DirectionalLight3D"/> is visible in the sky, in the scene, or both in the sky and in the scene. See <see cref="T:Godot.DirectionalLight3D.SkyModeEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.DisplayServer">
            <summary>
            <para><see cref="T:Godot.DisplayServer"/> handles everything related to window management. It is separated from <see cref="T:Godot.OS"/> as a single operating system may support multiple display servers.</para>
            <para><b>Headless mode:</b> Starting the engine with the <c>--headless</c> <a href="$DOCS_URL/tutorials/editor/command_line_tutorial.html">command line argument</a> disables all rendering and window management functions. Most functions from <see cref="T:Godot.DisplayServer"/> will return dummy values in this case.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.ScreenWithMouseFocus">
            <summary>
            <para>Represents the screen containing the mouse pointer.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.ScreenWithKeyboardFocus">
            <summary>
            <para>Represents the screen containing the window with the keyboard focus.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.ScreenPrimary">
            <summary>
            <para>Represents the primary screen.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.ScreenOfMainWindow">
            <summary>
            <para>Represents the screen where the main window is located. This is usually the default value in functions that allow specifying one of several screens.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.MainWindowId">
            <summary>
            <para>The ID of the main window spawned by the engine, which can be passed to methods expecting a <c>window_id</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.InvalidWindowId">
            <summary>
            <para>The ID that refers to a nonexisting window. This is be returned by some <see cref="T:Godot.DisplayServer"/> methods if no window matches the requested result.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.GlobalMenu">
            <summary>
            <para>Display server supports global menu. This allows the application to display its menu items in the operating system's top bar. <b>macOS</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.Subwindows">
            <summary>
            <para>Display server supports multiple windows that can be moved outside of the main window. <b>Windows, macOS, Linux (X11)</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.Touchscreen">
            <summary>
            <para>Display server supports touchscreen input. <b>Windows, Linux (X11), Android, iOS, Web</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.Mouse">
            <summary>
            <para>Display server supports mouse input. <b>Windows, macOS, Linux (X11), Android, Web</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.MouseWarp">
            <summary>
            <para>Display server supports warping mouse coordinates to keep the mouse cursor constrained within an area, but looping when one of the edges is reached. <b>Windows, macOS, Linux (X11)</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.Clipboard">
            <summary>
            <para>Display server supports setting and getting clipboard data. See also <see cref="F:Godot.DisplayServer.Feature.ClipboardPrimary"/>. <b>Windows, macOS, Linux (X11), Android, iOS, Web</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.VirtualKeyboard">
            <summary>
            <para>Display server supports popping up a virtual keyboard when requested to input text without a physical keyboard. <b>Android, iOS, Web</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.CursorShape">
            <summary>
            <para>Display server supports setting the mouse cursor shape to be different from the default. <b>Windows, macOS, Linux (X11), Android, Web</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.CustomCursorShape">
            <summary>
            <para>Display server supports setting the mouse cursor shape to a custom image. <b>Windows, macOS, Linux (X11), Web</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.NativeDialog">
            <summary>
            <para>Display server supports spawning dialogs using the operating system's native look-and-feel. <b>macOS</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.Ime">
            <summary>
            <para>Display server supports <a href="https://en.wikipedia.org/wiki/Input_method">Input Method Editor</a>, which is commonly used for inputting Chinese/Japanese/Korean text. This is handled by the operating system, rather than by Godot. <b>Windows, macOS, Linux (X11)</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.WindowTransparency">
            <summary>
            <para>Display server supports windows can use per-pixel transparency to make windows behind them partially or fully visible. <b>Windows, macOS, Linux (X11)</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.Hidpi">
            <summary>
            <para>Display server supports querying the operating system's display scale factor. This allows for <i>reliable</i> automatic hiDPI display detection, as opposed to guessing based on the screen resolution and reported display DPI (which can be unreliable due to broken monitor EDID). <b>Windows, macOS</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.Icon">
            <summary>
            <para>Display server supports changing the window icon (usually displayed in the top-left corner). <b>Windows, macOS, Linux (X11)</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.NativeIcon">
            <summary>
            <para>Display server supports changing the window icon (usually displayed in the top-left corner). <b>Windows, macOS</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.Orientation">
            <summary>
            <para>Display server supports changing the screen orientation. <b>Android, iOS</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.SwapBuffers">
            <summary>
            <para>Display server supports V-Sync status can be changed from the default (which is forced to be enabled platforms not supporting this feature). <b>Windows, macOS, Linux (X11)</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.ClipboardPrimary">
            <summary>
            <para>Display server supports Primary clipboard can be used. This is a different clipboard from <see cref="F:Godot.DisplayServer.Feature.Clipboard"/>. <b>Linux (X11)</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.TextToSpeech">
            <summary>
            <para>Display server supports text-to-speech. See <c>tts_*</c> methods. <b>Windows, macOS, Linux (X11), Android, iOS, Web</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.ExtendToTitle">
            <summary>
            <para>Display server supports expanding window content to the title. See <see cref="F:Godot.DisplayServer.WindowFlags.ExtendToTitle"/>. <b>macOS</b></para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.Feature.ScreenCapture">
            <summary>
            <para>Display server supports reading screen pixels. See <see cref="M:Godot.DisplayServer.ScreenGetPixel(Godot.Vector2I)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.MouseMode.Visible">
            <summary>
            <para>Makes the mouse cursor visible if it is hidden.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.MouseMode.Hidden">
            <summary>
            <para>Makes the mouse cursor hidden if it is visible.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.MouseMode.Captured">
            <summary>
            <para>Captures the mouse. The mouse will be hidden and its position locked at the center of the window manager's window.</para>
            <para><b>Note:</b> 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.DisplayServer.MouseMode.Confined">
            <summary>
            <para>Confines the mouse cursor to the game window, and make it visible.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.MouseMode.ConfinedHidden">
            <summary>
            <para>Confines the mouse cursor to the game window, and make it hidden.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.ScreenOrientation.Landscape">
            <summary>
            <para>Default landscape orientation.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.ScreenOrientation.Portrait">
            <summary>
            <para>Default portrait orientation.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.ScreenOrientation.ReverseLandscape">
            <summary>
            <para>Reverse landscape orientation (upside down).</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.ScreenOrientation.ReversePortrait">
            <summary>
            <para>Reverse portrait orientation (upside down).</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.ScreenOrientation.SensorLandscape">
            <summary>
            <para>Automatic landscape orientation (default or reverse depending on sensor).</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.ScreenOrientation.SensorPortrait">
            <summary>
            <para>Automatic portrait orientation (default or reverse depending on sensor).</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.ScreenOrientation.Sensor">
            <summary>
            <para>Automatic landscape or portrait orientation (default or reverse depending on sensor).</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.VirtualKeyboardType.Default">
            <summary>
            <para>Default text virtual keyboard.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.VirtualKeyboardType.Multiline">
            <summary>
            <para>Multiline virtual keyboard.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.VirtualKeyboardType.Number">
            <summary>
            <para>Virtual number keypad, useful for PIN entry.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.VirtualKeyboardType.NumberDecimal">
            <summary>
            <para>Virtual number keypad, useful for entering fractional numbers.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.VirtualKeyboardType.Phone">
            <summary>
            <para>Virtual phone number keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.VirtualKeyboardType.EmailAddress">
            <summary>
            <para>Virtual keyboard with additional keys to assist with typing email addresses.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.VirtualKeyboardType.Password">
            <summary>
            <para>Virtual keyboard for entering a password. On most platforms, this should disable autocomplete and autocapitalization.</para>
            <para><b>Note:</b> This is not supported on Web. Instead, this behaves identically to <see cref="F:Godot.DisplayServer.VirtualKeyboardType.Default"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.VirtualKeyboardType.Url">
            <summary>
            <para>Virtual keyboard with additional keys to assist with typing URLs.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Arrow">
            <summary>
            <para>Arrow cursor shape. This is the default when not pointing anything that overrides the mouse cursor, such as a <see cref="T:Godot.LineEdit"/> or <see cref="T:Godot.TextEdit"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Ibeam">
            <summary>
            <para>I-beam cursor shape. This is used by default when hovering a control that accepts text input, such as <see cref="T:Godot.LineEdit"/> or <see cref="T:Godot.TextEdit"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.PointingHand">
            <summary>
            <para>Pointing hand cursor shape. This is used by default when hovering a <see cref="T:Godot.LinkButton"/> or a URL tag in a <see cref="T:Godot.RichTextLabel"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Cross">
            <summary>
            <para>Crosshair cursor. This is intended to be displayed when the user needs precise aim over an element, such as a rectangle selection tool or a color picker.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Wait">
            <summary>
            <para>Wait cursor. On most cursor themes, this displays a spinning icon <i>besides</i> the arrow. Intended to be used for non-blocking operations (when the user can do something else at the moment). See also <see cref="F:Godot.DisplayServer.CursorShape.Busy"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Busy">
            <summary>
            <para>Wait cursor. On most cursor themes, this <i>replaces</i> the arrow with a spinning icon. Intended to be used for blocking operations (when the user can't do anything else at the moment). See also <see cref="F:Godot.DisplayServer.CursorShape.Wait"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Drag">
            <summary>
            <para>Dragging hand cursor. This is displayed during drag-and-drop operations. See also <see cref="F:Godot.DisplayServer.CursorShape.CanDrop"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.CanDrop">
            <summary>
            <para>"Can drop" cursor. This is displayed during drag-and-drop operations if hovering over a <see cref="T:Godot.Control"/> that can accept the drag-and-drop event. On most cursor themes, this displays a dragging hand with an arrow symbol besides it. See also <see cref="F:Godot.DisplayServer.CursorShape.Drag"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Forbidden">
            <summary>
            <para>Forbidden cursor. This is displayed during drag-and-drop operations if the hovered <see cref="T:Godot.Control"/> can't accept the drag-and-drop event.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Vsize">
            <summary>
            <para>Vertical resize cursor. Intended to be displayed when the hovered <see cref="T:Godot.Control"/> can be vertically resized using the mouse. See also <see cref="F:Godot.DisplayServer.CursorShape.Vsplit"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Hsize">
            <summary>
            <para>Horizontal resize cursor. Intended to be displayed when the hovered <see cref="T:Godot.Control"/> can be horizontally resized using the mouse. See also <see cref="F:Godot.DisplayServer.CursorShape.Hsplit"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Bdiagsize">
            <summary>
            <para>Secondary diagonal resize cursor (top-right/bottom-left). Intended to be displayed when the hovered <see cref="T:Godot.Control"/> can be resized on both axes at once using the mouse.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Fdiagsize">
            <summary>
            <para>Main diagonal resize cursor (top-left/bottom-right). Intended to be displayed when the hovered <see cref="T:Godot.Control"/> can be resized on both axes at once using the mouse.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Move">
            <summary>
            <para>Move cursor. Intended to be displayed when the hovered <see cref="T:Godot.Control"/> can be moved using the mouse.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Vsplit">
            <summary>
            <para>Vertical split cursor. This is displayed when hovering a <see cref="T:Godot.Control"/> with splits that can be vertically resized using the mouse, such as <see cref="T:Godot.VSplitContainer"/>. On some cursor themes, this cursor may have the same appearance as <see cref="F:Godot.DisplayServer.CursorShape.Vsize"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Hsplit">
            <summary>
            <para>Horizontal split cursor. This is displayed when hovering a <see cref="T:Godot.Control"/> with splits that can be horizontally resized using the mouse, such as <see cref="T:Godot.HSplitContainer"/>. On some cursor themes, this cursor may have the same appearance as <see cref="F:Godot.DisplayServer.CursorShape.Hsize"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Help">
            <summary>
            <para>Help cursor. On most cursor themes, this displays a question mark icon instead of the mouse cursor. Intended to be used when the user has requested help on the next element that will be clicked.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.CursorShape.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.DisplayServer.CursorShape"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowMode.Windowed">
            <summary>
            <para>Windowed mode, i.e. <see cref="T:Godot.Window"/> doesn't occupy the whole screen (unless set to the size of the screen).</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowMode.Minimized">
            <summary>
            <para>Minimized window mode, i.e. <see cref="T:Godot.Window"/> is not visible and available on window manager's window list. Normally happens when the minimize button is pressed.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowMode.Maximized">
            <summary>
            <para>Maximized window mode, i.e. <see cref="T:Godot.Window"/> will occupy whole screen area except task bar and still display its borders. Normally happens when the maximize button is pressed.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowMode.Fullscreen">
            <summary>
            <para>Full screen mode with full multi-window support.</para>
            <para>Full screen window cover the entire display area of a screen, have no border or decorations. Display video mode is not changed.</para>
            <para><b>Note:</b> Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports <a href="$DOCS_URL/tutorials/rendering/multiple_resolutions.html">multiple resolutions</a> when enabling full screen mode.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowMode.ExclusiveFullscreen">
            <summary>
            <para>A single window full screen mode. This mode has less overhead, but only one window can be open on a given screen at a time (opening a child window or application switching will trigger a full screen transition).</para>
            <para>Full screen window cover the entire display area of a screen, have no border or decorations. Display video mode is not changed.</para>
            <para><b>On Windows:</b> Depending on video driver, full screen transition might cause screens to go black for a moment.</para>
            <para><b>On macOS:</b> Exclusive full screen mode prevents Dock and Menu from showing up when the mouse pointer is hovering the edge of the screen.</para>
            <para><b>On Linux (X11):</b> Exclusive full screen mode bypasses compositor.</para>
            <para><b>Note:</b> Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports <a href="$DOCS_URL/tutorials/rendering/multiple_resolutions.html">multiple resolutions</a> when enabling full screen mode.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowFlags.ResizeDisabled">
            <summary>
            <para>The window can't be resized by dragging its resize grip. It's still possible to resize the window using <see cref="M:Godot.DisplayServer.WindowSetSize(Godot.Vector2I,System.Int32)"/>. This flag is ignored for full screen windows.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowFlags.Borderless">
            <summary>
            <para>The window do not have native title bar and other decorations. This flag is ignored for full-screen windows.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowFlags.AlwaysOnTop">
            <summary>
            <para>The window is floating on top of all other windows. This flag is ignored for full-screen windows.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowFlags.Transparent">
            <summary>
            <para>The window background can be transparent.</para>
            <para><b>Note:</b> This flag has no effect if <c>ProjectSettings.display/window/per_pixel_transparency/allowed</c> is set to <c>false</c>.</para>
            <para><b>Note:</b> Transparency support is implemented on Linux (X11), macOS and Windows, but availability might vary depending on GPU driver, display manager, and compositor capabilities.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowFlags.NoFocus">
            <summary>
            <para>The window can't be focused. No-focus window will ignore all input, except mouse clicks.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowFlags.Popup">
            <summary>
            <para>Window is part of menu or <see cref="T:Godot.OptionButton"/> dropdown. This flag can't be changed when the window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have transient parent set (see <see cref="M:Godot.DisplayServer.WindowSetTransient(System.Int32,System.Int32)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowFlags.ExtendToTitle">
            <summary>
            <para>Window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons.</para>
            <para>Use <see cref="M:Godot.DisplayServer.WindowSetWindowButtonsOffset(Godot.Vector2I,System.Int32)"/> to adjust minimize/maximize/close buttons offset.</para>
            <para>Use <see cref="M:Godot.DisplayServer.WindowGetSafeTitleMargins(System.Int32)"/> to determine area under the title bar that is not covered by decorations.</para>
            <para><b>Note:</b> This flag is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowFlags.MousePassthrough">
            <summary>
            <para>All mouse events are passed to the underlying window of the same application.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowFlags.Max">
            <summary>
            <para>Max value of the <see cref="T:Godot.DisplayServer.WindowFlags"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowEvent.MouseEnter">
            <summary>
            <para>Sent when the mouse pointer enters the window, see <see cref="M:Godot.DisplayServer.WindowSetWindowEventCallback(Godot.Callable,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowEvent.MouseExit">
            <summary>
            <para>Sent when the mouse pointer exits the window, see <see cref="M:Godot.DisplayServer.WindowSetWindowEventCallback(Godot.Callable,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowEvent.FocusIn">
            <summary>
            <para>Sent when the window grabs focus, see <see cref="M:Godot.DisplayServer.WindowSetWindowEventCallback(Godot.Callable,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowEvent.FocusOut">
            <summary>
            <para>Sent when the window loses focus, see <see cref="M:Godot.DisplayServer.WindowSetWindowEventCallback(Godot.Callable,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowEvent.CloseRequest">
            <summary>
            <para>Sent when the user has attempted to close the window (e.g. close button is pressed), see <see cref="M:Godot.DisplayServer.WindowSetWindowEventCallback(Godot.Callable,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowEvent.GoBackRequest">
            <summary>
            <para>Sent when the device "Back" button is pressed, see <see cref="M:Godot.DisplayServer.WindowSetWindowEventCallback(Godot.Callable,System.Int32)"/>.</para>
            <para><b>Note:</b> This event is implemented only on Android.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowEvent.DpiChange">
            <summary>
            <para>Sent when the window is moved to the display with different DPI, or display DPI is changed, see <see cref="M:Godot.DisplayServer.WindowSetWindowEventCallback(Godot.Callable,System.Int32)"/>.</para>
            <para><b>Note:</b> This flag is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.WindowEvent.TitlebarChange">
            <summary>
            <para>Sent when the window title bar decoration is changed (e.g. <see cref="F:Godot.DisplayServer.WindowFlags.ExtendToTitle"/> is set or window entered/exited full screen mode), see <see cref="M:Godot.DisplayServer.WindowSetWindowEventCallback(Godot.Callable,System.Int32)"/>.</para>
            <para><b>Note:</b> This flag is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.VSyncMode.Disabled">
            <summary>
            <para>No vertical synchronization, which means the engine will display frames as fast as possible (tearing may be visible). Framerate is unlimited (nonwithstanding <see cref="P:Godot.Engine.MaxFps"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.VSyncMode.Enabled">
            <summary>
            <para>Default vertical synchronization mode, the image is displayed only on vertical blanking intervals (no tearing is visible). Framerate is limited by the monitor refresh rate (nonwithstanding <see cref="P:Godot.Engine.MaxFps"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.VSyncMode.Adaptive">
            <summary>
            <para>Behaves like <see cref="F:Godot.DisplayServer.VSyncMode.Disabled"/> when the framerate drops below the screen's refresh rate to reduce stuttering (tearing may be visible). Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is limited by the monitor refresh rate (nonwithstanding <see cref="P:Godot.Engine.MaxFps"/>). Behaves like <see cref="F:Godot.DisplayServer.VSyncMode.Enabled"/> when using the Compatibility rendering method.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.VSyncMode.Mailbox">
            <summary>
            <para>Displays the most recent image in the queue on vertical blanking intervals, while rendering to the other images (no tearing is visible). Framerate is unlimited (nonwithstanding <see cref="P:Godot.Engine.MaxFps"/>).</para>
            <para>Although not guaranteed, the images can be rendered as fast as possible, which may reduce input lag (also called "Fast" V-Sync mode). <see cref="F:Godot.DisplayServer.VSyncMode.Mailbox"/> works best when at least twice as many frames as the display refresh rate are rendered. Behaves like <see cref="F:Godot.DisplayServer.VSyncMode.Enabled"/> when using the Compatibility rendering method.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.HandleType.DisplayHandle">
            <summary>
            <para>Display handle:</para>
            <para>- Linux (X11): <c>X11::Display*</c> for the display.</para>
            <para>- Android: <c>EGLDisplay</c> for the display.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.HandleType.WindowHandle">
            <summary>
            <para>Window handle:</para>
            <para>- Windows: <c>HWND</c> for the window.</para>
            <para>- Linux (X11): <c>X11::Window*</c> for the window.</para>
            <para>- macOS: <c>NSWindow*</c> for the window.</para>
            <para>- iOS: <c>UIViewController*</c> for the view controller.</para>
            <para>- Android: <c>jObject</c> for the activity.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.HandleType.WindowView">
            <summary>
            <para>Window view:</para>
            <para>- Windows: <c>HDC</c> for the window (only with the GL Compatibility renderer).</para>
            <para>- macOS: <c>NSView*</c> for the window main view.</para>
            <para>- iOS: <c>UIView*</c> for the window main view.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.HandleType.OpenglContext">
            <summary>
            <para>OpenGL context (only with the GL Compatibility renderer):</para>
            <para>- Windows: <c>HGLRC</c> for the window.</para>
            <para>- Linux: <c>GLXContext*</c> for the window.</para>
            <para>- macOS: <c>NSOpenGLContext*</c> for the window.</para>
            <para>- Android: <c>EGLContext</c> for the window.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.TtsUtteranceEvent.Started">
            <summary>
            <para>Utterance has begun to be spoken.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.TtsUtteranceEvent.Ended">
            <summary>
            <para>Utterance was successfully finished.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.TtsUtteranceEvent.Canceled">
            <summary>
            <para>Utterance was canceled, or TTS service was unable to process it.</para>
            </summary>
        </member>
        <member name="F:Godot.DisplayServer.TtsUtteranceEvent.Boundary">
            <summary>
            <para>Utterance reached a word or sentence boundary.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.HasFeature(Godot.DisplayServer.Feature)">
            <summary>
            <para>Returns <c>true</c> if the specified <c>feature</c> is supported by the current <see cref="T:Godot.DisplayServer"/>, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GetName">
            <summary>
            <para>Returns the name of the <see cref="T:Godot.DisplayServer"/> currently in use. Most operating systems only have a single <see cref="T:Godot.DisplayServer"/>, but Linux has access to more than one <see cref="T:Godot.DisplayServer"/> (although only X11 is currently implemented in Godot).</para>
            <para>The names of built-in display servers are <c>Windows</c>, <c>macOS</c>, <c>X11</c> (Linux), <c>Android</c>, <c>iOS</c>, <c>web</c> (HTML5) and <c>headless</c> (when started with the <c>--headless</c> <a href="$DOCS_URL/tutorials/editor/command_line_tutorial.html">command line argument</a>).</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuAddSubmenuItem(System.String,System.String,System.String,System.Int32)">
            <summary>
            <para>Adds an item that will act as a submenu of the global menu <c>menuRoot</c>. The <c>submenu</c> argument is the ID of the global menu root that will be shown when the item is clicked.</para>
            <para>Returns index of the inserted item, it's not guaranteed to be the same as <c>index</c> value.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            <para><b>Supported system menu IDs:</b></para>
            <para><code>
            "_main" - Main menu (macOS).
            "_dock" - Dock popup menu (macOS).
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuAddItem(System.String,System.String,Godot.Callable,Godot.Callable,Godot.Variant,Godot.Key,System.Int32)">
            <summary>
            <para>Adds a new item with text <c>label</c> to the global menu with ID <c>menuRoot</c>.</para>
            <para>Returns index of the inserted item, it's not guaranteed to be the same as <c>index</c> value.</para>
            <para>An <c>accelerator</c> can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The <c>accelerator</c> is generally a combination of <see cref="T:Godot.KeyModifierMask"/>s and <see cref="T:Godot.Key"/>s using bitwise OR such as <c>KEY_MASK_CTRL | KEY_A</c> (Ctrl + A).</para>
            <para><b>Note:</b> The <c>callback</c> and <c>keyCallback</c> Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to <c>tag</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            <para><b>Supported system menu IDs:</b></para>
            <para><code>
            "_main" - Main menu (macOS).
            "_dock" - Dock popup menu (macOS).
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuAddCheckItem(System.String,System.String,Godot.Callable,Godot.Callable,Godot.Variant,Godot.Key,System.Int32)">
            <summary>
            <para>Adds a new checkable item with text <c>label</c> to the global menu with ID <c>menuRoot</c>.</para>
            <para>Returns index of the inserted item, it's not guaranteed to be the same as <c>index</c> value.</para>
            <para>An <c>accelerator</c> can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The <c>accelerator</c> is generally a combination of <see cref="T:Godot.KeyModifierMask"/>s and <see cref="T:Godot.Key"/>s using bitwise OR such as <c>KEY_MASK_CTRL | KEY_A</c> (Ctrl + A).</para>
            <para><b>Note:</b> The <c>callback</c> and <c>keyCallback</c> Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to <c>tag</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            <para><b>Supported system menu IDs:</b></para>
            <para><code>
            "_main" - Main menu (macOS).
            "_dock" - Dock popup menu (macOS).
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuAddIconItem(System.String,Godot.Texture2D,System.String,Godot.Callable,Godot.Callable,Godot.Variant,Godot.Key,System.Int32)">
            <summary>
            <para>Adds a new item with text <c>label</c> and icon <c>icon</c> to the global menu with ID <c>menuRoot</c>.</para>
            <para>Returns index of the inserted item, it's not guaranteed to be the same as <c>index</c> value.</para>
            <para>An <c>accelerator</c> can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The <c>accelerator</c> is generally a combination of <see cref="T:Godot.KeyModifierMask"/>s and <see cref="T:Godot.Key"/>s using bitwise OR such as <c>KEY_MASK_CTRL | KEY_A</c> (Ctrl + A).</para>
            <para><b>Note:</b> The <c>callback</c> and <c>keyCallback</c> Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to <c>tag</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            <para><b>Supported system menu IDs:</b></para>
            <para><code>
            "_main" - Main menu (macOS).
            "_dock" - Dock popup menu (macOS).
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuAddIconCheckItem(System.String,Godot.Texture2D,System.String,Godot.Callable,Godot.Callable,Godot.Variant,Godot.Key,System.Int32)">
            <summary>
            <para>Adds a new checkable item with text <c>label</c> and icon <c>icon</c> to the global menu with ID <c>menuRoot</c>.</para>
            <para>Returns index of the inserted item, it's not guaranteed to be the same as <c>index</c> value.</para>
            <para>An <c>accelerator</c> can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The <c>accelerator</c> is generally a combination of <see cref="T:Godot.KeyModifierMask"/>s and <see cref="T:Godot.Key"/>s using bitwise OR such as <c>KEY_MASK_CTRL | KEY_A</c> (Ctrl + A).</para>
            <para><b>Note:</b> The <c>callback</c> and <c>keyCallback</c> Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to <c>tag</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            <para><b>Supported system menu IDs:</b></para>
            <para><code>
            "_main" - Main menu (macOS).
            "_dock" - Dock popup menu (macOS).
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuAddRadioCheckItem(System.String,System.String,Godot.Callable,Godot.Callable,Godot.Variant,Godot.Key,System.Int32)">
            <summary>
            <para>Adds a new radio-checkable item with text <c>label</c> to the global menu with ID <c>menuRoot</c>.</para>
            <para>Returns index of the inserted item, it's not guaranteed to be the same as <c>index</c> value.</para>
            <para>An <c>accelerator</c> can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The <c>accelerator</c> is generally a combination of <see cref="T:Godot.KeyModifierMask"/>s and <see cref="T:Godot.Key"/>s using bitwise OR such as <c>KEY_MASK_CTRL | KEY_A</c> (Ctrl + A).</para>
            <para><b>Note:</b> Radio-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.DisplayServer.GlobalMenuSetItemChecked(System.String,System.Int32,System.Boolean)"/> for more info on how to control it.</para>
            <para><b>Note:</b> The <c>callback</c> and <c>keyCallback</c> Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to <c>tag</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            <para><b>Supported system menu IDs:</b></para>
            <para><code>
            "_main" - Main menu (macOS).
            "_dock" - Dock popup menu (macOS).
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuAddIconRadioCheckItem(System.String,Godot.Texture2D,System.String,Godot.Callable,Godot.Callable,Godot.Variant,Godot.Key,System.Int32)">
            <summary>
            <para>Adds a new radio-checkable item with text <c>label</c> and icon <c>icon</c> to the global menu with ID <c>menuRoot</c>.</para>
            <para>Returns index of the inserted item, it's not guaranteed to be the same as <c>index</c> value.</para>
            <para>An <c>accelerator</c> can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The <c>accelerator</c> is generally a combination of <see cref="T:Godot.KeyModifierMask"/>s and <see cref="T:Godot.Key"/>s using bitwise OR such as <c>KEY_MASK_CTRL | KEY_A</c> (Ctrl + A).</para>
            <para><b>Note:</b> Radio-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.DisplayServer.GlobalMenuSetItemChecked(System.String,System.Int32,System.Boolean)"/> for more info on how to control it.</para>
            <para><b>Note:</b> The <c>callback</c> and <c>keyCallback</c> Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to <c>tag</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            <para><b>Supported system menu IDs:</b></para>
            <para><code>
            "_main" - Main menu (macOS).
            "_dock" - Dock popup menu (macOS).
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuAddMultistateItem(System.String,System.String,System.Int32,System.Int32,Godot.Callable,Godot.Callable,Godot.Variant,Godot.Key,System.Int32)">
            <summary>
            <para>Adds a new item with text <c>label</c> to the global menu with ID <c>menuRoot</c>.</para>
            <para>Contrarily to normal binary items, multistate items can have more than two states, as defined by <c>maxStates</c>. Each press or activate of the item will increase the state by one. The default value is defined by <c>defaultState</c>.</para>
            <para>Returns index of the inserted item, it's not guaranteed to be the same as <c>index</c> value.</para>
            <para>An <c>accelerator</c> can optionally be defined, which is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The <c>accelerator</c> is generally a combination of <see cref="T:Godot.KeyModifierMask"/>s and <see cref="T:Godot.Key"/>s using bitwise OR such as <c>KEY_MASK_CTRL | KEY_A</c> (Ctrl + A).</para>
            <para><b>Note:</b> By default, there's no indication of the current item state, it should be changed manually.</para>
            <para><b>Note:</b> The <c>callback</c> and <c>keyCallback</c> Callables need to accept exactly one Variant parameter, the parameter passed to the Callables will be the value passed to <c>tag</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            <para><b>Supported system menu IDs:</b></para>
            <para><code>
            "_main" - Main menu (macOS).
            "_dock" - Dock popup menu (macOS).
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuAddSeparator(System.String,System.Int32)">
            <summary>
            <para>Adds a separator between items to the global menu with ID <c>menuRoot</c>. Separators also occupy an index.</para>
            <para>Returns index of the inserted item, it's not guaranteed to be the same as <c>index</c> value.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            <para><b>Supported system menu IDs:</b></para>
            <para><code>
            "_main" - Main menu (macOS).
            "_dock" - Dock popup menu (macOS).
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemIndexFromText(System.String,System.String)">
            <summary>
            <para>Returns the index of the item with the specified <c>text</c>. Index is automatically assigned to each item by the engine. Index can not be set manually.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemIndexFromTag(System.String,Godot.Variant)">
            <summary>
            <para>Returns the index of the item with the specified <c>tag</c>. Index is automatically assigned to each item by the engine. Index can not be set manually.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuIsItemChecked(System.String,System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item at index <c>idx</c> is checked.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuIsItemCheckable(System.String,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><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuIsItemRadioCheckable(System.String,System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item at index <c>idx</c> has radio button-style checkability.</para>
            <para><b>Note:</b> This is purely cosmetic; you must add the logic for checking/unchecking items in radio groups.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemCallback(System.String,System.Int32)">
            <summary>
            <para>Returns the callback of the item at index <c>idx</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemKeyCallback(System.String,System.Int32)">
            <summary>
            <para>Returns the callback of the item accelerator at index <c>idx</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemTag(System.String,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.DisplayServer.GlobalMenuSetItemTag(System.String,System.Int32,Godot.Variant)"/>, which provides a simple way of assigning context data to items.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemText(System.String,System.Int32)">
            <summary>
            <para>Returns the text of the item at index <c>idx</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemSubmenu(System.String,System.Int32)">
            <summary>
            <para>Returns the submenu ID of the item at index <c>idx</c>. See <see cref="M:Godot.DisplayServer.GlobalMenuAddSubmenuItem(System.String,System.String,System.String,System.Int32)"/> for more info on how to add a submenu.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemAccelerator(System.String,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>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuIsItemDisabled(System.String,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.DisplayServer.GlobalMenuSetItemDisabled(System.String,System.Int32,System.Boolean)"/> for more info on how to disable an item.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemTooltip(System.String,System.Int32)">
            <summary>
            <para>Returns the tooltip associated with the specified index <c>idx</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemState(System.String,System.Int32)">
            <summary>
            <para>Returns the state of a multistate item. See <see cref="M:Godot.DisplayServer.GlobalMenuAddMultistateItem(System.String,System.String,System.Int32,System.Int32,Godot.Callable,Godot.Callable,Godot.Variant,Godot.Key,System.Int32)"/> for details.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemMaxStates(System.String,System.Int32)">
            <summary>
            <para>Returns number of states of a multistate item. See <see cref="M:Godot.DisplayServer.GlobalMenuAddMultistateItem(System.String,System.String,System.Int32,System.Int32,Godot.Callable,Godot.Callable,Godot.Variant,Godot.Key,System.Int32)"/> for details.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemIcon(System.String,System.Int32)">
            <summary>
            <para>Returns the icon of the item at index <c>idx</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemIndentationLevel(System.String,System.Int32)">
            <summary>
            <para>Returns the horizontal offset of the item at the given <c>idx</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemChecked(System.String,System.Int32,System.Boolean)">
            <summary>
            <para>Sets the checkstate status of the item at index <c>idx</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemCheckable(System.String,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><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemRadioCheckable(System.String,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>
            <para><b>Note:</b> This is purely cosmetic; you must add the logic for checking/unchecking items in radio groups.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemCallback(System.String,System.Int32,Godot.Callable)">
            <summary>
            <para>Sets the callback of the item at index <c>idx</c>. Callback is emitted when an item is pressed.</para>
            <para><b>Note:</b> The <c>callback</c> Callable needs to accept exactly one Variant parameter, the parameter passed to the Callable will be the value passed to the <c>tag</c> parameter when the menu item was created.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemKeyCallback(System.String,System.Int32,Godot.Callable)">
            <summary>
            <para>Sets the callback of the item at index <c>idx</c>. Callback is emitted when its accelerator is activated.</para>
            <para><b>Note:</b> The <c>keyCallback</c> Callable needs to accept exactly one Variant parameter, the parameter passed to the Callable will be the value passed to the <c>tag</c> parameter when the menu item was created.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemTag(System.String,System.Int32,Godot.Variant)">
            <summary>
            <para>Sets the metadata of an item, which may be of any type. You can later get it with <see cref="M:Godot.DisplayServer.GlobalMenuGetItemTag(System.String,System.Int32)"/>, which provides a simple way of assigning context data to items.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemText(System.String,System.Int32,System.String)">
            <summary>
            <para>Sets the text of the item at index <c>idx</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemSubmenu(System.String,System.Int32,System.String)">
            <summary>
            <para>Sets the submenu of the item at index <c>idx</c>. The submenu is the ID of a global menu root that would be shown when the item is clicked.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemAccelerator(System.String,System.Int32,Godot.Key)">
            <summary>
            <para>Sets the accelerator of the item at index <c>idx</c>. <c>keycode</c> can be a single <see cref="T:Godot.Key"/>, or a combination of <see cref="T:Godot.KeyModifierMask"/>s and <see cref="T:Godot.Key"/>s using bitwise OR such as <c>KEY_MASK_CTRL | KEY_A</c> (Ctrl + A).</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemDisabled(System.String,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>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemTooltip(System.String,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>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemState(System.String,System.Int32,System.Int32)">
            <summary>
            <para>Sets the state of a multistate item. See <see cref="M:Godot.DisplayServer.GlobalMenuAddMultistateItem(System.String,System.String,System.Int32,System.Int32,Godot.Callable,Godot.Callable,Godot.Variant,Godot.Key,System.Int32)"/> for details.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemMaxStates(System.String,System.Int32,System.Int32)">
            <summary>
            <para>Sets number of state of a multistate item. See <see cref="M:Godot.DisplayServer.GlobalMenuAddMultistateItem(System.String,System.String,System.Int32,System.Int32,Godot.Callable,Godot.Callable,Godot.Variant,Godot.Key,System.Int32)"/> for details.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemIcon(System.String,System.Int32,Godot.Texture2D)">
            <summary>
            <para>Replaces the <see cref="T:Godot.Texture2D"/> icon of the specified <c>idx</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            <para><b>Note:</b> This method is not supported by macOS "_dock" menu items.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuSetItemIndentationLevel(System.String,System.Int32,System.Int32)">
            <summary>
            <para>Sets the horizontal offset of the item at the given <c>idx</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuGetItemCount(System.String)">
            <summary>
            <para>Returns number of items in the global menu with ID <c>menuRoot</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuRemoveItem(System.String,System.Int32)">
            <summary>
            <para>Removes the item at index <c>idx</c> from the global menu <c>menuRoot</c>.</para>
            <para><b>Note:</b> The indices of items after the removed item will be shifted by one.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GlobalMenuClear(System.String)">
            <summary>
            <para>Removes all items from the global menu with ID <c>menuRoot</c>.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            <para><b>Supported system menu IDs:</b></para>
            <para><code>
            "_main" - Main menu (macOS).
            "_dock" - Dock popup menu (macOS).
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.TtsIsSpeaking">
            <summary>
            <para>Returns <c>true</c> if the synthesizer is generating speech, or have utterance waiting in the queue.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.</para>
            <para><b>Note:</b> <c>ProjectSettings.audio/general/text_to_speech</c> should be <c>true</c> to use text-to-speech.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.TtsIsPaused">
            <summary>
            <para>Returns <c>true</c> if the synthesizer is in a paused state.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.</para>
            <para><b>Note:</b> <c>ProjectSettings.audio/general/text_to_speech</c> should be <c>true</c> to use text-to-speech.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.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 that Godot depends on system libraries for text-to-speech functionality. These libraries are installed by default on Windows and macOS, but not on all Linux distributions. If they are not present, this method will return an empty list. This applies to both Godot users on Linux, as well as end-users on Linux running Godot games that use text-to-speech.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.</para>
            <para><b>Note:</b> <c>ProjectSettings.audio/general/text_to_speech</c> should be <c>true</c> to use text-to-speech.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.TtsGetVoicesForLanguage(System.String)">
            <summary>
            <para>Returns an <see cref="T:System.String"/>[] of voice identifiers for the <c>language</c>.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.</para>
            <para><b>Note:</b> <c>ProjectSettings.audio/general/text_to_speech</c> should be <c>true</c> to use text-to-speech.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.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.DisplayServer.TtsGetVoices"/> or one of the values returned by <see cref="M:Godot.DisplayServer.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>utteranceId</c> is passed as a parameter to the callback functions.</para>
            <para><b>Note:</b> On Windows and Linux (X11), 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.DisplayServer.TtsSpeak(System.String,System.String,System.Int32,System.Single,System.Single,System.Int32,System.Boolean)"/>.</para>
            <para><b>Note:</b> The granularity of pitch, rate, and volume is engine and voice dependent. Values may be truncated.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.</para>
            <para><b>Note:</b> <c>ProjectSettings.audio/general/text_to_speech</c> should be <c>true</c> to use text-to-speech.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.TtsPause">
            <summary>
            <para>Puts the synthesizer into a paused state.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.</para>
            <para><b>Note:</b> <c>ProjectSettings.audio/general/text_to_speech</c> should be <c>true</c> to use text-to-speech.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.TtsResume">
            <summary>
            <para>Resumes the synthesizer if it was paused.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.</para>
            <para><b>Note:</b> <c>ProjectSettings.audio/general/text_to_speech</c> should be <c>true</c> to use text-to-speech.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.TtsStop">
            <summary>
            <para>Stops synthesis in progress and removes all utterances from the queue.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.</para>
            <para><b>Note:</b> <c>ProjectSettings.audio/general/text_to_speech</c> should be <c>true</c> to use text-to-speech.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.TtsSetUtteranceCallback(Godot.DisplayServer.TtsUtteranceEvent,Godot.Callable)">
            <summary>
            <para>Adds a callback, which is called when the utterance has started, finished, canceled or reached a text boundary.</para>
            <para>- <see cref="!:Godot.DisplayServer.TTSUtteranceEvent.Started"/>, <see cref="!:Godot.DisplayServer.TTSUtteranceEvent.Ended"/>, and <see cref="!:Godot.DisplayServer.TTSUtteranceEvent.Canceled"/> callable's method should take one <see cref="T:System.Int32"/> parameter, the utterance ID.</para>
            <para>- <see cref="!:Godot.DisplayServer.TTSUtteranceEvent.Boundary"/> callable's method should take two <see cref="T:System.Int32"/> parameters, the index of the character and the utterance ID.</para>
            <para><b>Note:</b> The granularity of the boundary callbacks is engine dependent.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.</para>
            <para><b>Note:</b> <c>ProjectSettings.audio/general/text_to_speech</c> should be <c>true</c> to use text-to-speech.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.IsDarkModeSupported">
            <summary>
            <para>Returns <c>true</c> if OS supports dark mode.</para>
            <para><b>Note:</b> This method is implemented on macOS, Windows and Linux (X11).</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.IsDarkMode">
            <summary>
            <para>Returns <c>true</c> if OS is using dark mode.</para>
            <para><b>Note:</b> This method is implemented on macOS, Windows and Linux (X11).</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GetAccentColor">
            <summary>
            <para>Returns OS theme accent color. Returns <c>Color(0, 0, 0, 0)</c>, if accent color is unknown.</para>
            <para><b>Note:</b> This method is implemented on macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.MouseSetMode(Godot.DisplayServer.MouseMode)">
            <summary>
            <para>Sets the current mouse mode. See also <see cref="M:Godot.DisplayServer.MouseGetMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.MouseGetMode">
            <summary>
            <para>Returns the current mouse mode. See also <see cref="M:Godot.DisplayServer.MouseSetMode(Godot.DisplayServer.MouseMode)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WarpMouse(Godot.Vector2I)">
            <summary>
            <para>Sets the mouse cursor position to the given <c>position</c> relative to an origin at the upper left corner of the currently focused game Window Manager window.</para>
            <para><b>Note:</b> <see cref="M:Godot.DisplayServer.WarpMouse(Godot.Vector2I)"/> is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.MouseGetPosition">
            <summary>
            <para>Returns the mouse cursor's current position in screen coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.MouseGetButtonState">
            <summary>
            <para>Returns the current state of mouse buttons (whether each button is pressed) as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to <see cref="M:Godot.Input.GetMouseButtonMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ClipboardSet(System.String)">
            <summary>
            <para>Sets the user's clipboard content to the given string.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ClipboardGet">
            <summary>
            <para>Returns the user's clipboard as a string if possible.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ClipboardHas">
            <summary>
            <para>Returns <c>true</c> if there is content on the user's clipboard.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ClipboardSetPrimary(System.String)">
            <summary>
            <para>Sets the user's <a href="https://unix.stackexchange.com/questions/139191/whats-the-difference-between-primary-selection-and-clipboard-buffer">primary</a> clipboard content to the given string. This is the clipboard that is set when the user selects text in any application, rather than when pressing Ctrl + C. The clipboard data can then be pasted by clicking the middle mouse button in any application that supports the primary clipboard mechanism.</para>
            <para><b>Note:</b> This method is only implemented on Linux (X11).</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ClipboardGetPrimary">
            <summary>
            <para>Returns the user's <a href="https://unix.stackexchange.com/questions/139191/whats-the-difference-between-primary-selection-and-clipboard-buffer">primary</a> clipboard as a string if possible. This is the clipboard that is set when the user selects text in any application, rather than when pressing Ctrl + C. The clipboard data can then be pasted by clicking the middle mouse button in any application that supports the primary clipboard mechanism.</para>
            <para><b>Note:</b> This method is only implemented on Linux (X11).</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.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.DisplayServer.GetDisplaySafeArea"/>.</para>
            <para><b>Note:</b> 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.DisplayServer.GetDisplaySafeArea">
            <summary>
            <para>Returns the unobscured area of the display where interactive controls should be rendered. See also <see cref="M:Godot.DisplayServer.GetDisplayCutouts"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GetScreenCount">
            <summary>
            <para>Returns the number of displays available.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GetPrimaryScreen">
            <summary>
            <para>Returns index of the primary screen.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GetKeyboardFocusScreen">
            <summary>
            <para>Returns the index of the screen containing the window with the keyboard focus, or the primary screen if there's no focused window.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GetScreenFromRect(Godot.Rect2)">
            <summary>
            <para>Returns index of the screen which contains specified rectangle.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ScreenGetPosition(System.Int32)">
            <summary>
            <para>Returns the screen's top-left corner position in pixels. On multi-monitor setups, the screen position is relative to the virtual desktop area. On multi-monitor setups with different screen resolutions or orientations, the origin may be located outside any display like this:</para>
            <para><code>
            * (0, 0)        +-------+
                            |       |
            +-------------+ |       |
            |             | |       |
            |             | |       |
            +-------------+ +-------+
            </code></para>
            <para>See also <see cref="M:Godot.DisplayServer.ScreenGetSize(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ScreenGetSize(System.Int32)">
            <summary>
            <para>Returns the screen's size in pixels. See also <see cref="M:Godot.DisplayServer.ScreenGetPosition(System.Int32)"/> and <see cref="M:Godot.DisplayServer.ScreenGetUsableRect(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ScreenGetUsableRect(System.Int32)">
            <summary>
            <para>Returns the portion of the screen that is not obstructed by a status bar in pixels. See also <see cref="M:Godot.DisplayServer.ScreenGetSize(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ScreenGetDpi(System.Int32)">
            <summary>
            <para>Returns the dots per inch density of the specified screen. If <c>screen</c> is <see cref="F:Godot.DisplayServer.ScreenOfMainWindow"/> (the default value), a screen with the main window will be used.</para>
            <para><b>Note:</b> On macOS, returned value is inaccurate if fractional display scaling mode is used.</para>
            <para><b>Note:</b> 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><b>Note:</b> This method is implemented on Android, Linux (X11), macOS and Windows. Returns <c>72</c> on unsupported platforms.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ScreenGetScale(System.Int32)">
            <summary>
            <para>Returns the scale factor of the specified screen by index.</para>
            <para><b>Note:</b> On macOS returned value is <c>2.0</c> for hiDPI (Retina) screen, and <c>1.0</c> for all other cases.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.IsTouchscreenAvailable">
            <summary>
            <para>Returns <c>true</c> if touch events are available (Android or iOS), the capability is detected on the Webplatform or if <c>ProjectSettings.input_devices/pointing/emulate_touch_from_mouse</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ScreenGetMaxScale">
            <summary>
            <para>Returns the greatest scale factor of all screens.</para>
            <para><b>Note:</b> 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><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ScreenGetRefreshRate(System.Int32)">
            <summary>
            <para>Returns the current refresh rate of the specified screen. If <c>screen</c> is <see cref="F:Godot.DisplayServer.ScreenOfMainWindow"/> (the default value), a screen with the main window will be used.</para>
            <para><b>Note:</b> Returns <c>-1.0</c> if the DisplayServer fails to find the refresh rate for the specified screen. On Web, <see cref="M:Godot.DisplayServer.ScreenGetRefreshRate(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 = DisplayServer.screen_get_refresh_rate()
            if refresh_rate &lt; 0:
                refresh_rate = 60.0
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ScreenGetPixel(Godot.Vector2I)">
            <summary>
            <para>Returns color of the display pixel at the <c>position</c>.</para>
            <para><b>Note:</b> This method is implemented on Linux (X11), macOS, and Windows.</para>
            <para><b>Note:</b> On macOS, this method requires "Screen Recording" permission, if permission is not granted it will return desktop wallpaper color.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ScreenGetImage(System.Int32)">
            <summary>
            <para>Returns screenshot of the <c>screen</c>.</para>
            <para><b>Note:</b> This method is implemented on Linux (X11), macOS, and Windows.</para>
            <para><b>Note:</b> On macOS, this method requires "Screen Recording" permission, if permission is not granted it will return desktop wallpaper color.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ScreenSetOrientation(Godot.DisplayServer.ScreenOrientation,System.Int32)">
            <summary>
            <para>Sets the <c>screen</c>'s <c>orientation</c>. See also <see cref="M:Godot.DisplayServer.ScreenGetOrientation(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ScreenGetOrientation(System.Int32)">
            <summary>
            <para>Returns the <c>screen</c>'s current orientation. See also <see cref="M:Godot.DisplayServer.ScreenSetOrientation(Godot.DisplayServer.ScreenOrientation,System.Int32)"/>.</para>
            <para><b>Note:</b> This method is implemented on Android and iOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ScreenSetKeepOn(System.Boolean)">
            <summary>
            <para>Sets whether the screen should never be turned off by the operating system's power-saving measures. See also <see cref="M:Godot.DisplayServer.ScreenIsKeptOn"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ScreenIsKeptOn">
            <summary>
            <para>Returns <c>true</c> if the screen should never be turned off by the operating system's power-saving measures. See also <see cref="M:Godot.DisplayServer.ScreenSetKeepOn(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GetWindowList">
            <summary>
            <para>Returns the list of Godot window IDs belonging to this process.</para>
            <para><b>Note:</b> Native dialogs are not included in this list.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.GetWindowAtScreenPosition(Godot.Vector2I)">
            <summary>
            <para>Returns the ID of the window at the specified screen <c>position</c> (in pixels). On multi-monitor setups, the screen position is relative to the virtual desktop area. On multi-monitor setups with different screen resolutions or orientations, the origin may be located outside any display like this:</para>
            <para><code>
            * (0, 0)        +-------+
                            |       |
            +-------------+ |       |
            |             | |       |
            |             | |       |
            +-------------+ +-------+
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetNativeHandle(Godot.DisplayServer.HandleType,System.Int32)">
            <summary>
            <para>Returns internal structure pointers for use in plugins.</para>
            <para><b>Note:</b> This method is implemented on Android, Linux (X11), macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetActivePopup">
            <summary>
            <para>Returns ID of the active popup window, or <see cref="F:Godot.DisplayServer.InvalidWindowId"/> if there is none.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetPopupSafeRect(System.Int32,Godot.Rect2I)">
            <summary>
            <para>Sets the bounding box of control, or menu item that was used to open the popup window, in the screen coordinate system. Clicking this area will not auto-close this popup.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetPopupSafeRect(System.Int32)">
            <summary>
            <para>Returns the bounding box of control, or menu item that was used to open the popup window, in the screen coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetTitle(System.String,System.Int32)">
            <summary>
            <para>Sets the title of the given window to <c>title</c>.</para>
            <para><b>Note:</b> It's recommended to change this value using <see cref="P:Godot.Window.Title"/> instead.</para>
            <para><b>Note:</b> Avoid changing the window title every frame, as this can cause performance issues on certain window managers. Try to change the window title only a few times per second at most.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetMousePassthrough(Godot.Vector2[],System.Int32)">
            <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.
            DisplayServer.WindowSetMousePassthrough(GetNode&lt;Path2D&gt;("Path2D").Curve.GetBakedPoints());
            
            // Set region, using Polygon2D node.
            DisplayServer.WindowSetMousePassthrough(GetNode&lt;Polygon2D&gt;("Polygon2D").Polygon);
            
            // Reset region to default.
            DisplayServer.WindowSetMousePassthrough(new Vector2[] {});
            </code></para>
            <para><b>Note:</b> On Windows, the portion of a window that lies outside the region is not drawn, while on Linux (X11) and macOS it is.</para>
            <para><b>Note:</b> This method is implemented on Linux (X11), macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetCurrentScreen(System.Int32)">
            <summary>
            <para>Returns the screen the window specified by <c>windowId</c> is currently positioned on. If the screen overlaps multiple displays, the screen where the window's center is located is returned. See also <see cref="M:Godot.DisplayServer.WindowSetCurrentScreen(System.Int32,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetCurrentScreen(System.Int32,System.Int32)">
            <summary>
            <para>Moves the window specified by <c>windowId</c> to the specified <c>screen</c>. See also <see cref="M:Godot.DisplayServer.WindowGetCurrentScreen(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetPosition(System.Int32)">
            <summary>
            <para>Returns the position of the client area of the given window on the screen.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetPositionWithDecorations(System.Int32)">
            <summary>
            <para>Returns the position of the given window on the screen including the borders drawn by the operating system. See also <see cref="M:Godot.DisplayServer.WindowGetPosition(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetPosition(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Sets the position of the given window to <c>position</c>. On multi-monitor setups, the screen position is relative to the virtual desktop area. On multi-monitor setups with different screen resolutions or orientations, the origin may be located outside any display like this:</para>
            <para><code>
            * (0, 0)        +-------+
                            |       |
            +-------------+ |       |
            |             | |       |
            |             | |       |
            +-------------+ +-------+
            </code></para>
            <para>See also <see cref="M:Godot.DisplayServer.WindowGetPosition(System.Int32)"/> and <see cref="M:Godot.DisplayServer.WindowSetSize(Godot.Vector2I,System.Int32)"/>.</para>
            <para><b>Note:</b> It's recommended to change this value using <see cref="P:Godot.Window.Position"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetSize(System.Int32)">
            <summary>
            <para>Returns the size of the window specified by <c>windowId</c> (in pixels), excluding the borders drawn by the operating system. This is also called the "client area". See also <see cref="M:Godot.DisplayServer.WindowGetSizeWithDecorations(System.Int32)"/>, <see cref="M:Godot.DisplayServer.WindowSetSize(Godot.Vector2I,System.Int32)"/> and <see cref="M:Godot.DisplayServer.WindowGetPosition(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetSize(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Sets the size of the given window to <c>size</c> (in pixels). See also <see cref="M:Godot.DisplayServer.WindowGetSize(System.Int32)"/> and <see cref="M:Godot.DisplayServer.WindowGetPosition(System.Int32)"/>.</para>
            <para><b>Note:</b> It's recommended to change this value using <see cref="P:Godot.Window.Size"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetRectChangedCallback(Godot.Callable,System.Int32)">
            <summary>
            <para>Sets the <c>callback</c> that will be called when the window specified by <c>windowId</c> is moved or resized.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetWindowEventCallback(Godot.Callable,System.Int32)">
            <summary>
            <para>Sets the <c>callback</c> that will be called when an event occurs in the window specified by <c>windowId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetInputEventCallback(Godot.Callable,System.Int32)">
            <summary>
            <para>Sets the <c>callback</c> that should be called when any <see cref="T:Godot.InputEvent"/> is sent to the window specified by <c>windowId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetInputTextCallback(Godot.Callable,System.Int32)">
            <summary>
            <para>Sets the <c>callback</c> that should be called when text is entered using the virtual keyboard to the window specified by <c>windowId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetDropFilesCallback(Godot.Callable,System.Int32)">
            <summary>
            <para>Sets the <c>callback</c> that should be called when files are dropped from the operating system's file manager to the window specified by <c>windowId</c>.</para>
            <para><b>Note:</b> This method is implemented on Windows, macOS, Linux (X11) and Web.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetAttachedInstanceId(System.Int32)">
            <summary>
            <para>Returns the <see cref="M:Godot.GodotObject.GetInstanceId"/> of the <see cref="T:Godot.Window"/> the <c>windowId</c> is attached to.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetMaxSize(System.Int32)">
            <summary>
            <para>Returns the window's maximum size (in pixels). See also <see cref="M:Godot.DisplayServer.WindowSetMaxSize(Godot.Vector2I,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetMaxSize(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Sets the maximum size of the window specified by <c>windowId</c> in pixels. Normally, the user will not be able to drag the window to make it smaller than the specified size. See also <see cref="M:Godot.DisplayServer.WindowGetMaxSize(System.Int32)"/>.</para>
            <para><b>Note:</b> It's recommended to change this value using <see cref="P:Godot.Window.MaxSize"/> instead.</para>
            <para><b>Note:</b> Using third-party tools, it is possible for users to disable window geometry restrictions and therefore bypass this limit.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetMinSize(System.Int32)">
            <summary>
            <para>Returns the window's minimum size (in pixels). See also <see cref="M:Godot.DisplayServer.WindowSetMinSize(Godot.Vector2I,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetMinSize(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Sets the minimum size for the given window to <c>minSize</c> (in pixels). Normally, the user will not be able to drag the window to make it larger than the specified size. See also <see cref="M:Godot.DisplayServer.WindowGetMinSize(System.Int32)"/>.</para>
            <para><b>Note:</b> It's recommended to change this value using <see cref="P:Godot.Window.MinSize"/> instead.</para>
            <para><b>Note:</b> By default, the main window has a minimum size of <c>Vector2i(64, 64)</c>. This prevents issues that can arise when the window is resized to a near-zero size.</para>
            <para><b>Note:</b> Using third-party tools, it is possible for users to disable window geometry restrictions and therefore bypass this limit.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetSizeWithDecorations(System.Int32)">
            <summary>
            <para>Returns the size of the window specified by <c>windowId</c> (in pixels), including the borders drawn by the operating system. See also <see cref="M:Godot.DisplayServer.WindowGetSize(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetMode(System.Int32)">
            <summary>
            <para>Returns the mode of the given window.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetMode(Godot.DisplayServer.WindowMode,System.Int32)">
            <summary>
            <para>Sets window mode for the given window to <c>mode</c>. See <see cref="T:Godot.DisplayServer.WindowMode"/> for possible values and how each mode behaves.</para>
            <para><b>Note:</b> Setting the window to full screen forcibly sets the borderless flag to <c>true</c>, so make sure to set it back to <c>false</c> when not wanted.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetFlag(Godot.DisplayServer.WindowFlags,System.Boolean,System.Int32)">
            <summary>
            <para>Enables or disables the given window's given <c>flag</c>. See <see cref="T:Godot.DisplayServer.WindowFlags"/> for possible values and their behavior.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetFlag(Godot.DisplayServer.WindowFlags,System.Int32)">
            <summary>
            <para>Returns the current value of the given window's <c>flag</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetWindowButtonsOffset(Godot.Vector2I,System.Int32)">
            <summary>
            <para>When <see cref="F:Godot.DisplayServer.WindowFlags.ExtendToTitle"/> flag is set, set offset to the center of the first titlebar button.</para>
            <para><b>Note:</b> This flag is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetSafeTitleMargins(System.Int32)">
            <summary>
            <para>Returns left margins (<c>x</c>), right margins (<c>y</c>) and height (<c>z</c>) of the title that are safe to use (contains no buttons or other elements) when <see cref="F:Godot.DisplayServer.WindowFlags.ExtendToTitle"/> flag is set.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowRequestAttention(System.Int32)">
            <summary>
            <para>Makes the window specified by <c>windowId</c> request attention, which is materialized by the window title and taskbar entry blinking until the window is focused. This usually has no visible effect if the window is currently focused. The exact behavior varies depending on the operating system.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowMoveToForeground(System.Int32)">
            <summary>
            <para>Moves the window specified by <c>windowId</c> to the foreground, so that it is visible over other windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowCanDraw(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if anything can be drawn in the window specified by <c>windowId</c>, <c>false</c> otherwise. Using the <c>--disable-render-loop</c> command line argument or a headless build will return <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetTransient(System.Int32,System.Int32)">
            <summary>
            <para>Sets window transient parent. Transient window is will be destroyed with its transient parent and will return focus to their parent when closed. The transient window is displayed on top of a non-exclusive full-screen parent window. Transient windows can't enter full-screen mode.</para>
            <para><b>Note:</b> It's recommended to change this value using <see cref="P:Godot.Window.Transient"/> instead.</para>
            <para><b>Note:</b> The behavior might be different depending on the platform.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetExclusive(System.Int32,System.Boolean)">
            <summary>
            <para>If set to <c>true</c>, this window will always stay on top of its parent window, parent window will ignore input while this window is opened.</para>
            <para><b>Note:</b> On macOS, exclusive windows are confined to the same space (virtual desktop or screen) as the parent window.</para>
            <para><b>Note:</b> This method is implemented on macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetImeActive(System.Boolean,System.Int32)">
            <summary>
            <para>Sets whether <a href="https://en.wikipedia.org/wiki/Input_method">Input Method Editor</a> should be enabled for the window specified by <c>windowId</c>. See also <see cref="M:Godot.DisplayServer.WindowSetImePosition(Godot.Vector2I,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetImePosition(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Sets the position of the <a href="https://en.wikipedia.org/wiki/Input_method">Input Method Editor</a> popup for the specified <c>windowId</c>. Only effective if <see cref="M:Godot.DisplayServer.WindowSetImeActive(System.Boolean,System.Int32)"/> was set to <c>true</c> for the specified <c>windowId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowSetVsyncMode(Godot.DisplayServer.VSyncMode,System.Int32)">
            <summary>
            <para>Sets the V-Sync mode of the given window. See also <c>ProjectSettings.display/window/vsync/vsync_mode</c>.</para>
            <para>See <see cref="T:Godot.DisplayServer.VSyncMode"/> for possible values and how they affect the behavior of your application.</para>
            <para>Depending on the platform and used renderer, the engine will fall back to <see cref="F:Godot.DisplayServer.VSyncMode.Enabled"/> if the desired mode is not supported.</para>
            <para><b>Note:</b> V-Sync modes other than <see cref="F:Godot.DisplayServer.VSyncMode.Enabled"/> are only supported in the Forward+ and Mobile rendering methods, not Compatibility.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowGetVsyncMode(System.Int32)">
            <summary>
            <para>Returns the V-Sync mode of the given window.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowIsMaximizeAllowed(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given window can be maximized (the maximize button is enabled).</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowMaximizeOnTitleDblClick">
            <summary>
            <para>Returns <c>true</c>, if double-click on a window title should maximize it.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.WindowMinimizeOnTitleDblClick">
            <summary>
            <para>Returns <c>true</c>, if double-click on a window title should minimize it.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ImeGetSelection">
            <summary>
            <para>Returns the text selection in the <a href="https://en.wikipedia.org/wiki/Input_method">Input Method Editor</a> composition string, with the <see cref="T:Godot.Vector2I"/>'s <c>x</c> component being the caret position and <c>y</c> being the length of the selection.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ImeGetText">
            <summary>
            <para>Returns the composition string contained within the <a href="https://en.wikipedia.org/wiki/Input_method">Input Method Editor</a> window.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.VirtualKeyboardShow(System.String,System.Nullable{Godot.Rect2},Godot.DisplayServer.VirtualKeyboardType,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Shows the virtual keyboard if the platform has one.</para>
            <para><c>existingText</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><c>position</c> parameter is the screen space <see cref="T:Godot.Rect2"/> of the edited text.</para>
            <para><c>type</c> parameter allows configuring which type of virtual keyboard to show.</para>
            <para><c>maxLength</c> limits the number of characters that can be entered if different from <c>-1</c>.</para>
            <para><c>cursorStart</c> can optionally define the current text cursor position if <c>cursorEnd</c> is not set.</para>
            <para><c>cursorStart</c> and <c>cursorEnd</c> can optionally define the current text selection.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS and Web.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Rect2(new Vector2(0, 0), new Vector2(0, 0))</c>.</param>
        </member>
        <member name="M:Godot.DisplayServer.VirtualKeyboardHide">
            <summary>
            <para>Hides the virtual keyboard if it is shown, does nothing otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.VirtualKeyboardGetHeight">
            <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.DisplayServer.CursorSetShape(Godot.DisplayServer.CursorShape)">
            <summary>
            <para>Sets the default mouse cursor shape. The cursor's appearance will vary depending on the user's operating system and mouse cursor theme. See also <see cref="M:Godot.DisplayServer.CursorGetShape"/> and <see cref="M:Godot.DisplayServer.CursorSetCustomImage(Godot.Resource,Godot.DisplayServer.CursorShape,System.Nullable{Godot.Vector2})"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.CursorGetShape">
            <summary>
            <para>Returns the default mouse cursor shape set by <see cref="M:Godot.DisplayServer.CursorSetShape(Godot.DisplayServer.CursorShape)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.CursorSetCustomImage(Godot.Resource,Godot.DisplayServer.CursorShape,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Sets a custom mouse cursor image for the defined <c>shape</c>. This means the user's operating system and mouse cursor theme will no longer influence the mouse cursor's appearance. The image must be <c>256x256</c> or smaller for correct appearance. <c>hotspot</c> can optionally be set to define the area where the cursor will click. By default, <c>hotspot</c> is set to <c>Vector2(0, 0)</c>, which is the top-left corner of the image. See also <see cref="M:Godot.DisplayServer.CursorSetShape(Godot.DisplayServer.CursorShape)"/>.</para>
            </summary>
            <param name="hotspot">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.DisplayServer.GetSwapCancelOk">
            <summary>
            <para>Returns <c>true</c> if positions of <b>OK</b> and <b>Cancel</b> buttons are swapped in dialogs. This is enabled by default on Windows and UWP to follow interface conventions, and be toggled by changing <c>ProjectSettings.gui/common/swap_cancel_ok</c>.</para>
            <para><b>Note:</b> This doesn't affect native dialogs such as the ones spawned by <see cref="M:Godot.DisplayServer.DialogShow(System.String,System.String,System.String[],Godot.Callable)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.EnableForStealingFocus(System.Int64)">
            <summary>
            <para>Allows the <c>processId</c> PID to steal focus from this window. In other words, this disables the operating system's focus stealing protection for the specified PID.</para>
            <para><b>Note:</b> This method is implemented only on Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.DialogShow(System.String,System.String,System.String[],Godot.Callable)">
            <summary>
            <para>Shows a text dialog which uses the operating system's native look-and-feel. <c>callback</c> will be called when the dialog is closed for any reason.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.DialogInputText(System.String,System.String,System.String,Godot.Callable)">
            <summary>
            <para>Shows a text input dialog which uses the operating system's native look-and-feel. <c>callback</c> will be called with a <see cref="T:System.String"/> argument equal to the text field's contents when the dialog is closed for any reason.</para>
            <para><b>Note:</b> This method is implemented only on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.KeyboardGetLayoutCount">
            <summary>
            <para>Returns the number of keyboard layouts.</para>
            <para><b>Note:</b> This method is implemented on Linux (X11), macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.KeyboardGetCurrentLayout">
            <summary>
            <para>Returns active keyboard layout index.</para>
            <para><b>Note:</b> This method is implemented on Linux (X11), macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.KeyboardSetCurrentLayout(System.Int32)">
            <summary>
            <para>Sets the active keyboard layout.</para>
            <para><b>Note:</b> This method is implemented on Linux (X11), macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.KeyboardGetLayoutLanguage(System.Int32)">
            <summary>
            <para>Returns the ISO-639/BCP-47 language code of the keyboard layout at position <c>index</c>.</para>
            <para><b>Note:</b> This method is implemented on Linux (X11), macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.KeyboardGetLayoutName(System.Int32)">
            <summary>
            <para>Returns the localized name of the keyboard layout at position <c>index</c>.</para>
            <para><b>Note:</b> This method is implemented on Linux (X11), macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.KeyboardGetKeycodeFromPhysical(Godot.Key)">
            <summary>
            <para>Converts a physical (US QWERTY) <c>keycode</c> to one in the active keyboard layout.</para>
            <para><b>Note:</b> This method is implemented on Linux (X11), macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ProcessEvents">
            <summary>
            <para>Perform window manager processing, including input flushing. See also <see cref="M:Godot.DisplayServer.ForceProcessAndDropEvents"/>, <see cref="M:Godot.Input.FlushBufferedEvents"/> and <see cref="P:Godot.Input.UseAccumulatedInput"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.ForceProcessAndDropEvents">
            <summary>
            <para>Forces window manager processing while ignoring all <see cref="T:Godot.InputEvent"/>s. See also <see cref="M:Godot.DisplayServer.ProcessEvents"/>.</para>
            <para><b>Note:</b> This method is implemented on Windows and macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.SetNativeIcon(System.String)">
            <summary>
            <para>Sets the window icon (usually displayed in the top-left corner) in the operating system's <i>native</i> format. The file at <c>fileName</c> must be in <c>.ico</c> format on Windows or <c>.icns</c> on macOS. By using specially crafted <c>.ico</c> or <c>.icns</c> icons, <see cref="M:Godot.DisplayServer.SetNativeIcon(System.String)"/> allows specifying different icons depending on the size the icon is displayed at. This size is determined by the operating system and user preferences (including the display scale factor). To use icons in other formats, use <see cref="M:Godot.DisplayServer.SetIcon(Godot.Image)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.SetIcon(Godot.Image)">
            <summary>
            <para>Sets the window icon (usually displayed in the top-left corner) with an <see cref="T:Godot.Image"/>. To use icons in the operating system's native format, use <see cref="M:Godot.DisplayServer.SetNativeIcon(System.String)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.TabletGetDriverCount">
            <summary>
            <para>Returns the total number of available tablet drivers.</para>
            <para><b>Note:</b> This method is implemented only on Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.TabletGetDriverName(System.Int32)">
            <summary>
            <para>Returns the tablet driver name for the given index.</para>
            <para><b>Note:</b> This method is implemented only on Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.TabletGetCurrentDriver">
            <summary>
            <para>Returns current active tablet driver name.</para>
            <para><b>Note:</b> This method is implemented only on Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.DisplayServer.TabletSetCurrentDriver(System.String)">
            <summary>
            <para>Set active tablet driver name.</para>
            <para><b>Note:</b> This method is implemented only on Windows.</para>
            </summary>
        </member>
        <member name="T:Godot.ENetConnection">
            <summary>
            <para>ENet's purpose is to provide a relatively thin, simple and robust network communication layer on top of UDP (User Datagram Protocol).</para>
            </summary>
        </member>
        <member name="F:Godot.ENetConnection.CompressionMode.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.ENetConnection.CompressionMode.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.ENetConnection.CompressionMode.Fastlz">
            <summary>
            <para><a href="https://fastlz.org/">FastLZ</a> compression. This option uses less CPU resources compared to <see cref="F:Godot.ENetConnection.CompressionMode.Zlib"/>, at the expense of using more bandwidth.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetConnection.CompressionMode.Zlib">
            <summary>
            <para><a href="https://www.zlib.net/">Zlib</a> compression. This option uses less bandwidth compared to <see cref="F:Godot.ENetConnection.CompressionMode.Fastlz"/>, at the expense of using more CPU resources.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetConnection.CompressionMode.Zstd">
            <summary>
            <para><a href="https://facebook.github.io/zstd/">Zstandard</a> compression. 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.ENetConnection.EventType.Error">
            <summary>
            <para>An error occurred during <see cref="M:Godot.ENetConnection.Service(System.Int32)"/>. You will likely need to <see cref="M:Godot.ENetConnection.Destroy"/> the host and recreate it.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetConnection.EventType.None">
            <summary>
            <para>No event occurred within the specified time limit.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetConnection.EventType.Connect">
            <summary>
            <para>A connection request initiated by enet_host_connect has completed. The array will contain the peer which successfully connected.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetConnection.EventType.Disconnect">
            <summary>
            <para>A peer has disconnected. This event is generated on a successful completion of a disconnect initiated by <see cref="M:Godot.ENetPacketPeer.PeerDisconnect(System.Int32)"/>, if a peer has timed out, or if a connection request initialized by <see cref="M:Godot.ENetConnection.ConnectToHost(System.String,System.Int32,System.Int32,System.Int32)"/> has timed out. The array will contain the peer which disconnected. The data field contains user supplied data describing the disconnection, or 0, if none is available.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetConnection.EventType.Receive">
            <summary>
            <para>A packet has been received from a peer. The array will contain the peer which sent the packet, the channel number upon which the packet was received, and the received packet.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetConnection.HostStatistic.SentData">
            <summary>
            <para>Total data sent.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetConnection.HostStatistic.SentPackets">
            <summary>
            <para>Total UDP packets sent.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetConnection.HostStatistic.ReceivedData">
            <summary>
            <para>Total data received.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetConnection.HostStatistic.ReceivedPackets">
            <summary>
            <para>Total UDP packets received.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.CreateHostBound(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Create an ENetHost like <see cref="M:Godot.ENetConnection.CreateHost(System.Int32,System.Int32,System.Int32,System.Int32)"/> which is also bound to the given <c>bindAddress</c> and <c>bindPort</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.CreateHost(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Create an ENetHost that will allow up to <c>maxPeers</c> connected peers, each allocating up to <c>maxChannels</c> channels, optionally limiting bandwidth to <c>inBandwidth</c> and <c>outBandwidth</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.Destroy">
            <summary>
            <para>Destroys the host and all resources associated with it.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.ConnectToHost(System.String,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Initiates a connection to a foreign <c>address</c> using the specified <c>port</c> and allocating the requested <c>channels</c>. Optional <c>data</c> can be passed during connection in the form of a 32 bit integer.</para>
            <para><b>Note:</b> You must call either <see cref="M:Godot.ENetConnection.CreateHost(System.Int32,System.Int32,System.Int32,System.Int32)"/> or <see cref="M:Godot.ENetConnection.CreateHostBound(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)"/> before calling this method.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.Service(System.Int32)">
            <summary>
            <para>Waits for events on the host specified and shuttles packets between the host and its peers. The returned <see cref="T:Godot.Collections.Array"/> will have 4 elements. An <see cref="T:Godot.ENetConnection.EventType"/>, the <see cref="T:Godot.ENetPacketPeer"/> which generated the event, the event associated data (if any), the event associated channel (if any). If the generated event is <see cref="F:Godot.ENetConnection.EventType.Receive"/>, the received packet will be queued to the associated <see cref="T:Godot.ENetPacketPeer"/>.</para>
            <para>Call this function regularly to handle connections, disconnections, and to receive new packets.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.Flush">
            <summary>
            <para>Sends any queued packets on the host specified to its designated peers.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.BandwidthLimit(System.Int32,System.Int32)">
            <summary>
            <para>Adjusts the bandwidth limits of a host.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.ChannelLimit(System.Int32)">
            <summary>
            <para>Limits the maximum allowed channels of future incoming connections.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.Broadcast(System.Int32,System.Byte[],System.Int32)">
            <summary>
            <para>Queues a <c>packet</c> to be sent to all peers associated with the host over the specified <c>channel</c>. See <see cref="T:Godot.ENetPacketPeer"/> <c>FLAG_*</c> constants for available packet flags.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.Compress(Godot.ENetConnection.CompressionMode)">
            <summary>
            <para>Sets 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><b>Note:</b> 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><b>Note:</b> The compression mode must be set to the same value on both the server and all its clients. Clients will fail to connect if the compression mode set on the client differs from the one set on the server.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.DtlsServerSetup(Godot.TlsOptions)">
            <summary>
            <para>Configure this ENetHost to use the custom Godot extension allowing DTLS encryption for ENet servers. Call this right after <see cref="M:Godot.ENetConnection.CreateHostBound(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)"/> to have ENet expect peers to connect using DTLS. See <see cref="M:Godot.TlsOptions.Server(Godot.CryptoKey,Godot.X509Certificate)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.DtlsClientSetup(System.String,Godot.TlsOptions)">
            <summary>
            <para>Configure this ENetHost to use the custom Godot extension allowing DTLS encryption for ENet clients. Call this before <see cref="M:Godot.ENetConnection.ConnectToHost(System.String,System.Int32,System.Int32,System.Int32)"/> to have ENet connect using DTLS validating the server certificate against <c>hostname</c>. You can pass the optional <c>clientOptions</c> parameter to customize the trusted certification authorities, or disable the common name verification. See <see cref="M:Godot.TlsOptions.Client(Godot.X509Certificate,System.String)"/> and <see cref="M:Godot.TlsOptions.ClientUnsafe(Godot.X509Certificate)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.RefuseNewConnections(System.Boolean)">
            <summary>
            <para>Configures the DTLS server to automatically drop new connections.</para>
            <para><b>Note:</b> This method is only relevant after calling <see cref="M:Godot.ENetConnection.DtlsServerSetup(Godot.TlsOptions)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.PopStatistic(Godot.ENetConnection.HostStatistic)">
            <summary>
            <para>Returns and resets host statistics. See <see cref="T:Godot.ENetConnection.HostStatistic"/> for more info.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.GetMaxChannels">
            <summary>
            <para>Returns the maximum number of channels allowed for connected peers.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.GetLocalPort">
            <summary>
            <para>Returns the local port to which this peer is bound.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetConnection.GetPeers">
            <summary>
            <para>Returns the list of peers associated with this host.</para>
            <para><b>Note:</b> This list might include some peers that are not fully connected or are still being disconnected.</para>
            </summary>
        </member>
        <member name="T:Godot.ENetMultiplayerPeer">
            <summary>
            <para>A MultiplayerPeer implementation that should be passed to <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> after being initialized as either a client, server, or mesh. Events can then be handled by connecting to <see cref="T:Godot.MultiplayerApi"/> signals. See <see cref="T:Godot.ENetConnection"/> for more information on the ENet library wrapper.</para>
            <para><b>Note:</b> 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="P:Godot.ENetMultiplayerPeer.Host">
            <summary>
            <para>The underlying <see cref="T:Godot.ENetConnection"/> created after <see cref="M:Godot.ENetMultiplayerPeer.CreateClient(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)"/> and <see cref="M:Godot.ENetMultiplayerPeer.CreateServer(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetMultiplayerPeer.CreateServer(System.Int32,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.ENetMultiplayerPeer.SetBindIP(System.String)"/>. The default IP is the wildcard <c>"*"</c>, which listens on all available interfaces. <c>maxClients</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.ENetMultiplayerPeer.CreateClient(System.String,System.Int32,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 ENetMultiplayerPeer instance already has an open connection (in which case you need to call <see cref="M:Godot.MultiplayerPeer.Close"/> first) or <see cref="F:Godot.Error.CantCreate"/> if the server could not be created.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetMultiplayerPeer.CreateClient(System.String,System.Int32,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>channelCount</c> parameter can be used to specify the number of ENet channels allocated for the connection. The <c>inBandwidth</c> and <c>outBandwidth</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 ENetMultiplayerPeer instance already has an open connection (in which case you need to call <see cref="M:Godot.MultiplayerPeer.Close"/> first) or <see cref="F:Godot.Error.CantCreate"/> if the client could not be created. If <c>localPort</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.ENetMultiplayerPeer.CreateMesh(System.Int32)">
            <summary>
            <para>Initialize this <see cref="T:Godot.MultiplayerPeer"/> in mesh mode. The provided <c>uniqueId</c> will be used as the local peer network unique ID once assigned as the <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/>. In the mesh configuration you will need to set up each new peer manually using <see cref="T:Godot.ENetConnection"/> before calling <see cref="M:Godot.ENetMultiplayerPeer.AddMeshPeer(System.Int32,Godot.ENetConnection)"/>. While this technique is more advanced, it allows for better control over the connection process (e.g. when dealing with NAT punch-through) and for better distribution of the network load (which would otherwise be more taxing on the server).</para>
            </summary>
        </member>
        <member name="M:Godot.ENetMultiplayerPeer.AddMeshPeer(System.Int32,Godot.ENetConnection)">
            <summary>
            <para>Add a new remote peer with the given <c>peerId</c> connected to the given <c>host</c>.</para>
            <para><b>Note:</b> The <c>host</c> must have exactly one peer in the <see cref="F:Godot.ENetPacketPeer.PeerState.Connected"/> state.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetMultiplayerPeer.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.ENetMultiplayerPeer.GetPeer(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.ENetPacketPeer"/> associated to the given <c>id</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.ENetPacketPeer">
            <summary>
            <para>A PacketPeer implementation representing a peer of an <see cref="T:Godot.ENetConnection"/>.</para>
            <para>This class cannot be instantiated directly but can be retrieved during <see cref="M:Godot.ENetConnection.Service(System.Int32)"/> or via <see cref="M:Godot.ENetConnection.GetPeers"/>.</para>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PacketLossScale">
            <summary>
            <para>The reference scale for packet loss. See <see cref="M:Godot.ENetPacketPeer.GetStatistic(Godot.ENetPacketPeer.PeerStatistic)"/> and <see cref="F:Godot.ENetPacketPeer.PeerStatistic.PacketLoss"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PacketThrottleScale">
            <summary>
            <para>The reference value for throttle configuration. The default value is <c>32</c>. See <see cref="M:Godot.ENetPacketPeer.ThrottleConfigure(System.Int32,System.Int32,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.FlagReliable">
            <summary>
            <para>Mark the packet to be sent as reliable.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.FlagUnsequenced">
            <summary>
            <para>Mark the packet to be sent unsequenced (unreliable).</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.FlagUnreliableFragment">
            <summary>
            <para>Mark the packet to be sent unreliable even if the packet is too big and needs fragmentation (increasing the chance of it being dropped).</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerState.Disconnected">
            <summary>
            <para>The peer is disconnected.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerState.Connecting">
            <summary>
            <para>The peer is currently attempting to connect.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerState.AcknowledgingConnect">
            <summary>
            <para>The peer has acknowledged the connection request.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerState.ConnectionPending">
            <summary>
            <para>The peer is currently connecting.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerState.ConnectionSucceeded">
            <summary>
            <para>The peer has successfully connected, but is not ready to communicate with yet (<see cref="F:Godot.ENetPacketPeer.PeerState.Connected"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerState.Connected">
            <summary>
            <para>The peer is currently connected and ready to communicate with.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerState.DisconnectLater">
            <summary>
            <para>The peer is slated to disconnect after it has no more outgoing packets to send.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerState.Disconnecting">
            <summary>
            <para>The peer is currently disconnecting.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerState.AcknowledgingDisconnect">
            <summary>
            <para>The peer has acknowledged the disconnection request.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerState.Zombie">
            <summary>
            <para>The peer has lost connection, but is not considered truly disconnected (as the peer didn't acknowledge the disconnection request).</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.PacketLoss">
            <summary>
            <para>Mean packet loss of reliable packets as a ratio with respect to the <see cref="F:Godot.ENetPacketPeer.PacketLossScale"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.PacketLossVariance">
            <summary>
            <para>Packet loss variance.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.PacketLossEpoch">
            <summary>
            <para>The time at which packet loss statistics were last updated (in milliseconds since the connection started). The interval for packet loss statistics updates is 10 seconds, and at least one packet must have been sent since the last statistics update.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.RoundTripTime">
            <summary>
            <para>Mean packet round trip time for reliable packets.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.RoundTripTimeVariance">
            <summary>
            <para>Variance of the mean round trip time.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.LastRoundTripTime">
            <summary>
            <para>Last recorded round trip time for a reliable packet.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.LastRoundTripTimeVariance">
            <summary>
            <para>Variance of the last trip time recorded.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.PacketThrottle">
            <summary>
            <para>The peer's current throttle status.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.PacketThrottleLimit">
            <summary>
            <para>The maximum number of unreliable packets that should not be dropped. This value is always greater than or equal to <c>1</c>. The initial value is equal to <see cref="F:Godot.ENetPacketPeer.PacketThrottleScale"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.PacketThrottleCounter">
            <summary>
            <para>Internal value used to increment the packet throttle counter. The value is hardcoded to <c>7</c> and cannot be changed. You probably want to look at <see cref="F:Godot.ENetPacketPeer.PeerStatistic.PacketThrottleAcceleration"/> instead.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.PacketThrottleEpoch">
            <summary>
            <para>The time at which throttle statistics were last updated (in milliseconds since the connection started). The interval for throttle statistics updates is <see cref="F:Godot.ENetPacketPeer.PeerStatistic.PacketThrottleInterval"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.PacketThrottleAcceleration">
            <summary>
            <para>The throttle's acceleration factor. Higher values will make ENet adapt to fluctuating network conditions faster, causing unrelaible packets to be sent <i>more</i> often. The default value is <c>2</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.PacketThrottleDeceleration">
            <summary>
            <para>The throttle's deceleration factor. Higher values will make ENet adapt to fluctuating network conditions faster, causing unrelaible packets to be sent <i>less</i> often. The default value is <c>2</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.ENetPacketPeer.PeerStatistic.PacketThrottleInterval">
            <summary>
            <para>The interval over which the lowest mean round trip time should be measured for use by the throttle mechanism (in milliseconds). The default value is <c>5000</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.PeerDisconnect(System.Int32)">
            <summary>
            <para>Request a disconnection from a peer. An <see cref="F:Godot.ENetConnection.EventType.Disconnect"/> will be generated during <see cref="M:Godot.ENetConnection.Service(System.Int32)"/> once the disconnection is complete.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.PeerDisconnectLater(System.Int32)">
            <summary>
            <para>Request a disconnection from a peer, but only after all queued outgoing packets are sent. An <see cref="F:Godot.ENetConnection.EventType.Disconnect"/> will be generated during <see cref="M:Godot.ENetConnection.Service(System.Int32)"/> once the disconnection is complete.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.PeerDisconnectNow(System.Int32)">
            <summary>
            <para>Force an immediate disconnection from a peer. No <see cref="F:Godot.ENetConnection.EventType.Disconnect"/> will be generated. The foreign peer is not guaranteed to receive the disconnect notification, and is reset immediately upon return from this function.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.Ping">
            <summary>
            <para>Sends a ping request to a peer. ENet automatically pings all connected peers at regular intervals, however, this function may be called to ensure more frequent ping requests.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.PingInterval(System.Int32)">
            <summary>
            <para>Sets the <c>pingInterval</c> in milliseconds at which pings will be sent to a peer. Pings are used both to monitor the liveness of the connection and also to dynamically adjust the throttle during periods of low traffic so that the throttle has reasonable responsiveness during traffic spikes. The default ping interval is <c>500</c> milliseconds.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.Reset">
            <summary>
            <para>Forcefully disconnects a peer. The foreign host represented by the peer is not notified of the disconnection and will timeout on its connection to the local host.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.Send(System.Int32,System.Byte[],System.Int32)">
            <summary>
            <para>Queues a <c>packet</c> to be sent over the specified <c>channel</c>. See <c>FLAG_*</c> constants for available packet flags.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.ThrottleConfigure(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Configures throttle parameter for a peer.</para>
            <para>Unreliable packets are dropped by ENet in response to the varying conditions of the Internet connection to the peer. The throttle represents a probability that an unreliable packet should not be dropped and thus sent by ENet to the peer. By measuring fluctuations in round trip times of reliable packets over the specified <c>interval</c>, ENet will either increase the probability by the amount specified in the <c>acceleration</c> parameter, or decrease it by the amount specified in the <c>deceleration</c> parameter (both are ratios to <see cref="F:Godot.ENetPacketPeer.PacketThrottleScale"/>).</para>
            <para>When the throttle has a value of <see cref="F:Godot.ENetPacketPeer.PacketThrottleScale"/>, no unreliable packets are dropped by ENet, and so 100% of all unreliable packets will be sent.</para>
            <para>When the throttle has a value of <c>0</c>, all unreliable packets are dropped by ENet, and so 0% of all unreliable packets will be sent.</para>
            <para>Intermediate values for the throttle represent intermediate probabilities between 0% and 100% of unreliable packets being sent. The bandwidth limits of the local and foreign hosts are taken into account to determine a sensible limit for the throttle probability above which it should not raise even in the best of conditions.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.SetTimeout(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</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>timeoutMin</c>. The <c>timeoutMax</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.ENetPacketPeer.GetRemoteAddress">
            <summary>
            <para>Returns the IP address of this peer.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.GetRemotePort">
            <summary>
            <para>Returns the remote port of this peer.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.GetStatistic(Godot.ENetPacketPeer.PeerStatistic)">
            <summary>
            <para>Returns the requested <c>statistic</c> for this peer. See <see cref="T:Godot.ENetPacketPeer.PeerStatistic"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.GetState">
            <summary>
            <para>Returns the current peer state. See <see cref="T:Godot.ENetPacketPeer.PeerState"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.GetChannels">
            <summary>
            <para>Returns the number of channels allocated for communication with peer.</para>
            </summary>
        </member>
        <member name="M:Godot.ENetPacketPeer.IsActive">
            <summary>
            <para>Returns <c>true</c> if the peer is currently active (i.e. the associated <see cref="T:Godot.ENetConnection"/> is still valid).</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.GodotObject"/> instance, as given by <see cref="M:Godot.GodotObject.GetInstanceId"/>. This ID can then be used to retrieve the object instance with <c>@GlobalScope.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.GodotObject"/> identifier stored in this <see cref="T:Godot.EncodedObjectAsId"/> instance. The object instance can be retrieved with <c>@GlobalScope.instance_from_id</c>.</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.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><b>Warning:</b> 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 <i>not</i> report bugs before ensuring error messages are enabled (as they are by default).</para>
            <para><b>Note:</b> 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.PhysicsTicksPerSecond">
            <summary>
            <para>The number of fixed iterations per second. This controls how often physics simulation and <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> 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.MaxFps"/> and <c>ProjectSettings.physics/common/physics_ticks_per_second</c>.</para>
            <para><b>Note:</b> Only <see cref="P:Godot.Engine.MaxPhysicsStepsPerFrame"/> physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if <c>delta</c> is used consistently in physics calculations). Therefore, it is recommended to also increase <see cref="P:Godot.Engine.MaxPhysicsStepsPerFrame"/> if increasing <see cref="P:Godot.Engine.PhysicsTicksPerSecond"/> significantly above its default value.</para>
            </summary>
        </member>
        <member name="P:Godot.Engine.MaxPhysicsStepsPerFrame">
            <summary>
            <para>Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than <c>1 / max_physics_steps_per_frame</c> of <see cref="P:Godot.Engine.PhysicsTicksPerSecond"/>. This occurs even if <c>delta</c> is consistently used in physics calculations. To avoid this, increase <see cref="P:Godot.Engine.MaxPhysicsStepsPerFrame"/> if you have increased <see cref="P:Godot.Engine.PhysicsTicksPerSecond"/> significantly above its default value.</para>
            </summary>
        </member>
        <member name="P:Godot.Engine.MaxFps">
            <summary>
            <para>The maximum number of frames per second that can be rendered. A value of <c>0</c> means "no limit". The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project logic and rendering.</para>
            <para>Limiting the FPS can be useful to reduce system power consumption, which reduces heat and noise emissions (and improves battery life on mobile devices).</para>
            <para>If <c>ProjectSettings.display/window/vsync/vsync_mode</c> is <c>Enabled</c> or <c>Adaptive</c>, it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.</para>
            <para>If <c>ProjectSettings.display/window/vsync/vsync_mode</c> is <c>Enabled</c>, on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS limit a few frames lower than the monitor's refresh rate will <a href="https://blurbusters.com/howto-low-lag-vsync-on/">reduce input lag while avoiding tearing</a>.</para>
            <para>If <c>ProjectSettings.display/window/vsync/vsync_mode</c> is <c>Disabled</c>, limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.</para>
            <para>See also <see cref="P:Godot.Engine.PhysicsTicksPerSecond"/> and <c>ProjectSettings.application/run/max_fps</c>.</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. This also affects <see cref="T:Godot.Timer"/> and <see cref="T:Godot.SceneTreeTimer"/> (see <see cref="M:Godot.SceneTree.CreateTimer(System.Double,System.Boolean,System.Boolean,System.Boolean)"/> for how to control this).</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><b>Note:</b> 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.GetProcessFrames"/>.</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 <b>physics frame</b>. See also <see cref="M:Godot.Engine.GetProcessFrames"/>.</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>
            public override void _PhysicsProcess(double delta)
            {
                base._PhysicsProcess(delta);
            
                if (Engine.GetPhysicsFrames() % 2 == 0)
                {
                    // Run expensive logic only once every 2 physics frames here.
                }
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetProcessFrames">
            <summary>
            <para>Returns the total number of frames passed since engine initialization which is advanced on each <b>process frame</b>, 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.GetProcessFrames"/> can be used to run expensive logic less often without relying on a <see cref="T:Godot.Timer"/>:</para>
            <para><code>
            public override void _Process(double delta)
            {
                base._Process(delta);
            
                if (Engine.GetProcessFrames() % 2 == 0)
                {
                    // Run expensive logic only once every 2 physics 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>. <b>Note:</b> 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 ((int)Engine.GetVersionInfo()["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.GetArchitectureName">
            <summary>
            <para>Returns the name of the CPU architecture the Godot binary was built for. Possible return values are <c>x86_64</c>, <c>x86_32</c>, <c>arm64</c>, <c>armv7</c>, <c>rv64</c>, <c>riscv</c>, <c>ppc64</c>, <c>ppc</c>, <c>wasm64</c> and <c>wasm32</c>.</para>
            <para>To detect whether the current CPU architecture is 64-bit, you can use the fact that all 64-bit architecture names have <c>64</c> in their name:</para>
            <para><code>
            if (Engine.GetArchitectureName().Contains("64"))
                GD.Print("Running on 64-bit CPU.");
            else
                GD.Print("Running on 32-bit CPU.");
            </code></para>
            <para><b>Note:</b> <see cref="M:Godot.Engine.GetArchitectureName"/> does <i>not</i> return the name of the host CPU architecture. For example, if running an x86_32 Godot binary on a x86_64 system, the returned value will be <c>x86_32</c>.</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(Godot.StringName)">
            <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(Godot.StringName)">
            <summary>
            <para>Returns a global singleton with given <c>name</c>. Often used for plugins, e.g. GodotPayments.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.RegisterSingleton(Godot.StringName,Godot.GodotObject)">
            <summary>
            <para>Registers the given object as a singleton, globally available under <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.UnregisterSingleton(Godot.StringName)">
            <summary>
            <para>Unregisters the singleton registered under <c>name</c>. The singleton object is not freed. Only works with user-defined singletons created with <see cref="M:Godot.Engine.RegisterSingleton(Godot.StringName,Godot.GodotObject)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetSingletonList">
            <summary>
            <para>Returns a list of available global singletons.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.RegisterScriptLanguage(Godot.ScriptLanguage)">
            <summary>
            <para>Registers a <see cref="T:Godot.ScriptLanguage"/> instance to be available with <c>ScriptServer</c>.</para>
            <para>Returns:</para>
            <para>- <see cref="F:Godot.Error.Ok"/> on success</para>
            <para>- <see cref="F:Godot.Error.Unavailable"/> if <c>ScriptServer</c> has reached it limit and cannot register any new language</para>
            <para>- <see cref="F:Godot.Error.AlreadyExists"/> if <c>ScriptServer</c> already contains a language with similar extension/name/type</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.UnregisterScriptLanguage(Godot.ScriptLanguage)">
            <summary>
            <para>Unregisters the <see cref="T:Godot.ScriptLanguage"/> instance from <c>ScriptServer</c>.</para>
            <para>Returns:</para>
            <para>- <see cref="F:Godot.Error.Ok"/> on success</para>
            <para>- <see cref="F:Godot.Error.DoesNotExist"/> if the language is already not registered in <c>ScriptServer</c></para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetScriptLanguageCount">
            <summary>
            <para>Returns the number of available script languages. Use with <see cref="M:Godot.Engine.GetScriptLanguage(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetScriptLanguage(System.Int32)">
            <summary>
            <para>Returns an instance of a <see cref="T:Godot.ScriptLanguage"/> with the given index.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.IsEditorHint">
            <summary>
            <para>Returns <c>true</c> if the script is currently running inside the editor, <c>false</c> otherwise. 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.IsEditorHint())
                DrawGizmos();
            else
                SimulatePhysics();
            </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><b>Note:</b> To detect whether the script is run from an editor <i>build</i> (e.g. when pressing F5), 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="M:Godot.Engine.GetWriteMoviePath">
            <summary>
            <para>Returns the path to the <see cref="T:Godot.MovieWriter"/>'s output file, or an empty string if the engine wasn't started in Movie Maker mode. This path can be absolute or relative depending on how the user specified it.</para>
            </summary>
        </member>
        <member name="T:Godot.EngineDebugger">
            <summary>
            <para><see cref="T:Godot.EngineDebugger"/> handles the communication between the editor and the running game. It is active in the running game. Messages can be sent/received through it. It also manages the profilers.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineDebugger.IsActive">
            <summary>
            <para>Returns <c>true</c> if the debugger is active otherwise <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineDebugger.RegisterProfiler(Godot.StringName,Godot.EngineProfiler)">
            <summary>
            <para>Registers a profiler with the given <c>name</c>. See <see cref="T:Godot.EngineProfiler"/> for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineDebugger.UnregisterProfiler(Godot.StringName)">
            <summary>
            <para>Unregisters a profiler with given <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineDebugger.IsProfiling(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if a profiler with the given name is present and active otherwise <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineDebugger.HasProfiler(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if a profiler with the given name is present otherwise <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineDebugger.ProfilerAddFrameData(Godot.StringName,Godot.Collections.Array)">
            <summary>
            <para>Calls the <c>add</c> callable of the profiler with given <c>name</c> and <c>data</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineDebugger.ProfilerEnable(Godot.StringName,System.Boolean,Godot.Collections.Array)">
            <summary>
            <para>Calls the <c>toggle</c> callable of the profiler with given <c>name</c> and <c>arguments</c>. Enables/Disables the same profiler depending on <c>enable</c> argument.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineDebugger.RegisterMessageCapture(Godot.StringName,Godot.Callable)">
            <summary>
            <para>Registers a message capture with given <c>name</c>. If <c>name</c> is "my_message" then messages starting with "my_message:" will be called with the given callable.</para>
            <para>Callable must accept a message string and a data array as argument. If the message and data are valid then callable must return <c>true</c> otherwise <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineDebugger.UnregisterMessageCapture(Godot.StringName)">
            <summary>
            <para>Unregisters the message capture with given <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineDebugger.HasCapture(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if a capture with the given name is present otherwise <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineDebugger.SendMessage(System.String,Godot.Collections.Array)">
            <summary>
            <para>Sends a message with given <c>message</c> and <c>data</c> array.</para>
            </summary>
        </member>
        <member name="T:Godot.EngineProfiler">
            <summary>
            <para>This class can be used to implement custom profilers that are able to interact with the engine and editor debugger.</para>
            <para>See <see cref="T:Godot.EngineDebugger"/> and <see cref="!:Godot.EditorDebuggerPlugin"/> for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineProfiler._AddFrame(Godot.Collections.Array)">
            <summary>
            <para>Called when data is added to profiler using <see cref="M:Godot.EngineDebugger.ProfilerAddFrameData(Godot.StringName,Godot.Collections.Array)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineProfiler._Tick(System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>Called once every engine iteration when the profiler is active with information about the current frame. All time values are in seconds. Lower values represent faster processing times and are therefore considered better.</para>
            </summary>
        </member>
        <member name="M:Godot.EngineProfiler._Toggle(System.Boolean,Godot.Collections.Array)">
            <summary>
            <para>Called when the profiler is enabled/disabled, along with a set of <c>options</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>
            </summary>
        </member>
        <member name="F:Godot.Environment.BGMode.ClearColor">
            <summary>
            <para>Clears the background using the clear color defined in <c>ProjectSettings.rendering/environment/defaults/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.Canvas">
            <summary>
            <para>Displays a <see cref="T:Godot.CanvasLayer"/> in the background.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.BGMode.Keep">
            <summary>
            <para>Keeps on screen every pixel drawn in the background. This is the fastest background mode, but 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.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.AmbientSource.Bg">
            <summary>
            <para>Gather ambient light from whichever source is specified as the background.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.AmbientSource.Disabled">
            <summary>
            <para>Disable ambient light. This provides a slight performance boost over <see cref="F:Godot.Environment.AmbientSource.Sky"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.AmbientSource.Color">
            <summary>
            <para>Specify a specific <see cref="T:Godot.Color"/> for ambient light. This provides a slight performance boost over <see cref="F:Godot.Environment.AmbientSource.Sky"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.AmbientSource.Sky">
            <summary>
            <para>Gather ambient light from the <see cref="T:Godot.Sky"/> regardless of what the background is.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.ReflectionSource.Bg">
            <summary>
            <para>Use the background for reflections.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.ReflectionSource.Disabled">
            <summary>
            <para>Disable reflections. This provides a slight performance boost over other options.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.ReflectionSource.Sky">
            <summary>
            <para>Use the <see cref="T:Godot.Sky"/> for reflections regardless of what the background is.</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 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>
            <para><b>Note:</b> This tonemapping operator is called "ACES Fitted" in Godot 3.x.</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.GlowBlendModeEnum.Mix">
            <summary>
            <para>Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.SdfgiyScale.Scale50Percent">
            <summary>
            <para>Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice as short as they are wide. This allows providing increased GI detail and reduced light leaking with thin floors and ceilings. This is usually the best choice for scenes that don't feature much verticality.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.SdfgiyScale.Scale75Percent">
            <summary>
            <para>Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between the 50% and 100% SDFGI Y scales.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.SdfgiyScale.Scale100Percent">
            <summary>
            <para>Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as tall as they are wide. This is usually the best choice for highly vertical scenes. The downside is that light leaking may become more noticeable with thin floors and ceilings.</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.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"/> background mode.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.BackgroundEnergyMultiplier">
            <summary>
            <para>Multiplier for background energy. Increase to make background brighter, decrease to make background dimmer.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.BackgroundIntensity">
            <summary>
            <para>Luminance of background measured in nits (candela per square meter). Only used when <c>ProjectSettings.rendering/lights_and_shadows/use_physical_light_units</c> is enabled. The default value is roughly equivalent to the sky at midday.</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.Sky">
            <summary>
            <para>The <see cref="T:Godot.Sky"/> resource used for this <see cref="T:Godot.Environment"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SkyCustomFov">
            <summary>
            <para>If set to a value greater than <c>0.0</c>, overrides the field of view to use for sky rendering. If set to <c>0.0</c>, the same FOV as the current <see cref="T:Godot.Camera3D"/> is used for sky rendering.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SkyRotation">
            <summary>
            <para>The rotation to use for sky rendering.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AmbientLightSource">
            <summary>
            <para>The ambient light source to use for rendering materials and global illumination.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AmbientLightColor">
            <summary>
            <para>The ambient light's <see cref="T:Godot.Color"/>. Only effective if <see cref="P:Godot.Environment.AmbientLightSkyContribution"/> is lower than <c>1.0</c> (exclusive).</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 <i>all</i> the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.</para>
            <para><b>Note:</b> <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.AmbientLightEnergy">
            <summary>
            <para>The ambient light's energy. The higher the value, the stronger the light. Only effective if <see cref="P:Godot.Environment.AmbientLightSkyContribution"/> is lower than <c>1.0</c> (exclusive).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.ReflectedLightSource">
            <summary>
            <para>The reflected (specular) light source.</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 LDR 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. Higher values result in a brighter image. See also <see cref="P:Godot.Environment.TonemapWhite"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.TonemapWhite">
            <summary>
            <para>The white reference value for tonemapping (also called "whitepoint"). Higher values can make highlights look less blown out, and will also slightly darken the whole scene as a result. Only effective if the <see cref="P:Godot.Environment.TonemapMode"/> isn't set to <see cref="F:Godot.Environment.ToneMapper.Linear"/>. See also <see cref="P:Godot.Environment.TonemapExposure"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsrEnabled">
            <summary>
            <para>If <c>true</c>, screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from <see cref="T:Godot.VoxelGI"/>s or <see cref="T:Godot.ReflectionProbe"/>s, but are slower and can't reflect surfaces occluded by others.</para>
            <para><b>Note:</b> SSR is only supported in the Forward+ rendering method, not Mobile or Compatibility.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsrMaxSteps">
            <summary>
            <para>The maximum number of steps for screen-space reflections. Higher values are slower.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsrFadeIn">
            <summary>
            <para>The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection. Only positive values are valid (negative values will be clamped to <c>0.0</c>).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsrFadeOut">
            <summary>
            <para>The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection. Only positive values are valid (negative values will be clamped to <c>0.0</c>).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsrDepthTolerance">
            <summary>
            <para>The depth tolerance for screen-space reflections.</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. Godot uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is itself a form of Horizon Based Ambient Occlusion.</para>
            <para><b>Note:</b> SSAO is only supported in the Forward+ rendering method, not Mobile or Compatibility.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoRadius">
            <summary>
            <para>The distance at which objects can occlude each other when calculating screen-space ambient occlusion. Higher values will result in occlusion over a greater distance at the cost of performance and quality.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoIntensity">
            <summary>
            <para>The primary screen-space ambient occlusion intensity. Acts as a multiplier for the screen-space ambient occlusion effect. A higher value results in darker occlusion.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoPower">
            <summary>
            <para>The distribution of occlusion. A higher value results in darker occlusion, similar to <see cref="P:Godot.Environment.SsaoIntensity"/>, but with a sharper falloff.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoDetail">
            <summary>
            <para>Sets the strength of the additional level of detail for the screen-space ambient occlusion effect. A high value makes the detail pass more prominent, but it may contribute to aliasing in your final image.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoHorizon">
            <summary>
            <para>The threshold for considering whether a given point on a surface is occluded or not represented as an angle from the horizon mapped into the <c>0.0-1.0</c> range. A value of <c>1.0</c> results in no occlusion.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoSharpness">
            <summary>
            <para>The amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.</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.SsilEnabled">
            <summary>
            <para>If <c>true</c>, the screen-space indirect lighting effect is enabled. Screen space indirect lighting is a form of indirect lighting that allows diffuse light to bounce between nearby objects. Screen-space indirect lighting works very similarly to screen-space ambient occlusion, in that it only affects a limited range. It is intended to be used along with a form of proper global illumination like SDFGI or <see cref="T:Godot.VoxelGI"/>. Screen-space indirect lighting is not affected by individual light's <see cref="P:Godot.Light3D.LightIndirectEnergy"/>.</para>
            <para><b>Note:</b> SSIL is only supported in the Forward+ rendering method, not Mobile or Compatibility.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsilRadius">
            <summary>
            <para>The distance that bounced lighting can travel when using the screen space indirect lighting effect. A larger value will result in light bouncing further in a scene, but may result in under-sampling artifacts which look like long spikes surrounding light sources.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsilIntensity">
            <summary>
            <para>The brightness multiplier for the screen-space indirect lighting effect. A higher value will result in brighter light.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsilSharpness">
            <summary>
            <para>The amount that the screen-space indirect lighting effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsilNormalRejection">
            <summary>
            <para>Amount of normal rejection used when calculating screen-space indirect lighting. Normal rejection uses the normal of a given sample point to reject samples that are facing away from the current pixel. Normal rejection is necessary to avoid light leaking when only one side of an object is illuminated. However, normal rejection can be disabled if light leaking is desirable, such as when the scene mostly contains emissive objects that emit light from faces that cannot be seen from the camera.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SdfgiEnabled">
            <summary>
            <para>If <c>true</c>, enables signed distance field global illumination for meshes that have their <see cref="P:Godot.GeometryInstance3D.GIMode"/> set to <see cref="F:Godot.GeometryInstance3D.GIModeEnum.Static"/>. SDFGI is a real-time global illumination technique that works well with procedurally generated and user-built levels, including in situations where geometry is created during gameplay. The signed distance field is automatically generated around the camera as it moves. Dynamic lights are supported, but dynamic occluders and emissive surfaces are not.</para>
            <para><b>Note:</b> SDFGI is only supported in the Forward+ rendering method, not Mobile or Compatibility.</para>
            <para><b>Performance:</b> SDFGI is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider <see cref="T:Godot.LightmapGI"/> instead). To improve SDFGI performance, enable <c>ProjectSettings.rendering/global_illumination/gi/use_half_resolution</c> in the Project Settings.</para>
            <para><b>Note:</b> 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.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SdfgiUseOcclusion">
            <summary>
            <para>If <c>true</c>, SDFGI uses an occlusion detection approach to reduce light leaking. Occlusion may however introduce dark blotches in certain spots, which may be undesired in mostly outdoor scenes. <see cref="P:Godot.Environment.SdfgiUseOcclusion"/> has a performance impact and should only be enabled when needed.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SdfgiReadSkyLight">
            <summary>
            <para>If <c>true</c>, SDFGI takes the environment lighting into account. This should be set to <c>false</c> for interior scenes.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SdfgiBounceFeedback">
            <summary>
            <para>The energy multiplier applied to light every time it bounces from a surface when using SDFGI. Values greater than <c>0.0</c> will simulate multiple bounces, resulting in a more realistic appearance. Increasing <see cref="P:Godot.Environment.SdfgiBounceFeedback"/> generally has no performance impact. See also <see cref="P:Godot.Environment.SdfgiEnergy"/>.</para>
            <para><b>Note:</b> Values greater than <c>0.5</c> can cause infinite feedback loops and should be avoided in scenes with bright materials.</para>
            <para><b>Note:</b> If <see cref="P:Godot.Environment.SdfgiBounceFeedback"/> is <c>0.0</c>, indirect lighting will not be represented in reflections as light will only bounce one time.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SdfgiCascades">
            <summary>
            <para>The number of cascades to use for SDFGI (between 1 and 8). A higher number of cascades allows displaying SDFGI further away while preserving detail up close, at the cost of performance. When using SDFGI on small-scale levels, <see cref="P:Godot.Environment.SdfgiCascades"/> can often be decreased between <c>1</c> and <c>4</c> to improve performance.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SdfgiMinCellSize">
            <summary>
            <para>The cell size to use for the closest SDFGI cascade (in 3D units). Lower values allow SDFGI to be more precise up close, at the cost of making SDFGI updates more demanding. This can cause stuttering when the camera moves fast. Higher values allow SDFGI to cover more ground, while also reducing the performance impact of SDFGI updates.</para>
            <para><b>Note:</b> This property is linked to <see cref="P:Godot.Environment.SdfgiMaxDistance"/> and <see cref="P:Godot.Environment.SdfgiCascade0Distance"/>. Changing its value will automatically change those properties as well.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SdfgiCascade0Distance">
            <summary>
            <para><b>Note:</b> This property is linked to <see cref="P:Godot.Environment.SdfgiMinCellSize"/> and <see cref="P:Godot.Environment.SdfgiMaxDistance"/>. Changing its value will automatically change those properties as well.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SdfgiMaxDistance">
            <summary>
            <para>The maximum distance at which SDFGI is visible. Beyond this distance, environment lighting or other sources of GI such as <see cref="T:Godot.ReflectionProbe"/> will be used as a fallback.</para>
            <para><b>Note:</b> This property is linked to <see cref="P:Godot.Environment.SdfgiMinCellSize"/> and <see cref="P:Godot.Environment.SdfgiCascade0Distance"/>. Changing its value will automatically change those properties as well.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SdfgiYScale">
            <summary>
            <para>The Y scale to use for SDFGI cells. Lower values will result in SDFGI cells being packed together more closely on the Y axis. This is used to balance between quality and covering a lot of vertical ground. <see cref="P:Godot.Environment.SdfgiYScale"/> should be set depending on how vertical your scene is (and how fast your camera may move on the Y axis).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SdfgiEnergy">
            <summary>
            <para>The energy multiplier to use for SDFGI. Higher values will result in brighter indirect lighting and reflections. See also <see cref="P:Godot.Environment.SdfgiBounceFeedback"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SdfgiNormalBias">
            <summary>
            <para>The normal bias to use for SDFGI probes. Increasing this value can reduce visible streaking artifacts on sloped surfaces, at the cost of increased light leaking.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SdfgiProbeBias">
            <summary>
            <para>The constant bias to use for SDFGI probes. Increasing this value can reduce visible streaking artifacts on sloped surfaces, at the cost of increased light leaking.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowEnabled">
            <summary>
            <para>If <c>true</c>, the glow effect is enabled.</para>
            <para><b>Note:</b> Glow is only supported in the Forward+ and Mobile rendering methods, not Compatibility. When using the Mobile rendering method, glow will look different due to the lower dynamic range available in the Mobile rendering method.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowNormalized">
            <summary>
            <para>If <c>true</c>, glow levels will be normalized so that summed together their intensities equal <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowIntensity">
            <summary>
            <para>The overall brightness multiplier of the glow effect. When using the Mobile rendering method (which only supports a lower dynamic range up to <c>2.0</c>), this should be increased to <c>1.5</c> to compensate.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowStrength">
            <summary>
            <para>The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the Mobile rendering method, this should be increased to compensate for the lower dynamic range.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowMix">
            <summary>
            <para>When using the <see cref="F:Godot.Environment.GlowBlendModeEnum.Mix"/> <see cref="P:Godot.Environment.GlowBlendMode"/>, this controls how much the source image is blended with the glow layer. A value of <c>0.0</c> makes the glow rendering invisible, while a value of <c>1.0</c> is equivalent to <see cref="F:Godot.Environment.GlowBlendModeEnum.Replace"/>.</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 Mobile rendering method (which only supports a lower dynamic range up to <c>2.0</c>), this may need to be below <c>1.0</c> for glow to be visible. A value of <c>0.9</c> works well in this case. This value also needs to be decreased below <c>1.0</c> when using glow in 2D, as 2D rendering is performed in SDR.</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.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.GlowMapStrength">
            <summary>
            <para>How strong of an impact the <see cref="P:Godot.Environment.GlowMap"/> should have on the overall glow effect. A strength of <c>0.0</c> means the glow map has no effect on the overall glow effect. A strength of <c>1.0</c> means the glow has a full effect on the overall glow effect (and can turn off glow entirely in specific areas of the screen if the glow map has black areas).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowMap">
            <summary>
            <para>The texture that should be used as a glow map to <i>multiply</i> the resulting glow color according to <see cref="P:Godot.Environment.GlowMapStrength"/>. This can be used to create a "lens dirt" effect. The texture's RGB color channels are used for modulation, but the alpha channel is ignored.</para>
            <para><b>Note:</b> The texture will be stretched to fit the screen. Therefore, it's recommended to use a texture with an aspect ratio that matches your project's base aspect ratio (typically 16:9).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogEnabled">
            <summary>
            <para>If <c>true</c>, fog effects are enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogLightColor">
            <summary>
            <para>The fog's color.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogLightEnergy">
            <summary>
            <para>The fog's brightness. Higher values result in brighter fog.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogSunScatter">
            <summary>
            <para>If set above <c>0.0</c>, renders the scene's directional light(s) in the fog color depending on the view angle. This can be used to give the impression that the sun is "piercing" through the fog.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogDensity">
            <summary>
            <para>The <i>exponential</i> fog density to use. Higher values result in a more dense fog. Fog rendering is exponential as in real life.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogAerialPerspective">
            <summary>
            <para>If set above <c>0.0</c> (exclusive), blends between the fog's color and the color of the background <see cref="T:Godot.Sky"/>. This has a small performance cost when set above <c>0.0</c>. Must have <see cref="P:Godot.Environment.BackgroundMode"/> set to <see cref="F:Godot.Environment.BGMode.Sky"/>.</para>
            <para>This is useful to simulate <a href="https://en.wikipedia.org/wiki/Aerial_perspective">aerial perspective</a> in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to <c>1.0</c>, the fog color comes completely from the <see cref="T:Godot.Sky"/>. If set to <c>0.0</c>, aerial perspective is disabled.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogSkyAffect">
            <summary>
            <para>The factor to use when affecting the sky with non-volumetric fog. <c>1.0</c> means that fog can fully obscure the sky. Lower values reduce the impact of fog on sky rendering, with <c>0.0</c> not affecting sky rendering at all.</para>
            <para><b>Note:</b> <see cref="P:Godot.Environment.FogSkyAffect"/> has no visual effect if <see cref="P:Godot.Environment.FogAerialPerspective"/> is <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogHeight">
            <summary>
            <para>The height at which the height fog effect begins.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogHeightDensity">
            <summary>
            <para>The density used to increase fog as height decreases. To make fog increase as height increases, use a negative value.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.VolumetricFogEnabled">
            <summary>
            <para>Enables the volumetric fog effect. Volumetric fog uses a screen-aligned froxel buffer to calculate accurate volumetric scattering in the short to medium range. Volumetric fog interacts with <see cref="T:Godot.FogVolume"/>s and lights to calculate localized and global fog. Volumetric fog uses a PBR single-scattering model based on extinction, scattering, and emission which it exposes to users as density, albedo, and emission.</para>
            <para><b>Note:</b> Volumetric fog is only supported in the Forward+ rendering method, not Mobile or Compatibility.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.VolumetricFogDensity">
            <summary>
            <para>The base <i>exponential</i> density of the volumetric fog. Set this to the lowest density you want to have globally. <see cref="T:Godot.FogVolume"/>s can be used to add to or subtract from this density in specific areas. Fog rendering is exponential as in real life.</para>
            <para>A value of <c>0.0</c> disables global volumetric fog while allowing <see cref="T:Godot.FogVolume"/>s to display volumetric fog in specific areas.</para>
            <para>To make volumetric fog work as a volumetric <i>lighting</i> solution, set <see cref="P:Godot.Environment.VolumetricFogDensity"/> to the lowest non-zero value (<c>0.0001</c>) then increase lights' <see cref="P:Godot.Light3D.LightVolumetricFogEnergy"/> to values between <c>10000</c> and <c>100000</c> to compensate for the very low density.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.VolumetricFogAlbedo">
            <summary>
            <para>The <see cref="T:Godot.Color"/> of the volumetric fog when interacting with lights. Mist and fog have an albedo close to <c>Color(1, 1, 1, 1)</c> while smoke has a darker albedo.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.VolumetricFogEmission">
            <summary>
            <para>The emitted light from the volumetric fog. Even with emission, volumetric fog will not cast light onto other surfaces. Emission is useful to establish an ambient color. As the volumetric fog effect uses single-scattering only, fog tends to need a little bit of emission to soften the harsh shadows.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.VolumetricFogEmissionEnergy">
            <summary>
            <para>The brightness of the emitted light from the volumetric fog.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.VolumetricFogGIInject">
            <summary>
            <para>Scales the strength of Global Illumination used in the volumetric fog's albedo color. A value of <c>0.0</c> means that Global Illumination will not impact the volumetric fog. <see cref="P:Godot.Environment.VolumetricFogGIInject"/> has a small performance cost when set above <c>0.0</c>.</para>
            <para><b>Note:</b> This has no visible effect if <see cref="P:Godot.Environment.VolumetricFogDensity"/> is <c>0.0</c> or if <see cref="P:Godot.Environment.VolumetricFogAlbedo"/> is a fully black color.</para>
            <para><b>Note:</b> Only <see cref="T:Godot.VoxelGI"/> and SDFGI (<see cref="P:Godot.Environment.SdfgiEnabled"/>) are taken into account when using <see cref="P:Godot.Environment.VolumetricFogGIInject"/>. Global illumination from <see cref="T:Godot.LightmapGI"/>, <see cref="T:Godot.ReflectionProbe"/> and SSIL (see <see cref="P:Godot.Environment.SsilEnabled"/>) will be ignored by volumetric fog.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.VolumetricFogAnisotropy">
            <summary>
            <para>The direction of scattered light as it goes through the volumetric fog. A value close to <c>1.0</c> means almost all light is scattered forward. A value close to <c>0.0</c> means light is scattered equally in all directions. A value close to <c>-1.0</c> means light is scattered mostly backward. Fog and mist scatter light slightly forward, while smoke scatters light equally in all directions.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.VolumetricFogLength">
            <summary>
            <para>The distance over which the volumetric fog is computed. Increase to compute fog over a greater range, decrease to add more detail when a long range is not needed. For best quality fog, keep this as low as possible. See also <c>ProjectSettings.rendering/environment/volumetric_fog/volume_depth</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.VolumetricFogDetailSpread">
            <summary>
            <para>The distribution of size down the length of the froxel buffer. A higher value compresses the froxels closer to the camera and places more detail closer to the camera.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.VolumetricFogAmbientInject">
            <summary>
            <para>Scales the strength of ambient light used in the volumetric fog. A value of <c>0.0</c> means that ambient light will not impact the volumetric fog. <see cref="P:Godot.Environment.VolumetricFogAmbientInject"/> has a small performance cost when set above <c>0.0</c>.</para>
            <para><b>Note:</b> This has no visible effect if <see cref="P:Godot.Environment.VolumetricFogDensity"/> is <c>0.0</c> or if <see cref="P:Godot.Environment.VolumetricFogAlbedo"/> is a fully black color.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.VolumetricFogSkyAffect">
            <summary>
            <para>The factor to use when affecting the sky with volumetric fog. <c>1.0</c> means that volumetric fog can fully obscure the sky. Lower values reduce the impact of volumetric fog on sky rendering, with <c>0.0</c> not affecting sky rendering at all.</para>
            <para><b>Note:</b> <see cref="P:Godot.Environment.VolumetricFogSkyAffect"/> also affects <see cref="T:Godot.FogVolume"/>s, even if <see cref="P:Godot.Environment.VolumetricFogDensity"/> is <c>0.0</c>. If you notice <see cref="T:Godot.FogVolume"/>s are disappearing when looking towards the sky, set <see cref="P:Godot.Environment.VolumetricFogSkyAffect"/> to <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.VolumetricFogTemporalReprojectionEnabled">
            <summary>
            <para>Enables temporal reprojection in the volumetric fog. Temporal reprojection blends the current frame's volumetric fog with the last frame's volumetric fog to smooth out jagged edges. The performance cost is minimal; however, it leads to moving <see cref="T:Godot.FogVolume"/>s and <see cref="T:Godot.Light3D"/>s "ghosting" and leaving a trail behind them. When temporal reprojection is enabled, try to avoid moving <see cref="T:Godot.FogVolume"/>s or <see cref="T:Godot.Light3D"/>s too fast. Short-lived dynamic lighting effects should have <see cref="P:Godot.Light3D.LightVolumetricFogEnergy"/> set to <c>0.0</c> to avoid ghosting.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.VolumetricFogTemporalReprojectionAmount">
            <summary>
            <para>The amount by which to blend the last frame with the current frame. A higher number results in smoother volumetric fog, but makes "ghosting" much worse. A lower value reduces ghosting but can result in the per-frame temporal jitter becoming visible.</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>
            <para><b>Note:</b> Adjustments are only supported in the Forward+ and Mobile rendering methods, not Compatibility.</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>The <see cref="T:Godot.Texture2D"/> or <see cref="T:Godot.Texture3D"/> lookup table (LUT) to use for the built-in post-process color grading. Can use a <see cref="T:Godot.GradientTexture1D"/> for a 1-dimensional LUT, or a <see cref="T:Godot.Texture3D"/> for a more complex LUT. Effective only if <c>adjustment_enabled</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Environment.SetGlowLevel(System.Int32,System.Single)">
            <summary>
            <para>Sets the intensity of the glow level <c>idx</c>. A value above <c>0.0</c> enables the level. 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.GetGlowLevel(System.Int32)">
            <summary>
            <para>Returns the intensity of the glow level <c>idx</c>.</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>
            private Expression _expression = new Expression();
            
            public override void _Ready()
            {
                GetNode&lt;LineEdit&gt;("LineEdit").TextSubmitted += OnTextEntered;
            }
            
            private void OnTextEntered(string command)
            {
                Error error = _expression.Parse(command);
                if (error != Error.Ok)
                {
                    GD.Print(_expression.GetErrorText());
                    return;
                }
                Variant result = _expression.Execute();
                if (!_expression.HasExecuteFailed())
                {
                    GetNode&lt;LineEdit&gt;("LineEdit").Text = result.ToString();
                }
            }
            </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>inputNames</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 <c>Array.Empty&lt;string&gt;()</c>.</param>
        </member>
        <member name="M:Godot.Expression.Execute(Godot.Collections.Array,Godot.GodotObject,System.Boolean,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>
        </member>
        <member name="M:Godot.Expression.HasExecuteFailed">
            <summary>
            <para>Returns <c>true</c> if <see cref="M:Godot.Expression.Execute(Godot.Collections.Array,Godot.GodotObject,System.Boolean,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[])"/> or <see cref="M:Godot.Expression.Execute(Godot.Collections.Array,Godot.GodotObject,System.Boolean,System.Boolean)"/> has failed.</para>
            </summary>
        </member>
        <member name="T:Godot.FastNoiseLite">
            <summary>
            <para>This class generates noise using the FastNoiseLite library, which is a collection of several noise algorithms including Cellular, Perlin, Value, and more.</para>
            <para>Most generated noise values are in the range of <c>[-1,1]</c>, however not always. Some of the cellular noise algorithms return results above <c>1</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.NoiseTypeEnum.Value">
            <summary>
            <para>A lattice of points are assigned random values then interpolated based on neighboring values.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.NoiseTypeEnum.ValueCubic">
            <summary>
            <para>Similar to Value noise, but slower. Has more variance in peaks and valleys.</para>
            <para>Cubic noise can be used to avoid certain artifacts when using value noise to create a bumpmap. In general, you should always use this mode if the value noise is being used for a heightmap or bumpmap.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.NoiseTypeEnum.Perlin">
            <summary>
            <para>A lattice of random gradients. Their dot products are interpolated to obtain values in between the lattices.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.NoiseTypeEnum.Cellular">
            <summary>
            <para>Cellular includes both Worley noise and Voronoi diagrams which creates various regions of the same value.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.NoiseTypeEnum.Simplex">
            <summary>
            <para>As opposed to <see cref="F:Godot.FastNoiseLite.NoiseTypeEnum.Perlin"/>, gradients exist in a simplex lattice rather than a grid lattice, avoiding directional artifacts.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.NoiseTypeEnum.SimplexSmooth">
            <summary>
            <para>Modified, higher quality version of <see cref="F:Godot.FastNoiseLite.NoiseTypeEnum.Simplex"/>, but slower.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.FractalTypeEnum.None">
            <summary>
            <para>No fractal noise.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.FractalTypeEnum.Fbm">
            <summary>
            <para>Method using Fractional Brownian Motion to combine octaves into a fractal.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.FractalTypeEnum.Ridged">
            <summary>
            <para>Method of combining octaves into a fractal resulting in a "ridged" look.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.FractalTypeEnum.PingPong">
            <summary>
            <para>Method of combining octaves into a fractal with a ping pong effect.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.CellularDistanceFunctionEnum.Euclidean">
            <summary>
            <para>Euclidean distance to the nearest point.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.CellularDistanceFunctionEnum.EuclideanSquared">
            <summary>
            <para>Squared Euclidean distance to the nearest point.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.CellularDistanceFunctionEnum.Manhattan">
            <summary>
            <para>Manhattan distance (taxicab metric) to the nearest point.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.CellularDistanceFunctionEnum.Hybrid">
            <summary>
            <para>Blend of <see cref="F:Godot.FastNoiseLite.CellularDistanceFunctionEnum.Euclidean"/> and <see cref="F:Godot.FastNoiseLite.CellularDistanceFunctionEnum.Manhattan"/> to give curved cell boundaries</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.CellularReturnTypeEnum.CellValue">
            <summary>
            <para>The cellular distance function will return the same value for all points within a cell.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.CellularReturnTypeEnum.Distance">
            <summary>
            <para>The cellular distance function will return a value determined by the distance to the nearest point.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.CellularReturnTypeEnum.Distance2">
            <summary>
            <para>The cellular distance function returns the distance to the second-nearest point.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.CellularReturnTypeEnum.Distance2Add">
            <summary>
            <para>The distance to the nearest point is added to the distance to the second-nearest point.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.CellularReturnTypeEnum.Distance2Sub">
            <summary>
            <para>The distance to the nearest point is subtracted from the distance to the second-nearest point.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.CellularReturnTypeEnum.Distance2Mul">
            <summary>
            <para>The distance to the nearest point is multiplied with the distance to the second-nearest point.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.CellularReturnTypeEnum.Distance2Div">
            <summary>
            <para>The distance to the nearest point is divided by the distance to the second-nearest point.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.DomainWarpTypeEnum.Simplex">
            <summary>
            <para>The domain is warped using the simplex noise algorithm.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.DomainWarpTypeEnum.SimplexReduced">
            <summary>
            <para>The domain is warped using a simplified version of the simplex noise algorithm.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.DomainWarpTypeEnum.BasicGrid">
            <summary>
            <para>The domain is warped using a simple noise grid (not as smooth as the other methods, but more performant).</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.DomainWarpFractalTypeEnum.None">
            <summary>
            <para>No fractal noise for warping the space.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.DomainWarpFractalTypeEnum.Progressive">
            <summary>
            <para>Warping the space progressively, octave for octave, resulting in a more "liquified" distortion.</para>
            </summary>
        </member>
        <member name="F:Godot.FastNoiseLite.DomainWarpFractalTypeEnum.Independent">
            <summary>
            <para>Warping the space independently for each octave, resulting in a more chaotic distortion.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.NoiseType">
            <summary>
            <para>The noise algorithm used. See <see cref="T:Godot.FastNoiseLite.NoiseTypeEnum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.Seed">
            <summary>
            <para>The random number seed for all noise types.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.Frequency">
            <summary>
            <para>The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.Offset">
            <summary>
            <para>Translate the noise input coordinates by the given <see cref="T:Godot.Vector3"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.FractalType">
            <summary>
            <para>The method for combining octaves into a fractal. See <see cref="T:Godot.FastNoiseLite.FractalTypeEnum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.FractalOctaves">
            <summary>
            <para>The number of noise layers that are sampled to get the final value for fractal noise types.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.FractalLacunarity">
            <summary>
            <para>Frequency multiplier between subsequent octaves. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.FractalGain">
            <summary>
            <para>Determines the strength of each subsequent layer of noise in fractal noise.</para>
            <para>A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.FractalWeightedStrength">
            <summary>
            <para>Higher weighting means higher octaves have less impact if lower octaves have a large impact.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.FractalPingPongStrength">
            <summary>
            <para>Sets the strength of the fractal ping pong type.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.CellularDistanceFunction">
            <summary>
            <para>Determines how the distance to the nearest/second-nearest point is computed. See <see cref="T:Godot.FastNoiseLite.CellularDistanceFunctionEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.CellularJitter">
            <summary>
            <para>Maximum distance a point can move off of its grid position. Set to <c>0</c> for an even grid.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.CellularReturnType">
            <summary>
            <para>Return type from cellular noise calculations. See <see cref="T:Godot.FastNoiseLite.CellularReturnTypeEnum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.DomainWarpEnabled">
            <summary>
            <para>If enabled, another FastNoiseLite instance is used to warp the space, resulting in a distortion of the noise.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.DomainWarpType">
            <summary>
            <para>Sets the warp algorithm. See <see cref="T:Godot.FastNoiseLite.DomainWarpTypeEnum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.DomainWarpAmplitude">
            <summary>
            <para>Sets the maximum warp distance from the origin.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.DomainWarpFrequency">
            <summary>
            <para>Frequency of the noise which warps the space. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.DomainWarpFractalType">
            <summary>
            <para>The method for combining octaves into a fractal which is used to warp the space. See <see cref="T:Godot.FastNoiseLite.DomainWarpFractalTypeEnum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.DomainWarpFractalOctaves">
            <summary>
            <para>The number of noise layers that are sampled to get the final value for the fractal noise which warps the space.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.DomainWarpFractalLacunarity">
            <summary>
            <para>Octave lacunarity of the fractal noise which warps the space. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.</para>
            </summary>
        </member>
        <member name="P:Godot.FastNoiseLite.DomainWarpFractalGain">
            <summary>
            <para>Determines the strength of each subsequent layer of the noise which is used to warp the space.</para>
            <para>A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.</para>
            </summary>
        </member>
        <member name="T:Godot.FileAccess">
            <summary>
            <para>This class can be used to permanently store data in the user device's file system and to read from it. This is useful for store game save data or player configuration files.</para>
            <para>Here's a sample on how to write and read from a file:</para>
            <para><code>
            public void Save(string content)
            {
                using var file = FileAccess.Open("user://save_game.dat", FileAccess.ModeFlags.Write);
                file.StoreString(content);
            }
            
            public string Load()
            {
                using var file = FileAccess.Open("user://save_game.dat", FileAccess.ModeFlags.Read);
                string content = file.GetAsText();
                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><see cref="T:Godot.FileAccess"/> will close when it's freed, which happens when it goes out of scope or when it gets assigned with <c>null</c>. <see cref="M:Godot.FileAccess.Close"/> can be used to close it before then explicitly. In C# the reference must be disposed manually, which can be done with the <c>using</c> statement or by calling the <c>Dispose</c> method directly.</para>
            <para><b>Note:</b> To access project resources once exported, it is recommended to use <see cref="T:Godot.ResourceLoader"/> instead of <see cref="T:Godot.FileAccess"/>, 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><b>Note:</b> Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing <b>Alt + F4</b>). If you stop the project execution by pressing <b>F8</b> 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.FileAccess.Flush"/> at regular intervals.</para>
            </summary>
        </member>
        <member name="F:Godot.FileAccess.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.FileAccess.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.FileAccess.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.FileAccess.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="F:Godot.FileAccess.CompressionMode.Fastlz">
            <summary>
            <para>Uses the <a href="https://fastlz.org/">FastLZ</a> compression method.</para>
            </summary>
        </member>
        <member name="F:Godot.FileAccess.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.FileAccess.CompressionMode.Zstd">
            <summary>
            <para>Uses the <a href="https://facebook.github.io/zstd/">Zstandard</a> compression method.</para>
            </summary>
        </member>
        <member name="F:Godot.FileAccess.CompressionMode.GZip">
            <summary>
            <para>Uses the <a href="https://www.gzip.org/">gzip</a> compression method.</para>
            </summary>
        </member>
        <member name="F:Godot.FileAccess.CompressionMode.Brotli">
            <summary>
            <para>Uses the <a href="https://github.com/google/brotli">brotli</a> compression method (only decompression is supported).</para>
            </summary>
        </member>
        <member name="P:Godot.FileAccess.BigEndian">
            <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><b>Note:</b> <see cref="P:Godot.FileAccess.BigEndian"/> is only about the file format, not the CPU type. The CPU endianness doesn't affect the default endianness for files written.</para>
            <para><b>Note:</b> This is always reset to <c>false</c> whenever you open the file. Therefore, you must set <see cref="P:Godot.FileAccess.BigEndian"/> <i>after</i> opening the file, not before.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.Open(System.String,Godot.FileAccess.ModeFlags)">
            <summary>
            <para>Creates a new <see cref="T:Godot.FileAccess"/> object and opens the file for writing or reading, depending on the flags.</para>
            <para>Returns <c>null</c> if opening the file failed. You can use <see cref="M:Godot.FileAccess.GetOpenError"/> to check the error that occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.OpenEncrypted(System.String,Godot.FileAccess.ModeFlags,System.Byte[])">
            <summary>
            <para>Creates a new <see cref="T:Godot.FileAccess"/> object and opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it.</para>
            <para><b>Note:</b> The provided key must be 32 bytes long.</para>
            <para>Returns <c>null</c> if opening the file failed. You can use <see cref="M:Godot.FileAccess.GetOpenError"/> to check the error that occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.OpenEncryptedWithPass(System.String,Godot.FileAccess.ModeFlags,System.String)">
            <summary>
            <para>Creates a new <see cref="T:Godot.FileAccess"/> object and opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it.</para>
            <para>Returns <c>null</c> if opening the file failed. You can use <see cref="M:Godot.FileAccess.GetOpenError"/> to check the error that occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.OpenCompressed(System.String,Godot.FileAccess.ModeFlags,Godot.FileAccess.CompressionMode)">
            <summary>
            <para>Creates a new <see cref="T:Godot.FileAccess"/> object and opens a compressed file for reading or writing.</para>
            <para><b>Note:</b> <see cref="M:Godot.FileAccess.OpenCompressed(System.String,Godot.FileAccess.ModeFlags,Godot.FileAccess.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>
            <para>Returns <c>null</c> if opening the file failed. You can use <see cref="M:Godot.FileAccess.GetOpenError"/> to check the error that occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.GetOpenError">
            <summary>
            <para>Returns the result of the last <see cref="M:Godot.FileAccess.Open(System.String,Godot.FileAccess.ModeFlags)"/> call in the current thread.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.GetFileAsBytes(System.String)">
            <summary>
            <para>Returns the whole <c>path</c> file contents as a <see cref="T:System.Byte"/>[] without any decoding.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.GetFileAsString(System.String)">
            <summary>
            <para>Returns the whole <c>path</c> file contents as a <see cref="T:System.String"/>. Text is interpreted as being UTF-8 encoded.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.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.FileAccess.Flush"/> manually before closing a file. Still, calling <see cref="M:Godot.FileAccess.Flush"/> can be used to ensure the data is safe even if the project crashes instead of being closed gracefully.</para>
            <para><b>Note:</b> Only call <see cref="M:Godot.FileAccess.Flush"/> when you actually need it. Otherwise, it will decrease performance due to constant disk writes.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.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.FileAccess.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.FileAccess.IsOpen">
            <summary>
            <para>Returns <c>true</c> if the file is currently opened.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.Seek(System.UInt64)">
            <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.FileAccess.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><b>Note:</b> 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.FileAccess.GetPosition">
            <summary>
            <para>Returns the file cursor's position.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.GetLength">
            <summary>
            <para>Returns the size of the file in bytes.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.EofReached">
            <summary>
            <para>Returns <c>true</c> if the file cursor has already read past the end of the file.</para>
            <para><b>Note:</b> <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.GetPosition() &lt; file.GetLength())
            {
                // Read data
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.Get8">
            <summary>
            <para>Returns the next 8 bits from the file as an integer. See <see cref="M:Godot.FileAccess.Store8(System.Byte)"/> for details on what values can be stored and retrieved this way.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.Get16">
            <summary>
            <para>Returns the next 16 bits from the file as an integer. See <see cref="M:Godot.FileAccess.Store16(System.UInt16)"/> for details on what values can be stored and retrieved this way.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.Get32">
            <summary>
            <para>Returns the next 32 bits from the file as an integer. See <see cref="M:Godot.FileAccess.Store32(System.UInt32)"/> for details on what values can be stored and retrieved this way.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.Get64">
            <summary>
            <para>Returns the next 64 bits from the file as an integer. See <see cref="M:Godot.FileAccess.Store64(System.UInt64)"/> for details on what values can be stored and retrieved this way.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.GetFloat">
            <summary>
            <para>Returns the next 32 bits from the file as a floating-point number.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.GetDouble">
            <summary>
            <para>Returns the next 64 bits from the file as a floating-point number.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.GetReal">
            <summary>
            <para>Returns the next bits from the file as a floating-point number.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.GetBuffer(System.Int64)">
            <summary>
            <para>Returns next <c>length</c> bytes of the file as a <see cref="T:System.Byte"/>[].</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.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.FileAccess.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 <i>could</i> 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.FileAccess.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>skipCr</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.FileAccess.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.FileAccess.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.FileAccess.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.FileAccess.GetVar(System.Boolean)">
            <summary>
            <para>Returns the next <see cref="T:Godot.Variant"/> value from the file. If <c>allowObjects</c> is <c>true</c>, decoding objects is allowed.</para>
            <para>Internally, this uses the same decoding mechanism as the <c>@GlobalScope.bytes_to_var</c> method.</para>
            <para><b>Warning:</b> 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.FileAccess.Store8(System.Byte)">
            <summary>
            <para>Stores an integer as 8 bits in the file.</para>
            <para><b>Note:</b> 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.FileAccess.Store64(System.UInt64)"/>, or convert it manually (see <see cref="M:Godot.FileAccess.Store16(System.UInt16)"/> for an example).</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.Store16(System.UInt16)">
            <summary>
            <para>Stores an integer as 16 bits in the file.</para>
            <para><b>Note:</b> 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.FileAccess.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>
            public override void _Ready()
            {
                using var f = FileAccess.Open("user://file.dat", FileAccess.ModeFlags.WriteRead);
                f.Store16(unchecked((ushort)-42)); // This wraps around and stores 65494 (2^16 - 42).
                f.Store16(121); // In bounds, will store 121.
                f.Seek(0); // Go back to start to read the stored value.
                ushort read1 = f.Get16(); // 65494
                ushort read2 = f.Get16(); // 121
                short converted1 = (short)read1; // -42
                short converted2 = (short)read2; // 121
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.Store32(System.UInt32)">
            <summary>
            <para>Stores an integer as 32 bits in the file.</para>
            <para><b>Note:</b> 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.FileAccess.Store64(System.UInt64)"/>, or convert it manually (see <see cref="M:Godot.FileAccess.Store16(System.UInt16)"/> for an example).</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.Store64(System.UInt64)">
            <summary>
            <para>Stores an integer as 64 bits in the file.</para>
            <para><b>Note:</b> 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.FileAccess.StoreFloat(System.Single)">
            <summary>
            <para>Stores a floating-point number as 32 bits in the file.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.StoreDouble(System.Double)">
            <summary>
            <para>Stores a floating-point number as 64 bits in the file.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.StoreReal(System.Single)">
            <summary>
            <para>Stores a floating-point number in the file.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.StoreBuffer(System.Byte[])">
            <summary>
            <para>Stores the given array of bytes in the file.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.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.FileAccess.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.FileAccess.StoreString(System.String)">
            <summary>
            <para>Appends <c>string</c> to the file without a line return, encoding the text as UTF-8.</para>
            <para><b>Note:</b> 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.FileAccess.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.FileAccess.GetAsText(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.StoreVar(Godot.Variant,System.Boolean)">
            <summary>
            <para>Stores any Variant value in the file. If <c>fullObjects</c> is <c>true</c>, encoding objects is allowed (and can potentially include code).</para>
            <para>Internally, this uses the same encoding mechanism as the <c>@GlobalScope.var_to_bytes</c> method.</para>
            <para><b>Note:</b> 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.GodotObject._GetPropertyList"/> method in your class. You can also check how property usage is configured by calling <see cref="M:Godot.GodotObject._GetPropertyList"/>. See <see cref="T:Godot.PropertyUsageFlags"/> for the possible usage flags.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.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.FileAccess.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.FileAccess.Close">
            <summary>
            <para>Closes the currently opened file and prevents subsequent read/write operations. Use <see cref="M:Godot.FileAccess.Flush"/> to persist the data to disk without closing the file.</para>
            <para><b>Note:</b> <see cref="T:Godot.FileAccess"/> will automatically close when it's freed, which happens when it goes out of scope or when it gets assigned with <c>null</c>. In C# the reference must be disposed after we are done using it, this can be done with the <c>using</c> statement or calling the <c>Dispose</c> method directly.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.FileExists(System.String)">
            <summary>
            <para>Returns <c>true</c> if the file exists in the given path.</para>
            <para><b>Note:</b> 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>
            <para>For a non-static, relative equivalent, use <see cref="M:Godot.DirAccess.FileExists(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.FileAccess.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 another format using the <see cref="T:Godot.Time"/> singleton.</para>
            </summary>
        </member>
        <member name="T:Godot.FileDialog">
            <summary>
            <para><see cref="T:Godot.FileDialog"/> is a preset dialog used to choose files and directories in the filesystem. It supports filter masks. <see cref="T:Godot.FileDialog"/> automatically sets its window title according to the <see cref="P:Godot.FileDialog.FileMode"/>. 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.FileModeEnum.OpenFile">
            <summary>
            <para>The dialog allows selecting one, and only one file.</para>
            </summary>
        </member>
        <member name="F:Godot.FileDialog.FileModeEnum.OpenFiles">
            <summary>
            <para>The dialog allows selecting multiple files.</para>
            </summary>
        </member>
        <member name="F:Godot.FileDialog.FileModeEnum.OpenDir">
            <summary>
            <para>The dialog only allows selecting a directory, disallowing the selection of any file.</para>
            </summary>
        </member>
        <member name="F:Godot.FileDialog.FileModeEnum.OpenAny">
            <summary>
            <para>The dialog allows selecting one file or directory.</para>
            </summary>
        </member>
        <member name="F:Godot.FileDialog.FileModeEnum.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 <see cref="P:Godot.FileDialog.FileMode"/> property will set the window title accordingly (e.g. setting <see cref="P:Godot.FileDialog.FileMode"/> to <see cref="F:Godot.FileDialog.FileModeEnum.OpenFile"/> will change the window title to "Open a File").</para>
            </summary>
        </member>
        <member name="P:Godot.FileDialog.FileMode">
            <summary>
            <para>The dialog's open or save mode, which affects the selection behavior. See <see cref="T:Godot.FileDialog.FileModeEnum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.FileDialog.Access">
            <summary>
            <para>The file system access scope. See <see cref="T:Godot.FileDialog.AccessEnum"/> constants.</para>
            <para><b>Warning:</b> Currently, in sandboxed environments such as Web 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(PackedStringArray(["*.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,System.String)">
            <summary>
            <para>Adds a comma-delimited file name <c>filter</c> option to the <see cref="T:Godot.FileDialog"/> with an optional <c>description</c>, which restricts what files can be picked.</para>
            <para>A <c>filter</c> should be of the form <c>"filename.extension"</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>For example, a <c>filter</c> of <c>"*.png, *.jpg"</c> and a <c>description</c> of <c>"Images"</c> results in filter text "Images (*.png, *.jpg)".</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><b>Warning:</b> 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><b>Warning:</b> 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.DeselectAll">
            <summary>
            <para>Clear all 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.FileDialog.FileSelectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.FileDialog.FileSelected"/> event of a <see cref="T:Godot.FileDialog"/> class.
            </summary>
        </member>
        <member name="E:Godot.FileDialog.FileSelected">
            <summary>
            <para>Emitted when the user selects a file by double-clicking it or pressing the <b>OK</b> button.</para>
            </summary>
        </member>
        <member name="T:Godot.FileDialog.FilesSelectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.FileDialog.FilesSelected"/> event of a <see cref="T:Godot.FileDialog"/> class.
            </summary>
        </member>
        <member name="E:Godot.FileDialog.FilesSelected">
            <summary>
            <para>Emitted when the user selects multiple files.</para>
            </summary>
        </member>
        <member name="T:Godot.FileDialog.DirSelectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.FileDialog.DirSelected"/> event of a <see cref="T:Godot.FileDialog"/> class.
            </summary>
        </member>
        <member name="E:Godot.FileDialog.DirSelected">
            <summary>
            <para>Emitted when the user selects a directory.</para>
            </summary>
        </member>
        <member name="T:Godot.FlowContainer">
            <summary>
            <para>A container that arranges its child controls horizontally or vertically and wraps them around at the borders. This is similar to how text in a book wraps around when no more words can fit on a line.</para>
            </summary>
        </member>
        <member name="F:Godot.FlowContainer.AlignmentMode.Begin">
            <summary>
            <para>The child controls will be arranged at the beginning of the container, i.e. top if orientation is vertical, left if orientation is horizontal (right for RTL layout).</para>
            </summary>
        </member>
        <member name="F:Godot.FlowContainer.AlignmentMode.Center">
            <summary>
            <para>The child controls will be centered in the container.</para>
            </summary>
        </member>
        <member name="F:Godot.FlowContainer.AlignmentMode.End">
            <summary>
            <para>The child controls will be arranged at the end of the container, i.e. bottom if orientation is vertical, right if orientation is horizontal (left for RTL layout).</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.AlignmentMode.Begin"/>, <see cref="F:Godot.FlowContainer.AlignmentMode.Center"/>, or <see cref="F:Godot.FlowContainer.AlignmentMode.End"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.FlowContainer.Vertical">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.FlowContainer"/> will arrange its children vertically, rather than horizontally.</para>
            <para>Can't be changed when using <see cref="T:Godot.HFlowContainer"/> and <see cref="T:Godot.VFlowContainer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.FlowContainer.GetLineCount">
            <summary>
            <para>Returns the current line count.</para>
            </summary>
        </member>
        <member name="T:Godot.FogMaterial">
            <summary>
            <para>A <see cref="T:Godot.Material"/> resource that can be used by <see cref="T:Godot.FogVolume"/>s to draw volumetric effects.</para>
            <para>If you need more advanced effects, use a custom <a href="$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html">fog shader</a>.</para>
            </summary>
        </member>
        <member name="P:Godot.FogMaterial.Density">
            <summary>
            <para>The density of the <see cref="T:Godot.FogVolume"/>. Denser objects are more opaque, but may suffer from under-sampling artifacts that look like stripes. Negative values can be used to subtract fog from other <see cref="T:Godot.FogVolume"/>s or global volumetric fog.</para>
            <para><b>Note:</b> Due to limited precision, <see cref="P:Godot.FogMaterial.Density"/> values between <c>-0.001</c> and <c>0.001</c> (exclusive) act like <c>0.0</c>. This does not apply to <see cref="P:Godot.Environment.VolumetricFogDensity"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.FogMaterial.Albedo">
            <summary>
            <para>The single-scattering <see cref="T:Godot.Color"/> of the <see cref="T:Godot.FogVolume"/>. Internally, <see cref="P:Godot.FogMaterial.Albedo"/> is converted into single-scattering, which is additively blended with other <see cref="T:Godot.FogVolume"/>s and the <see cref="P:Godot.Environment.VolumetricFogAlbedo"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.FogMaterial.Emission">
            <summary>
            <para>The <see cref="T:Godot.Color"/> of the light emitted by the <see cref="T:Godot.FogVolume"/>. Emitted light will not cast light or shadows on other objects, but can be useful for modulating the <see cref="T:Godot.Color"/> of the <see cref="T:Godot.FogVolume"/> independently from light sources.</para>
            </summary>
        </member>
        <member name="P:Godot.FogMaterial.HeightFalloff">
            <summary>
            <para>The rate by which the height-based fog decreases in density as height increases in world space. A high falloff will result in a sharp transition, while a low falloff will result in a smoother transition. A value of <c>0.0</c> results in uniform-density fog. The height threshold is determined by the height of the associated <see cref="T:Godot.FogVolume"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.FogMaterial.EdgeFade">
            <summary>
            <para>The hardness of the edges of the <see cref="T:Godot.FogVolume"/>. A higher value will result in softer edges, while a lower value will result in harder edges.</para>
            </summary>
        </member>
        <member name="P:Godot.FogMaterial.DensityTexture">
            <summary>
            <para>The 3D texture that is used to scale the <see cref="P:Godot.FogMaterial.Density"/> of the <see cref="T:Godot.FogVolume"/>. This can be used to vary fog density within the <see cref="T:Godot.FogVolume"/> with any kind of static pattern. For animated effects, consider using a custom <a href="$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html">fog shader</a>.</para>
            </summary>
        </member>
        <member name="T:Godot.FogVolume">
            <summary>
            <para><see cref="T:Godot.FogVolume"/>s are used to add localized fog into the global volumetric fog effect. <see cref="T:Godot.FogVolume"/>s can also remove volumetric fog from specific areas if using a <see cref="T:Godot.FogMaterial"/> with a negative <see cref="P:Godot.FogMaterial.Density"/>.</para>
            <para>Performance of <see cref="T:Godot.FogVolume"/>s is directly related to their relative size on the screen and the complexity of their attached <see cref="T:Godot.FogMaterial"/>. It is best to keep <see cref="T:Godot.FogVolume"/>s relatively small and simple where possible.</para>
            <para><b>Note:</b> <see cref="T:Godot.FogVolume"/>s only have a visible effect if <see cref="P:Godot.Environment.VolumetricFogEnabled"/> is <c>true</c>. If you don't want fog to be globally visible (but only within <see cref="T:Godot.FogVolume"/> nodes), set <see cref="P:Godot.Environment.VolumetricFogDensity"/> to <c>0.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.FogVolume.Size">
            <summary>
            <para>The size of the <see cref="T:Godot.FogVolume"/> when <see cref="P:Godot.FogVolume.Shape"/> is <see cref="F:Godot.RenderingServer.FogVolumeShape.Ellipsoid"/>, <see cref="F:Godot.RenderingServer.FogVolumeShape.Cone"/>, <see cref="F:Godot.RenderingServer.FogVolumeShape.Cylinder"/> or <see cref="F:Godot.RenderingServer.FogVolumeShape.Box"/>.</para>
            <para><b>Note:</b> Thin fog volumes may appear to flicker when the camera moves or rotates. This can be alleviated by increasing <c>ProjectSettings.rendering/environment/volumetric_fog/volume_depth</c> (at a performance cost) or by decreasing <see cref="P:Godot.Environment.VolumetricFogLength"/> (at no performance cost, but at the cost of lower fog range). Alternatively, the <see cref="T:Godot.FogVolume"/> can be made thicker and use a lower density in the <see cref="P:Godot.FogVolume.Material"/>.</para>
            <para><b>Note:</b> If <see cref="P:Godot.FogVolume.Shape"/> is <see cref="F:Godot.RenderingServer.FogVolumeShape.Cone"/> or <see cref="F:Godot.RenderingServer.FogVolumeShape.Cylinder"/>, the cone/cylinder will be adjusted to fit within the size. Non-uniform scaling of cone/cylinder shapes via the <see cref="P:Godot.FogVolume.Size"/> property is not supported, but you can scale the <see cref="T:Godot.FogVolume"/> node instead.</para>
            </summary>
        </member>
        <member name="P:Godot.FogVolume.Shape">
            <summary>
            <para>The shape of the <see cref="T:Godot.FogVolume"/>. This can be set to either <see cref="F:Godot.RenderingServer.FogVolumeShape.Ellipsoid"/>, <see cref="F:Godot.RenderingServer.FogVolumeShape.Cone"/>, <see cref="F:Godot.RenderingServer.FogVolumeShape.Cylinder"/>, <see cref="F:Godot.RenderingServer.FogVolumeShape.Box"/> or <see cref="F:Godot.RenderingServer.FogVolumeShape.World"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.FogVolume.Material">
            <summary>
            <para>The <see cref="T:Godot.Material"/> used by the <see cref="T:Godot.FogVolume"/>. Can be either a built-in <see cref="T:Godot.FogMaterial"/> or a custom <see cref="T:Godot.ShaderMaterial"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Font">
            <summary>
            <para>Abstract base class for different font types. It has methods for drawing text and font character introspection.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.SetFallbacks(Godot.Collections.Array{Godot.Font})">
            <summary>
            <para>Sets array of fallback <see cref="T:Godot.Font"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetFallbacks">
            <summary>
            <para>Returns array of fallback <see cref="T:Godot.Font"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.FindVariation(Godot.Collections.Dictionary,System.Int32,System.Single,System.Nullable{Godot.Transform2D})">
            <summary>
            <para>Returns <see cref="T:Godot.TextServer"/> RID of the font cache for specific variation.</para>
            </summary>
            <param name="transform">If the parameter is null, then the default value is <c>Transform2D.Identity</c>.</param>
        </member>
        <member name="M:Godot.Font.GetRids">
            <summary>
            <para>Returns <see cref="T:Godot.Collections.Array"/> of valid <see cref="T:Godot.Font"/> <see cref="T:Godot.Rid"/>s, which can be passed to the <see cref="T:Godot.TextServer"/> methods.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetHeight(System.Int32)">
            <summary>
            <para>Returns the total average font height (ascent plus descent) in pixels.</para>
            <para><b>Note:</b> Real height of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the height of empty line).</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetAscent(System.Int32)">
            <summary>
            <para>Returns the average font ascent (number of pixels above the baseline).</para>
            <para><b>Note:</b> Real ascent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the ascent of empty line).</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetDescent(System.Int32)">
            <summary>
            <para>Returns the average font descent (number of pixels below the baseline).</para>
            <para><b>Note:</b> Real descent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the descent of empty line).</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetUnderlinePosition(System.Int32)">
            <summary>
            <para>Returns average pixel offset of the underline below the baseline.</para>
            <para><b>Note:</b> Real underline position of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetUnderlineThickness(System.Int32)">
            <summary>
            <para>Returns average thickness of the underline.</para>
            <para><b>Note:</b> Real underline thickness of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetFontName">
            <summary>
            <para>Returns font family name.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetFontStyleName">
            <summary>
            <para>Returns font style name.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetOtNameStrings">
            <summary>
            <para>Returns <see cref="T:Godot.Collections.Dictionary"/> with OpenType font name strings (localized font names, version, description, license information, sample text, etc.).</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetFontStyle">
            <summary>
            <para>Returns font style flags, see <see cref="T:Godot.TextServer.FontStyle"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetFontWeight">
            <summary>
            <para>Returns weight (boldness) of the font. A value in the <c>100...999</c> range, normal font weight is <c>400</c>, bold font weight is <c>700</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetFontStretch">
            <summary>
            <para>Returns font stretch amount, compared to a normal width. A percentage value between <c>50%</c> and <c>200%</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetSpacing(Godot.TextServer.SpacingType)">
            <summary>
            <para>Returns the spacing for the given <c>type</c> (see <see cref="T:Godot.TextServer.SpacingType"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetOpentypeFeatures">
            <summary>
            <para>Returns a set of OpenType feature tags. More info: <a href="https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags">OpenType feature tags</a>.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.SetCacheCapacity(System.Int32,System.Int32)">
            <summary>
            <para>Sets LRU cache capacity for <c>draw_*</c> methods.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetStringSize(System.String,Godot.HorizontalAlignment,System.Single,System.Int32,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)">
            <summary>
            <para>Returns the size of a bounding box of a single-line string, taking kerning, advance and subpixel positioning into account. See also <see cref="M:Godot.Font.GetMultilineStringSize(System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Int32,Godot.TextServer.LineBreakFlag,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/> and <see cref="M:Godot.Font.DrawString(Godot.Rid,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/>.</para>
            <para>For example, to get the string size as displayed by a single-line Label, use:</para>
            <para><code>
            Label label = GetNode&lt;Label&gt;("Label");
            Vector2 stringSize = label.GetThemeFont("font").GetStringSize(label.Text, HorizontalAlignment.Left, -1, label.GetThemeFontSize("font_size"));
            </code></para>
            <para><b>Note:</b> Since kerning, advance and subpixel positioning are taken into account by <see cref="M:Godot.Font.GetStringSize(System.String,Godot.HorizontalAlignment,System.Single,System.Int32,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/>, using separate <see cref="M:Godot.Font.GetStringSize(System.String,Godot.HorizontalAlignment,System.Single,System.Int32,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/> calls on substrings of a string then adding the results together will return a different result compared to using a single <see cref="M:Godot.Font.GetStringSize(System.String,Godot.HorizontalAlignment,System.Single,System.Int32,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/> call on the full string.</para>
            <para><b>Note:</b> Real height of the string is context-dependent and can be significantly different from the value returned by <see cref="M:Godot.Font.GetHeight(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetMultilineStringSize(System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Int32,Godot.TextServer.LineBreakFlag,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)">
            <summary>
            <para>Returns the size of a bounding box of a string broken into the lines, taking kerning and advance into account.</para>
            <para>See also <see cref="M:Godot.Font.DrawMultilineString(Godot.Rid,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.LineBreakFlag,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.DrawString(Godot.Rid,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)">
            <summary>
            <para>Draw <c>text</c> into a canvas item using the font, at a given position, with <c>modulate</c> color, optionally clipping the width and aligning horizontally. <c>pos</c> specifies the baseline, not the top. To draw from the top, <i>ascent</i> must be added to the Y axis.</para>
            <para>See also <see cref="M:Godot.CanvasItem.DrawString(Godot.Font,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.Font.DrawMultilineString(Godot.Rid,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.LineBreakFlag,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)">
            <summary>
            <para>Breaks <c>text</c> into lines using rules specified by <c>brkFlags</c> and draws it into a canvas item using the font, at a given position, with <c>modulate</c> color, optionally clipping the width and aligning horizontally. <c>pos</c> specifies the baseline of the first line, not the top. To draw from the top, <i>ascent</i> must be added to the Y axis.</para>
            <para>See also <see cref="M:Godot.CanvasItem.DrawMultilineString(Godot.Font,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.LineBreakFlag,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.Font.DrawStringOutline(Godot.Rid,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)">
            <summary>
            <para>Draw <c>text</c> outline into a canvas item using the font, at a given position, with <c>modulate</c> color and <c>size</c> outline size, optionally clipping the width and aligning horizontally. <c>pos</c> specifies the baseline, not the top. To draw from the top, <i>ascent</i> must be added to the Y axis.</para>
            <para>See also <see cref="M:Godot.CanvasItem.DrawStringOutline(Godot.Font,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.Font.DrawMultilineStringOutline(Godot.Rid,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Int32,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.LineBreakFlag,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)">
            <summary>
            <para>Breaks <c>text</c> to the lines using rules specified by <c>brkFlags</c> and draws text outline into a canvas item using the font, at a given position, with <c>modulate</c> color and <c>size</c> outline size, optionally clipping the width and aligning horizontally. <c>pos</c> specifies the baseline of the first line, not the top. To draw from the top, <i>ascent</i> must be added to the Y axis.</para>
            <para>See also <see cref="M:Godot.CanvasItem.DrawMultilineStringOutline(Godot.Font,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Int32,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.LineBreakFlag,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.Font.GetCharSize(System.Int64,System.Int32)">
            <summary>
            <para>Returns the size of a character, optionally taking kerning into account if the next character is provided.</para>
            <para><b>Note:</b> Do not use this function to calculate width of the string character by character, use <see cref="M:Godot.Font.GetStringSize(System.String,Godot.HorizontalAlignment,System.Single,System.Int32,Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/> or <see cref="T:Godot.TextLine"/> instead. The height returned is the font height (see also <see cref="M:Godot.Font.GetHeight(System.Int32)"/>) and has no relation to the glyph height.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.DrawChar(Godot.Rid,Godot.Vector2,System.Int64,System.Int32,System.Nullable{Godot.Color})">
            <summary>
            <para>Draw a single Unicode character <c>char</c> into a canvas item using the font, at a given position, with <c>modulate</c> color. <c>pos</c> specifies the baseline, not the top. To draw from the top, <i>ascent</i> must be added to the Y axis.</para>
            <para><b>Note:</b> Do not use this function to draw strings character by character, use <see cref="M:Godot.Font.DrawString(Godot.Rid,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/> or <see cref="T:Godot.TextLine"/> instead.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.Font.DrawCharOutline(Godot.Rid,Godot.Vector2,System.Int64,System.Int32,System.Int32,System.Nullable{Godot.Color})">
            <summary>
            <para>Draw a single Unicode character <c>char</c> outline into a canvas item using the font, at a given position, with <c>modulate</c> color and <c>size</c> outline size. <c>pos</c> specifies the baseline, not the top. To draw from the top, <i>ascent</i> must be added to the Y axis.</para>
            <para><b>Note:</b> Do not use this function to draw strings character by character, use <see cref="M:Godot.Font.DrawString(Godot.Rid,Godot.Vector2,System.String,Godot.HorizontalAlignment,System.Single,System.Int32,System.Nullable{Godot.Color},Godot.TextServer.JustificationFlag,Godot.TextServer.Direction,Godot.TextServer.Orientation)"/> or <see cref="T:Godot.TextLine"/> instead.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.Font.HasChar(System.Int64)">
            <summary>
            <para>Returns <c>true</c> if a Unicode <c>char</c> is available in the font.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetSupportedChars">
            <summary>
            <para>Returns a string containing all the characters available in the font.</para>
            <para>If a given character is included in more than one font data source, it appears only once in the returned string.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.IsLanguageSupported(System.String)">
            <summary>
            <para>Returns <c>true</c>, if font supports given language (<a href="https://en.wikipedia.org/wiki/ISO_639-1">ISO 639</a> code).</para>
            </summary>
        </member>
        <member name="M:Godot.Font.IsScriptSupported(System.String)">
            <summary>
            <para>Returns <c>true</c>, if font supports given script (<a href="https://en.wikipedia.org/wiki/ISO_15924">ISO 15924</a> code).</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetSupportedFeatureList">
            <summary>
            <para>Returns list of OpenType features supported by font.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetSupportedVariationList">
            <summary>
            <para>Returns list of supported <a href="https://docs.microsoft.com/en-us/typography/opentype/spec/dvaraxisreg">variation coordinates</a>, each coordinate is returned as <c>tag: Vector3i(min_value,max_value,default_value)</c>.</para>
            <para>Font variations allow for continuous change of glyph characteristics along some given design axis, such as weight, width or slant.</para>
            <para>To print available variation axes of a variable font:</para>
            <para><code>
            var fv = FontVariation.new()
            fv.set_base_font = load("res://RobotoFlex.ttf")
            var variation_list = fv.get_supported_variation_list()
            for tag in variation_list:
                var name = TextServerManager.get_primary_interface().tag_to_name(tag)
                var values = variation_list[tag]
                print("variation axis: %s (%d)\n\tmin, max, default: %s" % [name, tag, values])
            </code></para>
            <para><b>Note:</b> To set and get variation coordinates of a <see cref="T:Godot.FontVariation"/>, use <see cref="P:Godot.FontVariation.VariationOpentype"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetFaceCount">
            <summary>
            <para>Returns number of faces in the TrueType / OpenType collection.</para>
            </summary>
        </member>
        <member name="T:Godot.FontFile">
            <summary>
            <para><see cref="T:Godot.FontFile"/> contains a set of glyphs to represent Unicode characters imported from a font file, as well as a cache of rasterized glyphs, and a set of fallback <see cref="T:Godot.Font"/>s to use.</para>
            <para>Use <see cref="T:Godot.FontVariation"/> to access specific OpenType variation of the font, create simulated bold / slanted version, and draw lines of text.</para>
            <para>For more complex text processing, use <see cref="T:Godot.FontVariation"/> in conjunction with <see cref="T:Godot.TextLine"/> or <see cref="T:Godot.TextParagraph"/>.</para>
            <para>Supported font formats:</para>
            <para>- Dynamic font importer: TrueType (.ttf), TrueType collection (.ttc), OpenType (.otf), OpenType collection (.otc), WOFF (.woff), WOFF2 (.woff2), Type 1 (.pfb, .pfm).</para>
            <para>- Bitmap font importer: AngelCode BMFont (.fnt, .font), text and binary (version 3) format variants.</para>
            <para>- Monospace image font importer: All supported image formats.</para>
            <para><b>Note:</b> A character is a symbol that represents an item (letter, digit etc.) in an abstract way.</para>
            <para><b>Note:</b> A glyph is a bitmap or a shape used to draw one or more characters in a context-dependent manner. Glyph indices are bound to the specific font data source.</para>
            <para><b>Note:</b> If none of the font data sources contain glyphs for a character used in a string, the character in question will be replaced with a box displaying its hexadecimal code.</para>
            <para><code>
            var f = ResourceLoader.Load&lt;FontFile&gt;("res://BarlowCondensed-Bold.ttf");
            GetNode("Label").AddThemeFontOverride("font", f);
            GetNode("Label").AddThemeFontSizeOverride("font_size", 64);
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.Data">
            <summary>
            <para>Contents of the dynamic font source file.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.GenerateMipmaps">
            <summary>
            <para>If set to <c>true</c>, generate mipmaps for the font textures.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.Antialiasing">
            <summary>
            <para>Font anti-aliasing mode.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.FontName">
            <summary>
            <para>Font family name.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.StyleName">
            <summary>
            <para>Font style name.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.FontStyle">
            <summary>
            <para>Font style flags, see <see cref="T:Godot.TextServer.FontStyle"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.FontWeight">
            <summary>
            <para>Weight (boldness) of the font. A value in the <c>100...999</c> range, normal font weight is <c>400</c>, bold font weight is <c>700</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.FontStretch">
            <summary>
            <para>Font stretch amount, compared to a normal width. A percentage value between <c>50%</c> and <c>200%</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.SubpixelPositioning">
            <summary>
            <para>Font glyph subpixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of higher memory usage and lower font rasterization speed. Use <see cref="F:Godot.TextServer.SubpixelPositioning.Auto"/> to automatically enable it based on the font size.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.MultichannelSignedDistanceField">
            <summary>
            <para>If set to <c>true</c>, glyphs of all sizes are rendered using single multichannel signed distance field (MSDF) generated from the dynamic font vector data. Since this approach does not rely on rasterizing the font every time its size changes, this allows for resizing the font in real-time without any performance penalty. Text will also not look grainy for <see cref="T:Godot.Control"/>s that are scaled down (or for <see cref="T:Godot.Label3D"/>s viewed from a long distance). As a downside, font hinting is not available with MSDF. The lack of font hinting may result in less crisp and less readable fonts at small sizes.</para>
            <para><b>Note:</b> If using font outlines, <see cref="P:Godot.FontFile.MsdfPixelRange"/> must be set to at least <i>twice</i> the size of the largest font outline.</para>
            <para><b>Note:</b> MSDF font rendering does not render glyphs with overlapping shapes correctly. Overlapping shapes are not valid per the OpenType standard, but are still commonly found in many font files, especially those converted by Google Fonts. To avoid issues with overlapping glyphs, consider downloading the font file directly from the type foundry instead of relying on Google Fonts.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.MsdfPixelRange">
            <summary>
            <para>The width of the range around the shape between the minimum and maximum representable signed distance. If using font outlines, <see cref="P:Godot.FontFile.MsdfPixelRange"/> must be set to at least <i>twice</i> the size of the largest font outline. The default <see cref="P:Godot.FontFile.MsdfPixelRange"/> value of <c>16</c> allows outline sizes up to <c>8</c> to look correct.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.MsdfSize">
            <summary>
            <para>Source font size used to generate MSDF textures. Higher values allow for more precision, but are slower to render and require more memory. Only increase this value if you notice a visible lack of precision in glyph rendering.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.AllowSystemFallback">
            <summary>
            <para>If set to <c>true</c>, system fonts can be automatically used as fallbacks.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.ForceAutohinter">
            <summary>
            <para>If set to <c>true</c>, auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only (MSDF fonts don't support hinting).</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.Hinting">
            <summary>
            <para>Font hinting mode. Used by dynamic fonts only.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.Oversampling">
            <summary>
            <para>Font oversampling factor. If set to <c>0.0</c>, the global oversampling factor is used instead. Used by dynamic fonts only (MSDF fonts ignore oversampling).</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.FixedSize">
            <summary>
            <para>Font size, used only for the bitmap fonts.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.OpentypeFeatureOverrides">
            <summary>
            <para>Font OpenType feature set override.</para>
            </summary>
        </member>
        <member name="P:Godot.FontFile.Fallbacks">
            <summary>
            <para>Array of fallback <see cref="T:Godot.Font"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.LoadBitmapFont(System.String)">
            <summary>
            <para>Loads an AngelCode BMFont (.fnt, .font) bitmap font from file <c>path</c>.</para>
            <para><b>Warning:</b> This method should only be used in the editor or in cases when you need to load external fonts at run-time, such as fonts located at the <c>user://</c> directory.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.LoadDynamicFont(System.String)">
            <summary>
            <para>Loads a TrueType (.ttf), OpenType (.otf), WOFF (.woff), WOFF2 (.woff2) or Type 1 (.pfb, .pfm) dynamic font from file <c>path</c>.</para>
            <para><b>Warning:</b> This method should only be used in the editor or in cases when you need to load external fonts at run-time, such as fonts located at the <c>user://</c> directory.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetCacheCount">
            <summary>
            <para>Returns number of the font cache entries.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.ClearCache">
            <summary>
            <para>Removes all font cache entries.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.RemoveCache(System.Int32)">
            <summary>
            <para>Removes specified font cache entry.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetSizeCacheList(System.Int32)">
            <summary>
            <para>Returns list of the font sizes in the cache. Each size is <c>Vector2i</c> with font size and outline size.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.ClearSizeCache(System.Int32)">
            <summary>
            <para>Removes all font sizes from the cache entry</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.RemoveSizeCache(System.Int32,Godot.Vector2I)">
            <summary>
            <para>Removes specified font size from the cache entry.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetVariationCoordinates(System.Int32,Godot.Collections.Dictionary)">
            <summary>
            <para>Sets variation coordinates for the specified font cache entry. See <see cref="M:Godot.Font.GetSupportedVariationList"/> for more info.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetVariationCoordinates(System.Int32)">
            <summary>
            <para>Returns variation coordinates for the specified font cache entry. See <see cref="M:Godot.Font.GetSupportedVariationList"/> for more info.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetEmbolden(System.Int32,System.Single)">
            <summary>
            <para>Sets embolden strength, if is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetEmbolden(System.Int32)">
            <summary>
            <para>Returns embolden strength, if is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetTransform(System.Int32,Godot.Transform2D)">
            <summary>
            <para>Sets 2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetTransform(System.Int32)">
            <summary>
            <para>Returns 2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetFaceIndex(System.Int32,System.Int64)">
            <summary>
            <para>Sets an active face index in the TrueType / OpenType collection.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetFaceIndex(System.Int32)">
            <summary>
            <para>Recturns an active face index in the TrueType / OpenType collection.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetCacheAscent(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>Sets the font ascent (number of pixels above the baseline).</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetCacheAscent(System.Int32,System.Int32)">
            <summary>
            <para>Returns the font ascent (number of pixels above the baseline).</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetCacheDescent(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>Sets the font descent (number of pixels below the baseline).</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetCacheDescent(System.Int32,System.Int32)">
            <summary>
            <para>Returns the font descent (number of pixels below the baseline).</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetCacheUnderlinePosition(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>Sets pixel offset of the underline below the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetCacheUnderlinePosition(System.Int32,System.Int32)">
            <summary>
            <para>Returns pixel offset of the underline below the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetCacheUnderlineThickness(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>Sets thickness of the underline in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetCacheUnderlineThickness(System.Int32,System.Int32)">
            <summary>
            <para>Returns thickness of the underline in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetCacheScale(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>Sets scaling factor of the color bitmap font.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetCacheScale(System.Int32,System.Int32)">
            <summary>
            <para>Returns scaling factor of the color bitmap font.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetTextureCount(System.Int32,Godot.Vector2I)">
            <summary>
            <para>Returns number of textures used by font cache entry.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.ClearTextures(System.Int32,Godot.Vector2I)">
            <summary>
            <para>Removes all textures from font cache entry.</para>
            <para><b>Note:</b> This function will not remove glyphs associated with the texture, use <see cref="M:Godot.FontFile.RemoveGlyph(System.Int32,Godot.Vector2I,System.Int32)"/> to remove them manually.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.RemoveTexture(System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>Removes specified texture from the cache entry.</para>
            <para><b>Note:</b> This function will not remove glyphs associated with the texture. Remove them manually using <see cref="M:Godot.FontFile.RemoveGlyph(System.Int32,Godot.Vector2I,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetTextureImage(System.Int32,Godot.Vector2I,System.Int32,Godot.Image)">
            <summary>
            <para>Sets font cache texture image.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetTextureImage(System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns a copy of the font cache texture image.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetTextureOffsets(System.Int32,Godot.Vector2I,System.Int32,System.Int32[])">
            <summary>
            <para>Sets array containing glyph packing data.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetTextureOffsets(System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns a copy of the array containing glyph packing data.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetGlyphList(System.Int32,Godot.Vector2I)">
            <summary>
            <para>Returns list of rendered glyphs in the cache entry.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.ClearGlyphs(System.Int32,Godot.Vector2I)">
            <summary>
            <para>Removes all rendered glyphs information from the cache entry.</para>
            <para><b>Note:</b> This function will not remove textures associated with the glyphs, use <see cref="M:Godot.FontFile.RemoveTexture(System.Int32,Godot.Vector2I,System.Int32)"/> to remove them manually.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.RemoveGlyph(System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>Removes specified rendered glyph information from the cache entry.</para>
            <para><b>Note:</b> This function will not remove textures associated with the glyphs, use <see cref="M:Godot.FontFile.RemoveTexture(System.Int32,Godot.Vector2I,System.Int32)"/> to remove them manually.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetGlyphAdvance(System.Int32,System.Int32,System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets glyph advance (offset of the next glyph).</para>
            <para><b>Note:</b> Advance for glyphs outlines is the same as the base glyph advance and is not saved.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetGlyphAdvance(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Returns glyph advance (offset of the next glyph).</para>
            <para><b>Note:</b> Advance for glyphs outlines is the same as the base glyph advance and is not saved.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetGlyphOffset(System.Int32,Godot.Vector2I,System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets glyph offset from the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetGlyphOffset(System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns glyph offset from the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetGlyphSize(System.Int32,Godot.Vector2I,System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets glyph size.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetGlyphSize(System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns glyph size.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetGlyphUVRect(System.Int32,Godot.Vector2I,System.Int32,Godot.Rect2)">
            <summary>
            <para>Sets rectangle in the cache texture containing the glyph.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetGlyphUVRect(System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns rectangle in the cache texture containing the glyph.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetGlyphTextureIdx(System.Int32,Godot.Vector2I,System.Int32,System.Int32)">
            <summary>
            <para>Sets index of the cache texture containing the glyph.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetGlyphTextureIdx(System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns index of the cache texture containing the glyph.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetKerningList(System.Int32,System.Int32)">
            <summary>
            <para>Returns list of the kerning overrides.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.ClearKerningMap(System.Int32,System.Int32)">
            <summary>
            <para>Removes all kerning overrides.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.RemoveKerning(System.Int32,System.Int32,Godot.Vector2I)">
            <summary>
            <para>Removes kerning override for the pair of glyphs.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetKerning(System.Int32,System.Int32,Godot.Vector2I,Godot.Vector2)">
            <summary>
            <para>Sets kerning for the pair of glyphs.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetKerning(System.Int32,System.Int32,Godot.Vector2I)">
            <summary>
            <para>Returns kerning for the pair of glyphs.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.RenderRange(System.Int32,Godot.Vector2I,System.Int64,System.Int64)">
            <summary>
            <para>Renders the range of characters to the font cache texture.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.RenderGlyph(System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>Renders specified glyph to the font cache texture.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetLanguageSupportOverride(System.String,System.Boolean)">
            <summary>
            <para>Adds override for <see cref="M:Godot.Font.IsLanguageSupported(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetLanguageSupportOverride(System.String)">
            <summary>
            <para>Returns <c>true</c> if support override is enabled for the <c>language</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.RemoveLanguageSupportOverride(System.String)">
            <summary>
            <para>Remove language support override.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetLanguageSupportOverrides">
            <summary>
            <para>Returns list of language support overrides.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.SetScriptSupportOverride(System.String,System.Boolean)">
            <summary>
            <para>Adds override for <see cref="M:Godot.Font.IsScriptSupported(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetScriptSupportOverride(System.String)">
            <summary>
            <para>Returns <c>true</c> if support override is enabled for the <c>script</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.RemoveScriptSupportOverride(System.String)">
            <summary>
            <para>Removes script support override.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetScriptSupportOverrides">
            <summary>
            <para>Returns list of script support overrides.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetGlyphIndex(System.Int32,System.Int64,System.Int64)">
            <summary>
            <para>Returns the glyph index of a <c>char</c>, optionally modified by the <c>variationSelector</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.FontFile.GetCharFromGlyphIndex(System.Int32,System.Int32)">
            <summary>
            <para>Returns character code associated with <c>glyphIndex</c>, or <c>0</c> if <c>glyphIndex</c> is invalid. See <see cref="M:Godot.FontFile.GetGlyphIndex(System.Int32,System.Int64,System.Int64)"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.FontVariation">
            <summary>
            <para>Provides OpenType variations, simulated bold / slant, and additional font settings like OpenType features and extra spacing.</para>
            <para>To use simulated bold font variant:</para>
            <para><code>
            var fv = new FontVariation();
            fv.SetBaseFont(ResourceLoader.Load&lt;FontFile&gt;("res://BarlowCondensed-Regular.ttf"));
            fv.SetVariationEmbolden(1.2);
            GetNode("Label").AddThemeFontOverride("font", fv);
            GetNode("Label").AddThemeFontSizeOverride("font_size", 64);
            </code></para>
            <para>To set the coordinate of multiple variation axes:</para>
            <para><code>
            var fv = FontVariation.new();
            var ts = TextServerManager.get_primary_interface()
            fv.base_font = load("res://BarlowCondensed-Regular.ttf")
            fv.variation_opentype = { ts.name_to_tag("wght"): 900, ts.name_to_tag("custom_hght"): 900 }
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.FontVariation.BaseFont">
            <summary>
            <para>Base font used to create a variation. If not set, default <see cref="T:Godot.Theme"/> font is used.</para>
            </summary>
        </member>
        <member name="P:Godot.FontVariation.Fallbacks">
            <summary>
            <para>Array of fallback <see cref="T:Godot.Font"/>s to use as a substitute if a glyph is not found in this <see cref="T:Godot.FontVariation"/>. If not set, <see cref="P:Godot.FontVariation.BaseFont"/>'s fallbacks are used instead.</para>
            </summary>
        </member>
        <member name="P:Godot.FontVariation.VariationOpentype">
            <summary>
            <para>Font OpenType variation coordinates. More info: <a href="https://docs.microsoft.com/en-us/typography/opentype/spec/dvaraxisreg">OpenType variation tags</a>.</para>
            <para><b>Note:</b> This <see cref="T:Godot.Collections.Dictionary"/> uses OpenType tags as keys. Variation axes can be identified both by tags(<c>int</c>) and names (<c>string</c>). Some axes might be accessible by multiple names. For example, <c>wght</c> refers to the same axis as <c>weight</c>. Tags on the other hand are unique. To convert between names and tags, use <see cref="M:Godot.TextServer.NameToTag(System.String)"/> and <see cref="M:Godot.TextServer.TagToName(System.Int64)"/>.</para>
            <para><b>Note:</b> To get available variation axes of a font, use <see cref="M:Godot.Font.GetSupportedVariationList"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.FontVariation.VariationFaceIndex">
            <summary>
            <para>Active face index in the TrueType / OpenType collection file.</para>
            </summary>
        </member>
        <member name="P:Godot.FontVariation.VariationEmbolden">
            <summary>
            <para>If is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.</para>
            <para><b>Note:</b> Emboldened fonts might have self-intersecting outlines, which will prevent MSDF fonts and <see cref="T:Godot.TextMesh"/> from working correctly.</para>
            </summary>
        </member>
        <member name="P:Godot.FontVariation.VariationTransform">
            <summary>
            <para>2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs.</para>
            <para>For example, to simulate italic typeface by slanting, apply the following transform <c>Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.FontVariation.OpentypeFeatures">
            <summary>
            <para>A set of OpenType feature tags. More info: <a href="https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags">OpenType feature tags</a>.</para>
            </summary>
        </member>
        <member name="P:Godot.FontVariation.SpacingGlyph">
            <summary>
            <para>Extra spacing between graphical glyphs.</para>
            </summary>
        </member>
        <member name="P:Godot.FontVariation.SpacingSpace">
            <summary>
            <para>Extra width of the space glyphs.</para>
            </summary>
        </member>
        <member name="P:Godot.FontVariation.SpacingTop">
            <summary>
            <para>Extra spacing at the top of the line in pixels.</para>
            </summary>
        </member>
        <member name="P:Godot.FontVariation.SpacingBottom">
            <summary>
            <para>Extra spacing at the bottom of the line in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.FontVariation.SetSpacing(Godot.TextServer.SpacingType,System.Int32)">
            <summary>
            <para>Sets the spacing for <c>type</c> (see <see cref="T:Godot.TextServer.SpacingType"/>) to <c>value</c> in pixels (not relative to the font size).</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 instantiate it.</para>
            <para>Calling <see cref="M:Godot.GDScript.New(Godot.Variant[])"/> creates a new instance of the script. <see cref="M:Godot.GodotObject.SetScript(Godot.Variant)"/> extends an existing object, if that object's class matches one of the script's base classes.</para>
            <para>If you are looking for GDScript's built-in functions, see <c>@GDScript</c> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.GDScript.New(Godot.Variant[])">
            <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="T:Godot.GltfCamera">
            <summary>
            <para>Represents a camera as defined by the base GLTF spec.</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.Camera3D.Projection"/> and the GLTF spec for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfCamera.Fov">
            <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.DepthFar">
            <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.DepthNear">
            <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.FromNode(Godot.Camera3D)">
            <summary>
            <para>Create a new GLTFCamera instance from the given Godot <see cref="T:Godot.Camera3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfCamera.ToNode">
            <summary>
            <para>Converts this GLTFCamera instance into a Godot <see cref="T:Godot.Camera3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfCamera.FromDictionary(Godot.Collections.Dictionary)">
            <summary>
            <para>Creates a new GLTFCamera instance by parsing the given <see cref="T:Godot.Collections.Dictionary"/>.</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.GltfCollider">
            <summary>
            <para>Represents a collider as defined by the <c>OMI_collider</c> GLTF extension. This class is an intermediary between the GLTF data and Godot's nodes, and it's abstracted in a way that allows adding support for different GLTF physics extensions in the future.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfCollider.ShapeType">
            <summary>
            <para>The type of shape this collider represents. Valid values are "box", "capsule", "cylinder", "sphere", "hull", and "trimesh".</para>
            </summary>
        </member>
        <member name="P:Godot.GltfCollider.Size">
            <summary>
            <para>The size of the collider, in meters. This is only used when the collider type is "box", and it represents the "diameter" of the box. This value should not be negative.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfCollider.Radius">
            <summary>
            <para>The radius of the collider, in meters. This is only used when the collider type is "capsule", "cylinder", or "sphere". This value should not be negative.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfCollider.Height">
            <summary>
            <para>The height of the collider, in meters. This is only used when the collider type is "capsule" or "cylinder". This value should not be negative, and for "capsule" it should be at least twice the radius.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfCollider.IsTrigger">
            <summary>
            <para>If <c>true</c>, indicates that this collider is a trigger. For Godot, this means that the collider should be a child of an Area3D node.</para>
            <para>This is the only variable not used in the <see cref="M:Godot.GltfCollider.ToNode(System.Boolean)"/> method, it's intended to be used alongside when deciding where to add the generated node as a child.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfCollider.MeshIndex">
            <summary>
            <para>The index of the collider's mesh in the GLTF file. This is only used when the collider type is "hull" (convex hull) or "trimesh" (concave trimesh).</para>
            </summary>
        </member>
        <member name="P:Godot.GltfCollider.ImporterMesh">
            <summary>
            <para>The <see cref="T:Godot.ImporterMesh"/> resource of the collider. This is only used when the collider type is "hull" (convex hull) or "trimesh" (concave trimesh).</para>
            </summary>
        </member>
        <member name="M:Godot.GltfCollider.FromNode(Godot.CollisionShape3D)">
            <summary>
            <para>Create a new GLTFCollider instance from the given Godot <see cref="T:Godot.CollisionShape3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfCollider.ToNode(System.Boolean)">
            <summary>
            <para>Converts this GLTFCollider instance into a Godot <see cref="T:Godot.CollisionShape3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfCollider.FromDictionary(Godot.Collections.Dictionary)">
            <summary>
            <para>Creates a new GLTFCollider instance by parsing the given <see cref="T:Godot.Collections.Dictionary"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfCollider.ToDictionary">
            <summary>
            <para>Serializes this GLTFCollider instance into a <see cref="T:Godot.Collections.Dictionary"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.GltfDocument">
            <summary>
            <para>Append a glTF2 3d format from a file, buffer or scene and then write to the filesystem, buffer or scene.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfDocument.AppendFromFile(System.String,Godot.GltfState,System.UInt32,System.String)">
            <summary>
            <para>Takes a path to a GLTF file and imports the data at that file path to the given <see cref="T:Godot.GltfState"/> object through the <c>state</c> parameter.</para>
            <para><b>Note:</b> The <c>basePath</c> tells <see cref="M:Godot.GltfDocument.AppendFromFile(System.String,Godot.GltfState,System.UInt32,System.String)"/> where to find dependencies and can be empty.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfDocument.AppendFromBuffer(System.Byte[],System.String,Godot.GltfState,System.UInt32)">
            <summary>
            <para>Takes a <see cref="T:System.Byte"/>[] defining a GLTF and imports the data to the given <see cref="T:Godot.GltfState"/> object through the <c>state</c> parameter.</para>
            <para><b>Note:</b> The <c>basePath</c> tells <see cref="M:Godot.GltfDocument.AppendFromBuffer(System.Byte[],System.String,Godot.GltfState,System.UInt32)"/> where to find dependencies and can be empty.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfDocument.AppendFromScene(Godot.Node,Godot.GltfState,System.UInt32)">
            <summary>
            <para>Takes a Godot Engine scene node and exports it and its descendants to the given <see cref="T:Godot.GltfState"/> object through the <c>state</c> parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfDocument.GenerateScene(Godot.GltfState,System.Single,System.Boolean,System.Boolean)">
            <summary>
            <para>Takes a <see cref="T:Godot.GltfState"/> object through the <c>state</c> parameter and returns a Godot Engine scene node.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfDocument.GenerateBuffer(Godot.GltfState)">
            <summary>
            <para>Takes a <see cref="T:Godot.GltfState"/> object through the <c>state</c> parameter and returns a GLTF <see cref="T:System.Byte"/>[].</para>
            </summary>
        </member>
        <member name="M:Godot.GltfDocument.WriteToFilesystem(Godot.GltfState,System.String)">
            <summary>
            <para>Takes a <see cref="T:Godot.GltfState"/> object through the <c>state</c> parameter and writes a glTF file to the filesystem.</para>
            <para><b>Note:</b> The extension of the glTF file determines if it is a .glb binary file or a .gltf file.</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>firstPriority</c> is true, this extension will be run first. Otherwise, it will be run last.</para>
            <para><b>Note:</b> 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="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>To use, make a new class extending GLTFDocumentExtension, override any methods you need, make an instance of your class, and register it using <see cref="M:Godot.GltfDocument.RegisterGltfDocumentExtension(Godot.GltfDocumentExtension,System.Boolean)"/>.</para>
            <para><b>Note:</b> 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.GltfState,Godot.GltfNode,Godot.Node)">
            <summary>
            <para>Part of the export process. This method is run after <see cref="M:Godot.GltfDocumentExtension._ExportPreflight(Godot.GltfState,Godot.Node)"/> and before <see cref="M:Godot.GltfDocumentExtension._ExportNode(Godot.GltfState,Godot.GltfNode,Godot.Collections.Dictionary,Godot.Node)"/>.</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.GltfState,Godot.GltfNode,Godot.Collections.Dictionary,Godot.Node)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfDocumentExtension._ExportNode(Godot.GltfState,Godot.GltfNode,Godot.Collections.Dictionary,Godot.Node)">
            <summary>
            <para>Part of the export process. This method is run after <see cref="M:Godot.GltfDocumentExtension._ConvertSceneNode(Godot.GltfState,Godot.GltfNode,Godot.Node)"/> and before <see cref="M:Godot.GltfDocumentExtension._ExportPost(Godot.GltfState)"/>.</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.GltfState)">
            <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.GltfState,Godot.Node)">
            <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.GltfState,Godot.GltfNode,Godot.Node)">
            <summary>
            <para>Part of the import process. This method is run after <see cref="M:Godot.GltfDocumentExtension._ParseNodeExtensions(Godot.GltfState,Godot.GltfNode,Godot.Collections.Dictionary)"/> and before <see cref="M:Godot.GltfDocumentExtension._ImportPostParse(Godot.GltfState)"/>.</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.GltfState,System.String[])"/> and before <see cref="M:Godot.GltfDocumentExtension._ParseNodeExtensions(Godot.GltfState,Godot.GltfNode,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.GltfState,Godot.GltfNode,Godot.Collections.Dictionary,Godot.Node)">
            <summary>
            <para>Part of the import process. This method is run after <see cref="M:Godot.GltfDocumentExtension._ImportPostParse(Godot.GltfState)"/> and before <see cref="M:Godot.GltfDocumentExtension._ImportPost(Godot.GltfState,Godot.Node)"/>.</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.GltfState,Godot.Node)">
            <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.GltfState)">
            <summary>
            <para>Part of the import process. This method is run after <see cref="M:Godot.GltfDocumentExtension._GenerateSceneNode(Godot.GltfState,Godot.GltfNode,Godot.Node)"/> and before <see cref="M:Godot.GltfDocumentExtension._ImportNode(Godot.GltfState,Godot.GltfNode,Godot.Collections.Dictionary,Godot.Node)"/>.</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.GltfState,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._ParseImageData(Godot.GltfState,System.Byte[],System.String,Godot.Image)">
            <summary>
            <para>Part of the import process. This method is run after <see cref="M:Godot.GltfDocumentExtension._ParseNodeExtensions(Godot.GltfState,Godot.GltfNode,Godot.Collections.Dictionary)"/> and before <see cref="M:Godot.GltfDocumentExtension._ParseTextureJson(Godot.GltfState,Godot.Collections.Dictionary,Godot.GltfTexture)"/>.</para>
            <para>Runs when parsing image data from a GLTF file. The data could be sourced from a separate file, a URI, or a buffer, and then is passed as a byte array.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfDocumentExtension._ParseNodeExtensions(Godot.GltfState,Godot.GltfNode,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.GltfState,Godot.GltfNode,Godot.Node)"/>.</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.GltfState,Godot.GltfNode,Godot.Node)"/>. The return value should be a member of the <see cref="T:Godot.Error"/> enum.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfDocumentExtension._ParseTextureJson(Godot.GltfState,Godot.Collections.Dictionary,Godot.GltfTexture)">
            <summary>
            <para>Part of the import process. This method is run after <see cref="M:Godot.GltfDocumentExtension._ParseImageData(Godot.GltfState,System.Byte[],System.String,Godot.Image)"/> and before <see cref="M:Godot.GltfDocumentExtension._GenerateSceneNode(Godot.GltfState,Godot.GltfNode,Godot.Node)"/>.</para>
            <para>Runs when parsing the texture JSON from the GLTF textures array. This can be used to set the source image index to use as the texture.</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>
            </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.LightType">
            <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.OmniLight3D"/>, <see cref="T:Godot.SpotLight3D"/>, and <see cref="T:Godot.DirectionalLight3D"/> 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.SpotLight3D"/>, 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.SpotLight3D"/>, the outer cone angle is used as the angle of the spotlight.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfLight.FromNode(Godot.Light3D)">
            <summary>
            <para>Create a new GLTFLight instance from the given Godot <see cref="T:Godot.Light3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfLight.ToNode">
            <summary>
            <para>Converts this GLTFLight instance into a Godot <see cref="T:Godot.Light3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfLight.FromDictionary(Godot.Collections.Dictionary)">
            <summary>
            <para>Creates a new GLTFLight instance by parsing the given <see cref="T:Godot.Collections.Dictionary"/>.</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>GLTF nodes generally exist inside of <see cref="T:Godot.GltfState"/> which represents all data of a GLTF file. Most of GLTFNode's properties are indices of other data in the GLTF file. You can extend a GLTF node with additional properties by using <see cref="M:Godot.GltfNode.GetAdditionalData(Godot.StringName)"/> and <see cref="M:Godot.GltfNode.SetAdditionalData(Godot.StringName,Godot.Variant)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfNode.Parent">
            <summary>
            <para>The index of the parent node in the <see cref="T:Godot.GltfState"/>. If -1, this node is a root node.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfNode.Height">
            <summary>
            <para>How deep into the node hierarchy this node is. A root node will have a height of 0, its children will have a height of 1, and so on. If -1, the height has not been calculated.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfNode.Xform">
            <summary>
            <para>The transform of the GLTF node relative to its parent. This property is usually unused since the position, rotation, and scale properties are preferred.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfNode.Mesh">
            <summary>
            <para>If this GLTF node is a mesh, the index of the <see cref="T:Godot.GltfMesh"/> in the <see cref="T:Godot.GltfState"/> that describes the mesh's properties. If -1, this node is not a mesh.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfNode.Camera">
            <summary>
            <para>If this GLTF node is a camera, the index of the <see cref="T:Godot.GltfCamera"/> in the <see cref="T:Godot.GltfState"/> that describes the camera's properties. If -1, this node is not a camera.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfNode.Skin">
            <summary>
            <para>If this GLTF node has a skin, the index of the <see cref="T:Godot.GltfSkin"/> in the <see cref="T:Godot.GltfState"/> that describes the skin's properties. If -1, this node does not have a skin.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfNode.Skeleton">
            <summary>
            <para>If this GLTF node has a skeleton, the index of the <see cref="T:Godot.GltfSkeleton"/> in the <see cref="T:Godot.GltfState"/> that describes the skeleton's properties. If -1, this node does not have a skeleton.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfNode.Position">
            <summary>
            <para>The position of the GLTF node relative to its parent.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfNode.Rotation">
            <summary>
            <para>The rotation of the GLTF node relative to its parent.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfNode.Scale">
            <summary>
            <para>The scale of the GLTF node relative to its parent.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfNode.Children">
            <summary>
            <para>The indices of the children nodes in the <see cref="T:Godot.GltfState"/>. If this GLTF node has no children, this will be an empty array.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfNode.Light">
            <summary>
            <para>If this GLTF node is a light, the index of the <see cref="T:Godot.GltfLight"/> in the <see cref="T:Godot.GltfState"/> that describes the light's properties. If -1, this node is not a light.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfNode.GetAdditionalData(Godot.StringName)">
            <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(Godot.StringName,Godot.Variant)">
            <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.GltfPhysicsBody">
            <summary>
            <para>Represents a physics body as defined by the <c>OMI_physics_body</c> GLTF extension. This class is an intermediary between the GLTF data and Godot's nodes, and it's abstracted in a way that allows adding support for different GLTF physics extensions in the future.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfPhysicsBody.BodyType">
            <summary>
            <para>The type of the body. Valid values are "static", "kinematic", "character", "rigid", "vehicle", and "trigger".</para>
            </summary>
        </member>
        <member name="P:Godot.GltfPhysicsBody.Mass">
            <summary>
            <para>The mass of the physics body, in kilograms. This is only used when the body type is "rigid" or "vehicle".</para>
            </summary>
        </member>
        <member name="P:Godot.GltfPhysicsBody.LinearVelocity">
            <summary>
            <para>The linear velocity of the physics body, in meters per second. This is only used when the body type is "rigid" or "vehicle".</para>
            </summary>
        </member>
        <member name="P:Godot.GltfPhysicsBody.AngularVelocity">
            <summary>
            <para>The angular velocity of the physics body, in radians per second. This is only used when the body type is "rigid" or "vehicle".</para>
            </summary>
        </member>
        <member name="P:Godot.GltfPhysicsBody.InertiaTensor">
            <summary>
            <para>The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). This is only used when the body type is "rigid" or "vehicle".</para>
            <para>When converted to a Godot <see cref="T:Godot.RigidBody3D"/> node, if this value is zero, then the inertia will be calculated automatically.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfPhysicsBody.FromNode(Godot.CollisionObject3D)">
            <summary>
            <para>Create a new GLTFPhysicsBody instance from the given Godot <see cref="T:Godot.CollisionObject3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfPhysicsBody.ToNode">
            <summary>
            <para>Converts this GLTFPhysicsBody instance into a Godot <see cref="T:Godot.CollisionObject3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfPhysicsBody.FromDictionary(Godot.Collections.Dictionary)">
            <summary>
            <para>Creates a new GLTFPhysicsBody instance by parsing the given <see cref="T:Godot.Collections.Dictionary"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfPhysicsBody.ToDictionary">
            <summary>
            <para>Serializes this GLTFPhysicsBody instance into a <see cref="T:Godot.Collections.Dictionary"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfSkeleton.GetGodotBoneNode">
            <summary>
            <para>Returns a <see cref="T:Godot.Collections.Dictionary"/> that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfSkeleton.SetGodotBoneNode(Godot.Collections.Dictionary)">
            <summary>
            <para>Sets a <see cref="T:Godot.Collections.Dictionary"/> that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes.</para>
            </summary>
        </member>
        <member name="T:Godot.GltfSpecGloss">
            <summary>
            <para>KHR_materials_pbrSpecularGlossiness is an archived GLTF extension. This means that it is deprecated and not recommended for new files. However, it is still supported for loading old files.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfSpecGloss.DiffuseImg">
            <summary>
            <para>The diffuse texture.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfSpecGloss.DiffuseFactor">
            <summary>
            <para>The reflected diffuse factor of the material.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfSpecGloss.GlossFactor">
            <summary>
            <para>The glossiness or smoothness of the material.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfSpecGloss.SpecularFactor">
            <summary>
            <para>The specular RGB color of the material. The alpha channel is unused.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfSpecGloss.SpecGlossImg">
            <summary>
            <para>The specular-glossiness texture.</para>
            </summary>
        </member>
        <member name="T:Godot.GltfState">
            <summary>
            <para>Contains all nodes and resources of a GLTF file. This is used by <see cref="T:Godot.GltfDocument"/> as data storage, which allows <see cref="T:Godot.GltfDocument"/> and all <see cref="T:Godot.GltfDocumentExtension"/> classes to remain stateless.</para>
            <para>GLTFState can be populated by <see cref="T:Godot.GltfDocument"/> reading a file or by converting a Godot scene. Then the data can either be used to create a Godot scene or save to a GLTF file. The code that converts to/from a Godot scene can be intercepted at arbitrary points by <see cref="T:Godot.GltfDocumentExtension"/> classes. This allows for custom data to be stored in the GLTF file or for custom data to be converted to/from Godot nodes.</para>
            </summary>
        </member>
        <member name="F:Godot.GltfState.HandleBinaryDiscardTextures">
            <summary>
            <para>Discards all embedded textures and uses untextured materials.</para>
            </summary>
        </member>
        <member name="F:Godot.GltfState.HandleBinaryExtractTextures">
            <summary>
            <para>Extracts embedded textures to be reimported and compressed. Editor only. Acts as uncompressed at runtime.</para>
            </summary>
        </member>
        <member name="F:Godot.GltfState.HandleBinaryEmbedAsBasisu">
            <summary>
            <para>Embeds textures VRAM compressed with Basis Universal into the generated scene.</para>
            </summary>
        </member>
        <member name="F:Godot.GltfState.HandleBinaryEmbedAsUncompressed">
            <summary>
            <para>Embeds textures compressed losslessly into the generated scene, matching old behavior.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfState.SceneName">
            <summary>
            <para>The name of the scene. When importing, if not specified, this will be the file name. When exporting, if specified, the scene name will be saved to the GLTF file.</para>
            </summary>
        </member>
        <member name="P:Godot.GltfState.RootNodes">
            <summary>
            <para>The root nodes of the GLTF file. Typically, a GLTF file will only have one scene, and therefore one root node. However, a GLTF file may have multiple scenes and therefore multiple root nodes, which will be generated as siblings of each other and as children of the root node of the generated Godot scene.</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.GltfState)"/>, as that stage is too late to add extensions. The final list is sorted alphabetically.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetNodes">
            <summary>
            <para>Returns an array of all <see cref="T:Godot.GltfNode"/>s in the GLTF file. These are the nodes that <see cref="P:Godot.GltfNode.Children"/> and <see cref="P:Godot.GltfState.RootNodes"/> refer to. This includes nodes that may not be generated in the Godot scene, or nodes that may generate multiple Godot scene nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.SetNodes(Godot.Collections.Array{Godot.GltfNode})">
            <summary>
            <para>Sets the <see cref="T:Godot.GltfNode"/>s in the state. These are the nodes that <see cref="P:Godot.GltfNode.Children"/> and <see cref="P:Godot.GltfState.RootNodes"/> refer to. Some of the nodes set here may not be generated in the Godot scene, or may generate multiple Godot scene nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetMeshes">
            <summary>
            <para>Returns an array of all <see cref="T:Godot.GltfMesh"/>es in the GLTF file. These are the meshes that the <see cref="P:Godot.GltfNode.Mesh"/> index refers to.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.SetMeshes(Godot.Collections.Array{Godot.GltfMesh})">
            <summary>
            <para>Sets the <see cref="T:Godot.GltfMesh"/>es in the state. These are the meshes that the <see cref="P:Godot.GltfNode.Mesh"/> index refers to.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetAnimationPlayersCount(System.Int32)">
            <summary>
            <para>Returns the number of <see cref="T:Godot.AnimationPlayer"/> nodes in this <see cref="T:Godot.GltfState"/>. These nodes are only used during the export process when converting Godot <see cref="T:Godot.AnimationPlayer"/> nodes to GLTF animations.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetAnimationPlayer(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.AnimationPlayer"/> node with the given index. These nodes are only used during the export process when converting Godot <see cref="T:Godot.AnimationPlayer"/> nodes to GLTF animations.</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{Godot.GltfTextureSampler})">
            <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.GetImages">
            <summary>
            <para>Gets the images of the GLTF file as an array of <see cref="T:Godot.Texture2D"/>s. These are the images that the <see cref="P:Godot.GltfTexture.SrcImage"/> index refers to.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.SetImages(Godot.Collections.Array{Godot.Texture2D})">
            <summary>
            <para>Sets the images in the state stored as an array of <see cref="T:Godot.Texture2D"/>s. This can be used during export. These are the images that the <see cref="P:Godot.GltfTexture.SrcImage"/> index refers to.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetSkins">
            <summary>
            <para>Returns an array of all <see cref="T:Godot.GltfSkin"/>s in the GLTF file. These are the skins that the <see cref="P:Godot.GltfNode.Skin"/> index refers to.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.SetSkins(Godot.Collections.Array{Godot.GltfSkin})">
            <summary>
            <para>Sets the <see cref="T:Godot.GltfSkin"/>s in the state. These are the skins that the <see cref="P:Godot.GltfNode.Skin"/> index refers to.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetCameras">
            <summary>
            <para>Returns an array of all <see cref="T:Godot.GltfCamera"/>s in the GLTF file. These are the cameras that the <see cref="P:Godot.GltfNode.Camera"/> index refers to.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.SetCameras(Godot.Collections.Array{Godot.GltfCamera})">
            <summary>
            <para>Sets the <see cref="T:Godot.GltfCamera"/>s in the state. These are the cameras that the <see cref="P:Godot.GltfNode.Camera"/> index refers to.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetLights">
            <summary>
            <para>Returns an array of all <see cref="T:Godot.GltfLight"/>s in the GLTF file. These are the lights that the <see cref="P:Godot.GltfNode.Light"/> index refers to.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.SetLights(Godot.Collections.Array{Godot.GltfLight})">
            <summary>
            <para>Sets the <see cref="T:Godot.GltfLight"/>s in the state. These are the lights that the <see cref="P:Godot.GltfNode.Light"/> index refers to.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetUniqueNames">
            <summary>
            <para>Returns an array of unique node names. This is used in both the import process and export process.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.SetUniqueNames(Godot.Collections.Array{System.String})">
            <summary>
            <para>Sets the unique node names in the state. This is used in both the import process and export process.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetUniqueAnimationNames">
            <summary>
            <para>Returns an array of unique animation names. This is only used during the import process.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.SetUniqueAnimationNames(Godot.Collections.Array{System.String})">
            <summary>
            <para>Sets the unique animation names in the state. This is only used during the import process.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetSkeletons">
            <summary>
            <para>Returns an array of all <see cref="T:Godot.GltfSkeleton"/>s in the GLTF file. These are the skeletons that the <see cref="P:Godot.GltfNode.Skeleton"/> index refers to.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.SetSkeletons(Godot.Collections.Array{Godot.GltfSkeleton})">
            <summary>
            <para>Sets the <see cref="T:Godot.GltfSkeleton"/>s in the state. These are the skeletons that the <see cref="P:Godot.GltfNode.Skeleton"/> index refers to.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetAnimations">
            <summary>
            <para>Returns an array of all <see cref="T:Godot.GltfAnimation"/>s in the GLTF file. When importing, these will be generated as animations in an <see cref="T:Godot.AnimationPlayer"/> node. When exporting, these will be generated from Godot <see cref="T:Godot.AnimationPlayer"/> nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.SetAnimations(Godot.Collections.Array{Godot.GltfAnimation})">
            <summary>
            <para>Sets the <see cref="T:Godot.GltfAnimation"/>s in the state. When importing, these will be generated as animations in an <see cref="T:Godot.AnimationPlayer"/> node. When exporting, these will be generated from Godot <see cref="T:Godot.AnimationPlayer"/> nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetSceneNode(System.Int32)">
            <summary>
            <para>Returns the Godot scene node that corresponds to the same index as the <see cref="T:Godot.GltfNode"/> it was generated from. This is the inverse of <see cref="M:Godot.GltfState.GetNodeIndex(Godot.Node)"/>. Useful during the import process.</para>
            <para><b>Note:</b> Not every <see cref="T:Godot.GltfNode"/> will have a scene node generated, and not every generated scene node will have a corresponding <see cref="T:Godot.GltfNode"/>. If there is no scene node for this <see cref="T:Godot.GltfNode"/> index, <c>null</c> is returned.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetNodeIndex(Godot.Node)">
            <summary>
            <para>Returns the index of the <see cref="T:Godot.GltfNode"/> corresponding to this Godot scene node. This is the inverse of <see cref="M:Godot.GltfState.GetSceneNode(System.Int32)"/>. Useful during the export process.</para>
            <para><b>Note:</b> Not every Godot scene node will have a corresponding <see cref="T:Godot.GltfNode"/>, and not every <see cref="T:Godot.GltfNode"/> will have a scene node generated. If there is no <see cref="T:Godot.GltfNode"/> index for this scene node, <c>-1</c> is returned.</para>
            </summary>
        </member>
        <member name="M:Godot.GltfState.GetAdditionalData(Godot.StringName)">
            <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(Godot.StringName,Godot.Variant)">
            <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="P:Godot.GltfTexture.SrcImage">
            <summary>
            <para>The index of the image associated with this texture, see <see cref="M:Godot.GltfState.GetImages"/>. If -1, then this texture does not have an image assigned.</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 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.GpuParticles2D">
            <summary>
            <para>2D particle node used to create a variety of particle systems and effects. <see cref="T:Godot.GpuParticles2D"/> features an emitter that generates some number of particles at a given rate.</para>
            <para>Use the <see cref="P:Godot.GpuParticles2D.ProcessMaterial"/> property to add a <see cref="T:Godot.ParticleProcessMaterial"/> 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>2D particles can optionally collide with <see cref="T:Godot.LightOccluder2D"/> nodes (note: they don't collide with <see cref="T:Godot.PhysicsBody2D"/> nodes).</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles2D.DrawOrderEnum.Index">
            <summary>
            <para>Particles are drawn in the order emitted.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles2D.DrawOrderEnum.Lifetime">
            <summary>
            <para>Particles are drawn in order of remaining lifetime.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles2D.EmitFlags.Position">
            <summary>
            <para>Particle starts at the specified position.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles2D.EmitFlags.RotationScale">
            <summary>
            <para>Particle starts with specified rotation and scale.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles2D.EmitFlags.Velocity">
            <summary>
            <para>Particle starts with the specified velocity vector, which defines the emission direction and speed.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles2D.EmitFlags.Color">
            <summary>
            <para>Particle starts with specified color.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles2D.EmitFlags.Custom">
            <summary>
            <para>Particle starts with specified <c>CUSTOM</c> data.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.Emitting">
            <summary>
            <para>If <c>true</c>, particles are being emitted.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.Amount">
            <summary>
            <para>Number of particles emitted in one emission cycle.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.SubEmitter">
            <summary>
            <para>The <see cref="T:Godot.NodePath"/> to the <see cref="T:Godot.GpuParticles2D"/> used for sub-emissions.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.ProcessMaterial">
            <summary>
            <para><see cref="T:Godot.Material"/> for processing particles. Can be a <see cref="T:Godot.ParticleProcessMaterial"/> or a <see cref="T:Godot.ShaderMaterial"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.Texture">
            <summary>
            <para>Particle texture. If <c>null</c>, particles will be squares.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.Lifetime">
            <summary>
            <para>Amount of time each particle will exist.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.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.GpuParticles2D.Preprocess">
            <summary>
            <para>Particle system starts as if it had already run for this many seconds.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.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.GpuParticles2D.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.GpuParticles2D.Randomness">
            <summary>
            <para>Emission lifetime randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.FixedFps">
            <summary>
            <para>The particle system's frame rate is fixed to a value. For example, 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.GpuParticles2D.Interpolate">
            <summary>
            <para>Enables particle interpolation, which makes the particle movement smoother when their <see cref="P:Godot.GpuParticles2D.FixedFps"/> is lower than the screen refresh rate.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.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.GpuParticles2D.CollisionBaseSize">
            <summary>
            <para>Multiplier for particle's collision radius. <c>1.0</c> corresponds to the size of the sprite.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.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 <b>Particles → Generate Visibility Rect</b> editor tool.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.LocalCoords">
            <summary>
            <para>If <c>true</c>, particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the <see cref="T:Godot.GpuParticles2D"/> node (and its parents) when it is moved or rotated. If <c>false</c>, particles use global coordinates; they will not move or rotate along the <see cref="T:Godot.GpuParticles2D"/> node (and its parents) when it is moved or rotated.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.DrawOrder">
            <summary>
            <para>Particle draw order. Uses <see cref="T:Godot.GpuParticles2D.DrawOrderEnum"/> values.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.TrailEnabled">
            <summary>
            <para>If <c>true</c>, enables particle trails using a mesh skinning system.</para>
            <para><b>Note:</b> Unlike <see cref="T:Godot.GpuParticles3D"/>, the number of trail sections and subdivisions is set with the <see cref="P:Godot.GpuParticles2D.TrailSections"/> and <see cref="P:Godot.GpuParticles2D.TrailSectionSubdivisions"/> properties.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.TrailLifetime">
            <summary>
            <para>The amount of time the particle's trail should represent (in seconds). Only effective if <see cref="P:Godot.GpuParticles2D.TrailEnabled"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.TrailSections">
            <summary>
            <para>The number of sections to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also <see cref="P:Godot.GpuParticles2D.TrailSectionSubdivisions"/>. Only effective if <see cref="P:Godot.GpuParticles2D.TrailEnabled"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles2D.TrailSectionSubdivisions">
            <summary>
            <para>The number of subdivisions to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also <see cref="P:Godot.GpuParticles2D.TrailSections"/>. Only effective if <see cref="P:Godot.GpuParticles2D.TrailEnabled"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GpuParticles2D.CaptureRect">
            <summary>
            <para>Returns a rectangle containing the positions of all existing particles.</para>
            </summary>
        </member>
        <member name="M:Godot.GpuParticles2D.Restart">
            <summary>
            <para>Restarts all the existing particles.</para>
            </summary>
        </member>
        <member name="M:Godot.GpuParticles2D.EmitParticle(Godot.Transform2D,Godot.Vector2,Godot.Color,Godot.Color,System.UInt32)">
            <summary>
            <para>Emits a single particle. Whether <c>xform</c>, <c>velocity</c>, <c>color</c> and <c>custom</c> are applied depends on the value of <c>flags</c>. See <see cref="T:Godot.GpuParticles2D.EmitFlags"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.GpuParticles3D">
            <summary>
            <para>3D particle node used to create a variety of particle systems and effects. <see cref="T:Godot.GpuParticles3D"/> 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.ParticleProcessMaterial"/> to configure particle appearance and behavior. Alternatively, you can add a <see cref="T:Godot.ShaderMaterial"/> which will be applied to all particles.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles3D.MaxDrawPasses">
            <summary>
            <para>Maximum number of draw passes supported.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles3D.DrawOrderEnum.Index">
            <summary>
            <para>Particles are drawn in the order emitted.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles3D.DrawOrderEnum.Lifetime">
            <summary>
            <para>Particles are drawn in order of remaining lifetime.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles3D.DrawOrderEnum.ViewDepth">
            <summary>
            <para>Particles are drawn in order of depth.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles3D.EmitFlags.Position">
            <summary>
            <para>Particle starts at the specified position.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles3D.EmitFlags.RotationScale">
            <summary>
            <para>Particle starts with specified rotation and scale.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles3D.EmitFlags.Velocity">
            <summary>
            <para>Particle starts with the specified velocity vector, which defines the emission direction and speed.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles3D.EmitFlags.Color">
            <summary>
            <para>Particle starts with specified color.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticles3D.EmitFlags.Custom">
            <summary>
            <para>Particle starts with specified <c>CUSTOM</c> data.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.Emitting">
            <summary>
            <para>If <c>true</c>, particles are being emitted.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.Amount">
            <summary>
            <para>Number of particles to emit.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.Lifetime">
            <summary>
            <para>Amount of time each particle will exist.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.OneShot">
            <summary>
            <para>If <c>true</c>, only <c>amount</c> particles will be emitted.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.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.GpuParticles3D.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.GpuParticles3D.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.GpuParticles3D.Randomness">
            <summary>
            <para>Emission randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.FixedFps">
            <summary>
            <para>The particle system's frame rate is fixed to a value. For example, 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.GpuParticles3D.Interpolate">
            <summary>
            <para>Enables particle interpolation, which makes the particle movement smoother when their <see cref="P:Godot.GpuParticles3D.FixedFps"/> is lower than the screen refresh rate.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.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.GpuParticles3D.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 <b>Particles → Generate AABB</b> editor tool.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.LocalCoords">
            <summary>
            <para>If <c>true</c>, particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the <see cref="T:Godot.GpuParticles3D"/> node (and its parents) when it is moved or rotated. If <c>false</c>, particles use global coordinates; they will not move or rotate along the <see cref="T:Godot.GpuParticles3D"/> node (and its parents) when it is moved or rotated.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.DrawOrder">
            <summary>
            <para>Particle draw order. Uses <see cref="T:Godot.GpuParticles3D.DrawOrderEnum"/> values.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.TrailEnabled">
            <summary>
            <para>If <c>true</c>, enables particle trails using a mesh skinning system. Designed to work with <see cref="T:Godot.RibbonTrailMesh"/> and <see cref="T:Godot.TubeTrailMesh"/>.</para>
            <para><b>Note:</b> <see cref="P:Godot.BaseMaterial3D.UseParticleTrails"/> must also be enabled on the particle mesh's material. Otherwise, setting <see cref="P:Godot.GpuParticles3D.TrailEnabled"/> to <c>true</c> will have no effect.</para>
            <para><b>Note:</b> Unlike <see cref="T:Godot.GpuParticles2D"/>, the number of trail sections and subdivisions is set in the <see cref="T:Godot.RibbonTrailMesh"/> or the <see cref="T:Godot.TubeTrailMesh"/>'s properties.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.TrailLifetime">
            <summary>
            <para>The amount of time the particle's trail should represent (in seconds). Only effective if <see cref="P:Godot.GpuParticles3D.TrailEnabled"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.ProcessMaterial">
            <summary>
            <para><see cref="T:Godot.Material"/> for processing particles. Can be a <see cref="T:Godot.ParticleProcessMaterial"/> or a <see cref="T:Godot.ShaderMaterial"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.DrawPasses">
            <summary>
            <para>The number of draw passes when rendering particles.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.DrawPass1">
            <summary>
            <para><see cref="T:Godot.Mesh"/> that is drawn for the first draw pass.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.DrawPass2">
            <summary>
            <para><see cref="T:Godot.Mesh"/> that is drawn for the second draw pass.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.DrawPass3">
            <summary>
            <para><see cref="T:Godot.Mesh"/> that is drawn for the third draw pass.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticles3D.DrawPass4">
            <summary>
            <para><see cref="T:Godot.Mesh"/> that is drawn for the fourth draw pass.</para>
            </summary>
        </member>
        <member name="M:Godot.GpuParticles3D.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.GpuParticles3D.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.GpuParticles3D.Restart">
            <summary>
            <para>Restarts the particle emission, clearing existing particles.</para>
            </summary>
        </member>
        <member name="M:Godot.GpuParticles3D.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="M:Godot.GpuParticles3D.EmitParticle(Godot.Transform3D,Godot.Vector3,Godot.Color,Godot.Color,System.UInt32)">
            <summary>
            <para>Emits a single particle. Whether <c>xform</c>, <c>velocity</c>, <c>color</c> and <c>custom</c> are applied depends on the value of <c>flags</c>. See <see cref="T:Godot.GpuParticles3D.EmitFlags"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.GpuParticlesAttractor3D">
            <summary>
            <para>Particle attractors can be used to attract particles towards the attractor's origin, or to push them away from the attractor's origin.</para>
            <para>Particle attractors work in real-time and can be moved, rotated and scaled during gameplay. Unlike collision shapes, non-uniform scaling of attractors is also supported.</para>
            <para>Attractors can be temporarily disabled by hiding them, or by setting their <see cref="P:Godot.GpuParticlesAttractor3D.Strength"/> to <c>0.0</c>.</para>
            <para><b>Note:</b> Particle attractors only affect <see cref="T:Godot.GpuParticles3D"/>, not <see cref="T:Godot.CpuParticles3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesAttractor3D.Strength">
            <summary>
            <para>If <see cref="P:Godot.GpuParticlesAttractor3D.Strength"/> is negative, particles will be pushed in the reverse direction. Particles will be pushed <i>away</i> from the attractor's  origin if <see cref="P:Godot.GpuParticlesAttractor3D.Directionality"/> is <c>0.0</c>, or towards local +Z if <see cref="P:Godot.GpuParticlesAttractor3D.Directionality"/> is greater than <c>0.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesAttractor3D.Attenuation">
            <summary>
            <para>The particle attractor's attenuation. Higher values result in more gradual pushing of particles as they come closer to the attractor's origin. Zero or negative values will cause particles to be pushed very fast as soon as the touch the attractor's edges.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesAttractor3D.Directionality">
            <summary>
            <para>Adjusts how directional the attractor is. At <c>0.0</c>, the attractor is not directional at all: it will attract particles towards its center. At <c>1.0</c>, the attractor is fully directional: particles will always be pushed towards local -Z (or +Z if <see cref="P:Godot.GpuParticlesAttractor3D.Strength"/> is negative).</para>
            <para><b>Note:</b> If <see cref="P:Godot.GpuParticlesAttractor3D.Directionality"/> is greater than <c>0.0</c>, the direction in which particles are pushed can be changed by rotating the <see cref="T:Godot.GpuParticlesAttractor3D"/> node.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesAttractor3D.CullMask">
            <summary>
            <para>The particle rendering layers (<see cref="P:Godot.VisualInstance3D.Layers"/>) that will be affected by the attractor. By default, all particles are affected by an attractor.</para>
            <para>After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position.</para>
            <para>Particle attraction can also be disabled on a per-process material basis by setting <see cref="P:Godot.ParticleProcessMaterial.AttractorInteractionEnabled"/> on the <see cref="T:Godot.GpuParticles3D"/> node.</para>
            </summary>
        </member>
        <member name="T:Godot.GpuParticlesAttractorBox3D">
            <summary>
            <para>Box-shaped 3D particle attractor affecting <see cref="T:Godot.GpuParticles3D"/> nodes.</para>
            <para><b>Note:</b> Particle attractors only affect <see cref="T:Godot.GpuParticles3D"/>, not <see cref="T:Godot.CpuParticles3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesAttractorBox3D.Size">
            <summary>
            <para>The attractor box's size in 3D units.</para>
            </summary>
        </member>
        <member name="T:Godot.GpuParticlesAttractorSphere3D">
            <summary>
            <para>Ellipse-shaped 3D particle attractor affecting <see cref="T:Godot.GpuParticles3D"/> nodes.</para>
            <para><b>Note:</b> Particle attractors only affect <see cref="T:Godot.GpuParticles3D"/>, not <see cref="T:Godot.CpuParticles3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesAttractorSphere3D.Radius">
            <summary>
            <para>The attractor sphere's radius in 3D units.</para>
            <para><b>Note:</b> Stretched ellipses can be obtained by using non-uniform scaling on the <see cref="T:Godot.GpuParticlesAttractorSphere3D"/> node.</para>
            </summary>
        </member>
        <member name="T:Godot.GpuParticlesAttractorVectorField3D">
            <summary>
            <para>Box-shaped 3D particle attractor with strength varying within the box, affecting <see cref="T:Godot.GpuParticles3D"/> nodes.</para>
            <para>Unlike <see cref="T:Godot.GpuParticlesAttractorBox3D"/>, <see cref="T:Godot.GpuParticlesAttractorVectorField3D"/> uses a <see cref="P:Godot.GpuParticlesAttractorVectorField3D.Texture"/> to affect attraction strength within the box. This can be used to create complex attraction scenarios where particles travel in different directions depending on their location. This can be useful for weather effects such as sandstorms.</para>
            <para><b>Note:</b> Particle attractors only affect <see cref="T:Godot.GpuParticles3D"/>, not <see cref="T:Godot.CpuParticles3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesAttractorVectorField3D.Size">
            <summary>
            <para>The size of the vector field box in 3D units.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesAttractorVectorField3D.Texture">
            <summary>
            <para>The 3D texture to be used. Values are linearly interpolated between the texture's pixels.</para>
            <para><b>Note:</b> To get better performance, the 3D texture's resolution should reflect the <see cref="P:Godot.GpuParticlesAttractorVectorField3D.Size"/> of the attractor. Since particle attraction is usually low-frequency data, the texture can be kept at a low resolution such as 64×64×64.</para>
            </summary>
        </member>
        <member name="T:Godot.GpuParticlesCollision3D">
            <summary>
            <para>Particle collision shapes can be used to make particles stop or bounce against them.</para>
            <para>Particle collision shapes in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is <i>not</i> supported.</para>
            <para>Particle collision shapes can be temporarily disabled by hiding them.</para>
            <para><b>Note:</b> <see cref="P:Godot.ParticleProcessMaterial.CollisionMode"/> must be <see cref="F:Godot.ParticleProcessMaterial.CollisionModeEnum.Rigid"/> or <see cref="F:Godot.ParticleProcessMaterial.CollisionModeEnum.HideOnContact"/> on the <see cref="T:Godot.GpuParticles3D"/>'s process material for collision to work.</para>
            <para><b>Note:</b> Particle collision only affects <see cref="T:Godot.GpuParticles3D"/>, not <see cref="T:Godot.CpuParticles3D"/>.</para>
            <para><b>Note:</b> Particles pushed by a collider that is being moved will not be interpolated, which can result in visible stuttering. This can be alleviated by setting <see cref="P:Godot.GpuParticles3D.FixedFps"/> to <c>0</c> or a value that matches or exceeds the target framerate.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesCollision3D.CullMask">
            <summary>
            <para>The particle rendering layers (<see cref="P:Godot.VisualInstance3D.Layers"/>) that will be affected by the collision shape. By default, all particles that have <see cref="P:Godot.ParticleProcessMaterial.CollisionMode"/> set to <see cref="F:Godot.ParticleProcessMaterial.CollisionModeEnum.Rigid"/> or <see cref="F:Godot.ParticleProcessMaterial.CollisionModeEnum.HideOnContact"/> will be affected by a collision shape.</para>
            <para>After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position.</para>
            <para>Particle attraction can also be disabled on a per-process material basis by setting <see cref="P:Godot.ParticleProcessMaterial.AttractorInteractionEnabled"/> on the <see cref="T:Godot.GpuParticles3D"/> node.</para>
            </summary>
        </member>
        <member name="T:Godot.GpuParticlesCollisionBox3D">
            <summary>
            <para>Box-shaped 3D particle collision shape affecting <see cref="T:Godot.GpuParticles3D"/> nodes.</para>
            <para><b>Note:</b> <see cref="P:Godot.ParticleProcessMaterial.CollisionMode"/> must be <see cref="F:Godot.ParticleProcessMaterial.CollisionModeEnum.Rigid"/> or <see cref="F:Godot.ParticleProcessMaterial.CollisionModeEnum.HideOnContact"/> on the <see cref="T:Godot.GpuParticles3D"/>'s process material for collision to work.</para>
            <para><b>Note:</b> Particle collision only affects <see cref="T:Godot.GpuParticles3D"/>, not <see cref="T:Godot.CpuParticles3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesCollisionBox3D.Size">
            <summary>
            <para>The collision box's size in 3D units.</para>
            </summary>
        </member>
        <member name="T:Godot.GpuParticlesCollisionHeightField3D">
            <summary>
            <para>Real-time heightmap-shaped 3D particle attractor affecting <see cref="T:Godot.GpuParticles3D"/> nodes.</para>
            <para>Heightmap shapes allow for efficiently representing collisions for convex and concave objects with a single "floor" (such as terrain). This is less flexible than <see cref="T:Godot.GpuParticlesCollisionSdf3D"/>, but it doesn't require a baking step.</para>
            <para><see cref="T:Godot.GpuParticlesCollisionHeightField3D"/> can also be regenerated in real-time when it is moved, when the camera moves, or even continuously. This makes <see cref="T:Godot.GpuParticlesCollisionHeightField3D"/> a good choice for weather effects such as rain and snow and games with highly dynamic geometry. However, since heightmaps cannot represent overhangs, <see cref="T:Godot.GpuParticlesCollisionHeightField3D"/> is not suited for indoor particle collision.</para>
            <para><b>Note:</b> <see cref="P:Godot.ParticleProcessMaterial.CollisionMode"/> must be <c>true</c> on the <see cref="T:Godot.GpuParticles3D"/>'s process material for collision to work.</para>
            <para><b>Note:</b> Particle collision only affects <see cref="T:Godot.GpuParticles3D"/>, not <see cref="T:Godot.CpuParticles3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionHeightField3D.ResolutionEnum.Resolution256">
            <summary>
            <para>Generate a 256×256 heightmap. Intended for small-scale scenes, or larger scenes with no distant particles.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionHeightField3D.ResolutionEnum.Resolution512">
            <summary>
            <para>Generate a 512×512 heightmap. Intended for medium-scale scenes, or larger scenes with no distant particles.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionHeightField3D.ResolutionEnum.Resolution1024">
            <summary>
            <para>Generate a 1024×1024 heightmap. Intended for large scenes with distant particles.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionHeightField3D.ResolutionEnum.Resolution2048">
            <summary>
            <para>Generate a 2048×2048 heightmap. Intended for very large scenes with distant particles.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionHeightField3D.ResolutionEnum.Resolution4096">
            <summary>
            <para>Generate a 4096×4096 heightmap. Intended for huge scenes with distant particles.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionHeightField3D.ResolutionEnum.Resolution8192">
            <summary>
            <para>Generate a 8192×8192 heightmap. Intended for gigantic scenes with distant particles.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionHeightField3D.ResolutionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.GpuParticlesCollisionHeightField3D.ResolutionEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionHeightField3D.UpdateModeEnum.WhenMoved">
            <summary>
            <para>Only update the heightmap when the <see cref="T:Godot.GpuParticlesCollisionHeightField3D"/> node is moved, or when the camera moves if <see cref="P:Godot.GpuParticlesCollisionHeightField3D.FollowCameraEnabled"/> is <c>true</c>. An update can be forced by slightly moving the <see cref="T:Godot.GpuParticlesCollisionHeightField3D"/> in any direction, or by calling <see cref="M:Godot.RenderingServer.ParticlesCollisionHeightFieldUpdate(Godot.Rid)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionHeightField3D.UpdateModeEnum.Always">
            <summary>
            <para>Update the heightmap every frame. This has a significant performance cost. This update should only be used when geometry that particles can collide with changes significantly during gameplay.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesCollisionHeightField3D.Size">
            <summary>
            <para>The collision heightmap's size in 3D units. To improve heightmap quality, <see cref="P:Godot.GpuParticlesCollisionHeightField3D.Size"/> should be set as small as possible while covering the parts of the scene you need.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesCollisionHeightField3D.Resolution">
            <summary>
            <para>Higher resolutions can represent small details more accurately in large scenes, at the cost of lower performance. If <see cref="P:Godot.GpuParticlesCollisionHeightField3D.UpdateMode"/> is <see cref="F:Godot.GpuParticlesCollisionHeightField3D.UpdateModeEnum.Always"/>, consider using the lowest resolution possible.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesCollisionHeightField3D.UpdateMode">
            <summary>
            <para>The update policy to use for the generated heightmap.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesCollisionHeightField3D.FollowCameraEnabled">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.GpuParticlesCollisionHeightField3D"/> will follow the current camera in global space. The <see cref="T:Godot.GpuParticlesCollisionHeightField3D"/> does not need to be a child of the <see cref="T:Godot.Camera3D"/> node for this to work.</para>
            <para>Following the camera has a performance cost, as it will force the heightmap to update whenever the camera moves. Consider lowering <see cref="P:Godot.GpuParticlesCollisionHeightField3D.Resolution"/> to improve performance if <see cref="P:Godot.GpuParticlesCollisionHeightField3D.FollowCameraEnabled"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.GpuParticlesCollisionSdf3D">
            <summary>
            <para>Baked signed distance field 3D particle attractor affecting <see cref="T:Godot.GpuParticles3D"/> nodes.</para>
            <para>Signed distance fields (SDF) allow for efficiently representing approximate collision shapes for convex and concave objects of any shape. This is more flexible than <see cref="T:Godot.GpuParticlesCollisionHeightField3D"/>, but it requires a baking step.</para>
            <para><b>Baking:</b> The signed distance field texture can be baked by selecting the <see cref="T:Godot.GpuParticlesCollisionSdf3D"/> node in the editor, then clicking <b>Bake SDF</b> at the top of the 3D viewport. Any <i>visible</i> <see cref="T:Godot.MeshInstance3D"/>s within the <see cref="P:Godot.GpuParticlesCollisionSdf3D.Size"/> will be taken into account for baking, regardless of their <see cref="P:Godot.GeometryInstance3D.GIMode"/>.</para>
            <para><b>Note:</b> Baking a <see cref="T:Godot.GpuParticlesCollisionSdf3D"/>'s <see cref="P:Godot.GpuParticlesCollisionSdf3D.Texture"/> is only possible within the editor, as there is no bake method exposed for use in exported projects. However, it's still possible to load pre-baked <see cref="T:Godot.Texture3D"/>s into its <see cref="P:Godot.GpuParticlesCollisionSdf3D.Texture"/> property in an exported project.</para>
            <para><b>Note:</b> <see cref="P:Godot.ParticleProcessMaterial.CollisionMode"/> must be <see cref="F:Godot.ParticleProcessMaterial.CollisionModeEnum.Rigid"/> or <see cref="F:Godot.ParticleProcessMaterial.CollisionModeEnum.HideOnContact"/> on the <see cref="T:Godot.GpuParticles3D"/>'s process material for collision to work.</para>
            <para><b>Note:</b> Particle collision only affects <see cref="T:Godot.GpuParticles3D"/>, not <see cref="T:Godot.CpuParticles3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionSdf3D.ResolutionEnum.Resolution16">
            <summary>
            <para>Bake a 16×16×16 signed distance field. This is the fastest option, but also the least precise.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionSdf3D.ResolutionEnum.Resolution32">
            <summary>
            <para>Bake a 32×32×32 signed distance field.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionSdf3D.ResolutionEnum.Resolution64">
            <summary>
            <para>Bake a 64×64×64 signed distance field.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionSdf3D.ResolutionEnum.Resolution128">
            <summary>
            <para>Bake a 128×128×128 signed distance field.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionSdf3D.ResolutionEnum.Resolution256">
            <summary>
            <para>Bake a 256×256×256 signed distance field.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionSdf3D.ResolutionEnum.Resolution512">
            <summary>
            <para>Bake a 512×512×512 signed distance field. This is the slowest option, but also the most precise.</para>
            </summary>
        </member>
        <member name="F:Godot.GpuParticlesCollisionSdf3D.ResolutionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.GpuParticlesCollisionSdf3D.ResolutionEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesCollisionSdf3D.Size">
            <summary>
            <para>The collision SDF's size in 3D units. To improve SDF quality, the <see cref="P:Godot.GpuParticlesCollisionSdf3D.Size"/> should be set as small as possible while covering the parts of the scene you need.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesCollisionSdf3D.Resolution">
            <summary>
            <para>The bake resolution to use for the signed distance field <see cref="P:Godot.GpuParticlesCollisionSdf3D.Texture"/>. The texture must be baked again for changes to the <see cref="P:Godot.GpuParticlesCollisionSdf3D.Resolution"/> property to be effective. Higher resolutions have a greater performance cost and take more time to bake. Higher resolutions also result in larger baked textures, leading to increased VRAM and storage space requirements. To improve performance and reduce bake times, use the lowest resolution possible for the object you're representing the collision of.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesCollisionSdf3D.Thickness">
            <summary>
            <para>The collision shape's thickness. Unlike other particle colliders, <see cref="T:Godot.GpuParticlesCollisionSdf3D"/> is actually hollow on the inside. <see cref="P:Godot.GpuParticlesCollisionSdf3D.Thickness"/> can be increased to prevent particles from tunneling through the collision shape at high speeds, or when the <see cref="T:Godot.GpuParticlesCollisionSdf3D"/> is moved.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesCollisionSdf3D.BakeMask">
            <summary>
            <para>The visual layers to account for when baking the particle collision SDF. Only <see cref="T:Godot.MeshInstance3D"/>s whose <see cref="P:Godot.VisualInstance3D.Layers"/> match with this <see cref="P:Godot.GpuParticlesCollisionSdf3D.BakeMask"/> will be included in the generated particle collision SDF. By default, all objects are taken into account for the particle collision SDF baking.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesCollisionSdf3D.Texture">
            <summary>
            <para>The 3D texture representing the signed distance field.</para>
            </summary>
        </member>
        <member name="M:Godot.GpuParticlesCollisionSdf3D.SetBakeMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.GpuParticlesCollisionSdf3D.BakeMask"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.GpuParticlesCollisionSdf3D.GetBakeMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.GpuParticlesCollisionSdf3D.BakeMask"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="T:Godot.GpuParticlesCollisionSphere3D">
            <summary>
            <para>Sphere-shaped 3D particle collision shape affecting <see cref="T:Godot.GpuParticles3D"/> nodes.</para>
            <para><b>Note:</b> <see cref="P:Godot.ParticleProcessMaterial.CollisionMode"/> must be <see cref="F:Godot.ParticleProcessMaterial.CollisionModeEnum.Rigid"/> or <see cref="F:Godot.ParticleProcessMaterial.CollisionModeEnum.HideOnContact"/> on the <see cref="T:Godot.GpuParticles3D"/>'s process material for collision to work.</para>
            <para><b>Note:</b> Particle collision only affects <see cref="T:Godot.GpuParticles3D"/>, not <see cref="T:Godot.CpuParticles3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GpuParticlesCollisionSphere3D.Radius">
            <summary>
            <para>The collision sphere's radius in 3D units.</para>
            </summary>
        </member>
        <member name="T:Godot.Generic6DofJoint3D">
            <summary>
            <para>The <see cref="T:Godot.Generic6DofJoint3D"/> (6 Degrees Of Freedom) joint allows for implementing custom types of joints by locking the rotation and translation of certain axes.</para>
            <para>The first 3 DOF represent the linear motion of the physics bodies and the last 3 DOF represent the angular motion of the physics bodies. Each axis can be either locked, or limited.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.Param.LinearLowerLimit">
            <summary>
            <para>The minimum difference between the pivot points' axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.Param.LinearUpperLimit">
            <summary>
            <para>The maximum difference between the pivot points' axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.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.Generic6DofJoint3D.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.Generic6DofJoint3D.Param.LinearDamping">
            <summary>
            <para>The amount of damping that happens at the linear motion across the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.Param.LinearMotorTargetVelocity">
            <summary>
            <para>The velocity the linear motor will try to reach.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.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.Generic6DofJoint3D.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.Generic6DofJoint3D.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.Generic6DofJoint3D.Param.AngularLimitSoftness">
            <summary>
            <para>The speed of all rotations across the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.Param.AngularDamping">
            <summary>
            <para>The amount of rotational damping across the axes. The lower, the more damping occurs.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.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.Generic6DofJoint3D.Param.AngularForceLimit">
            <summary>
            <para>The maximum amount of force that can occur, when rotating around the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.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.Generic6DofJoint3D.Param.AngularMotorTargetVelocity">
            <summary>
            <para>Target speed for the motor at the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.Param.AngularMotorForceLimit">
            <summary>
            <para>Maximum acceleration for the motor at the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.Param.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Generic6DofJoint3D.Param"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.Flag.EnableLinearLimit">
            <summary>
            <para>If enabled, linear motion is possible within the given limits.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.Flag.EnableAngularLimit">
            <summary>
            <para>If enabled, rotational motion is possible within the given limits.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.Flag.EnableMotor">
            <summary>
            <para>If enabled, there is a rotational motor across these axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.Flag.EnableLinearMotor">
            <summary>
            <para>If enabled, there is a linear motor across these axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DofJoint3D.Flag.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Generic6DofJoint3D.Flag"/> enum.</para>
            </summary>
        </member>
        <member name="T:Godot.Geometry2D">
            <summary>
            <para>Provides a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations in 2D.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry2D.PolyBooleanOperation.Union">
            <summary>
            <para>Create regions where either subject or clip polygons (or both) are filled.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry2D.PolyBooleanOperation.Difference">
            <summary>
            <para>Create regions where subject polygons are filled except where clip polygons are filled.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry2D.PolyBooleanOperation.Intersection">
            <summary>
            <para>Create regions where both subject and clip polygons are filled.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry2D.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.Geometry2D.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.Geometry2D.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.Geometry2D.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="F:Godot.Geometry2D.PolyEndType.Polygon">
            <summary>
            <para>Endpoints are joined using the <see cref="T:Godot.Geometry2D.PolyJoinType"/> value and the path filled as a polygon.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry2D.PolyEndType.Joined">
            <summary>
            <para>Endpoints are joined using the <see cref="T:Godot.Geometry2D.PolyJoinType"/> value and the path filled as a polyline.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry2D.PolyEndType.Butt">
            <summary>
            <para>Endpoints are squared off with no extension.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry2D.PolyEndType.Square">
            <summary>
            <para>Endpoints are squared off and extended by <c>delta</c> units.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry2D.PolyEndType.Round">
            <summary>
            <para>Endpoints are rounded off and extended by <c>delta</c> units.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry2D.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 <i>on</i> the circle's boundary, otherwise returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry2D.SegmentIntersectsCircle(Godot.Vector2,Godot.Vector2,Godot.Vector2,System.Single)">
            <summary>
            <para>Given the 2D segment (<c>segmentFrom</c>, <c>segmentTo</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>circlePosition</c> and has radius <c>circleRadius</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.Geometry2D.SegmentIntersectsSegment(Godot.Vector2,Godot.Vector2,Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Checks if the two segments (<c>fromA</c>, <c>toA</c>) and (<c>fromB</c>, <c>toB</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.Geometry2D.LineIntersectsLine(Godot.Vector2,Godot.Vector2,Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Checks if the two lines (<c>fromA</c>, <c>dirA</c>) and (<c>fromB</c>, <c>dirB</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><b>Note:</b> The lines are specified using direction vectors, not end points.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry2D.GetClosestPointsBetweenSegments(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.Geometry2D.GetClosestPointToSegment(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.Geometry2D.GetClosestPointToSegmentUncapped(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.Geometry2D.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.Geometry2D.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.Geometry2D.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 <i>on</i> polygon's boundary, otherwise returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry2D.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.Geometry2D.TriangulateDelaunay(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.Geometry2D.ConvexHull(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.Geometry2D.DecomposePolygonInConvex(Godot.Vector2[])">
            <summary>
            <para>Decomposes the <c>polygon</c> into multiple convex hulls and returns an array of <see cref="T:Godot.Vector2"/>[].</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry2D.MergePolygons(Godot.Vector2[],Godot.Vector2[])">
            <summary>
            <para>Merges (combines) <c>polygonA</c> and <c>polygonB</c> and returns an array of merged polygons. This performs <see cref="F:Godot.Geometry2D.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.Geometry2D.IsPolygonClockwise(Godot.Vector2[])"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry2D.ClipPolygons(Godot.Vector2[],Godot.Vector2[])">
            <summary>
            <para>Clips <c>polygonA</c> against <c>polygonB</c> and returns an array of clipped polygons. This performs <see cref="F:Godot.Geometry2D.PolyBooleanOperation.Difference"/> between polygons. Returns an empty array if <c>polygonB</c> completely overlaps <c>polygonA</c>.</para>
            <para>If <c>polygonB</c> is enclosed by <c>polygonA</c>, returns an outer polygon (boundary) and inner polygon (hole) which could be distinguished by calling <see cref="M:Godot.Geometry2D.IsPolygonClockwise(Godot.Vector2[])"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry2D.IntersectPolygons(Godot.Vector2[],Godot.Vector2[])">
            <summary>
            <para>Intersects <c>polygonA</c> with <c>polygonB</c> and returns an array of intersected polygons. This performs <see cref="F:Godot.Geometry2D.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.Geometry2D.IsPolygonClockwise(Godot.Vector2[])"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry2D.ExcludePolygons(Godot.Vector2[],Godot.Vector2[])">
            <summary>
            <para>Mutually excludes common area defined by intersection of <c>polygonA</c> and <c>polygonB</c> (see <see cref="M:Godot.Geometry2D.IntersectPolygons(Godot.Vector2[],Godot.Vector2[])"/>) and returns an array of excluded polygons. This performs <see cref="F:Godot.Geometry2D.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.Geometry2D.IsPolygonClockwise(Godot.Vector2[])"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry2D.ClipPolylineWithPolygon(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.Geometry2D.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.Geometry2D.IntersectPolylineWithPolygon(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.Geometry2D.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.Geometry2D.OffsetPolygon(Godot.Vector2[],System.Single,Godot.Geometry2D.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>joinType</c>, see <see cref="T:Godot.Geometry2D.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.Geometry2D.IsPolygonClockwise(Godot.Vector2[])"/>.</para>
            <para><b>Note:</b> To translate the polygon's vertices specifically, multiply them to a <see cref="T:Godot.Transform2D"/>:</para>
            <para><code>
            var polygon = new Vector2[] { new Vector2(0, 0), new Vector2(100, 0), new Vector2(100, 100), new Vector2(0, 100) };
            var offset = new Vector2(50, 50);
            polygon = new Transform2D(0, offset) * polygon;
            GD.Print((Variant)polygon); // prints [(50, 50), (150, 50), (150, 150), (50, 150)]
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Geometry2D.OffsetPolyline(Godot.Vector2[],System.Single,Godot.Geometry2D.PolyJoinType,Godot.Geometry2D.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>joinType</c>, see <see cref="T:Godot.Geometry2D.PolyJoinType"/>.</para>
            <para>Each polygon's endpoints will be rounded as determined by <c>endType</c>, see <see cref="T:Godot.Geometry2D.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.Geometry2D.IsPolygonClockwise(Godot.Vector2[])"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry2D.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 a <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.Vector2I"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Geometry3D">
            <summary>
            <para>Provides a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations in 3D.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry3D.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.Geometry3D.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.Geometry3D.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.Geometry3D.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.Geometry3D.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.Geometry3D.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.Geometry3D.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, returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry3D.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, returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry3D.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>spherePosition</c> and has radius <c>sphereRadius</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.Geometry3D.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.Geometry3D.SegmentIntersectsConvex(Godot.Vector3,Godot.Vector3,Godot.Collections.Array{Godot.Plane})">
            <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. Otherwise, returns an empty array.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry3D.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="T:Godot.GeometryInstance3D">
            <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.GeometryInstance3D.ShadowCastingSetting.Off">
            <summary>
            <para>Will not cast any shadows. Use this to improve performance for small geometry that is unlikely to cast noticeable shadows (such as debris).</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance3D.ShadowCastingSetting.On">
            <summary>
            <para>Will cast shadows from all visible faces in the GeometryInstance3D.</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.GeometryInstance3D.ShadowCastingSetting.DoubleSided">
            <summary>
            <para>Will cast shadows from all visible faces in the GeometryInstance3D.</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.GeometryInstance3D.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.GeometryInstance3D.GIModeEnum.Disabled">
            <summary>
            <para>Disabled global illumination mode. Use for dynamic objects that do not contribute to global illumination (such as characters). When using <see cref="T:Godot.VoxelGI"/> and SDFGI, the geometry will <i>receive</i> indirect lighting and reflections but the geometry will not be considered in GI baking. When using <see cref="T:Godot.LightmapGI"/>, the object will receive indirect lighting using lightmap probes instead of using the baked lightmap texture.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance3D.GIModeEnum.Static">
            <summary>
            <para>Baked global illumination mode. Use for static objects that contribute to global illumination (such as level geometry). This GI mode is effective when using <see cref="T:Godot.VoxelGI"/>, SDFGI and <see cref="T:Godot.LightmapGI"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance3D.GIModeEnum.Dynamic">
            <summary>
            <para>Dynamic global illumination mode. Use for dynamic objects that contribute to global illumination. This GI mode is only effective when using <see cref="T:Godot.VoxelGI"/>, but it has a higher performance impact than <see cref="F:Godot.GeometryInstance3D.GIModeEnum.Static"/>. When using other GI methods, this will act the same as <see cref="F:Godot.GeometryInstance3D.GIModeEnum.Disabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance3D.LightmapScale.Scale1X">
            <summary>
            <para>The standard texel density for lightmapping with <see cref="T:Godot.LightmapGI"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance3D.LightmapScale.Scale2X">
            <summary>
            <para>Multiplies texel density by 2× for lightmapping with <see cref="T:Godot.LightmapGI"/>. To ensure consistency in texel density, use this when scaling a mesh by a factor between 1.5 and 3.0.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance3D.LightmapScale.Scale4X">
            <summary>
            <para>Multiplies texel density by 4× for lightmapping with <see cref="T:Godot.LightmapGI"/>. To ensure consistency in texel density, use this when scaling a mesh by a factor between 3.0 and 6.0.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance3D.LightmapScale.Scale8X">
            <summary>
            <para>Multiplies texel density by 8× for lightmapping with <see cref="T:Godot.LightmapGI"/>. To ensure consistency in texel density, use this when scaling a mesh by a factor greater than 6.0.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance3D.LightmapScale.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.GeometryInstance3D.LightmapScale"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance3D.VisibilityRangeFadeModeEnum.Disabled">
            <summary>
            <para>Will not fade itself nor its visibility dependencies, hysteresis will be used instead. This is the fastest approach to manual LOD, but it can result in noticeable LOD transitions depending on how the LOD meshes are authored. See <see cref="P:Godot.GeometryInstance3D.VisibilityRangeBegin"/> and <see cref="P:Godot.Node3D.VisibilityParent"/> for more information.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance3D.VisibilityRangeFadeModeEnum.Self">
            <summary>
            <para>Will fade-out itself when reaching the limits of its own visibility range. This is slower than <see cref="F:Godot.GeometryInstance3D.VisibilityRangeFadeModeEnum.Disabled"/>, but it can provide smoother transitions. The fading range is determined by <see cref="P:Godot.GeometryInstance3D.VisibilityRangeBeginMargin"/> and <see cref="P:Godot.GeometryInstance3D.VisibilityRangeEndMargin"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance3D.VisibilityRangeFadeModeEnum.Dependencies">
            <summary>
            <para>Will fade-in its visibility dependencies (see <see cref="P:Godot.Node3D.VisibilityParent"/>) when reaching the limits of its own visibility range. This is slower than <see cref="F:Godot.GeometryInstance3D.VisibilityRangeFadeModeEnum.Disabled"/>, but it can provide smoother transitions. The fading range is determined by <see cref="P:Godot.GeometryInstance3D.VisibilityRangeBeginMargin"/> and <see cref="P:Godot.GeometryInstance3D.VisibilityRangeEndMargin"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance3D.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.GeometryInstance3D.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.GeometryInstance3D.Transparency">
            <summary>
            <para>The transparency applied to the whole geometry (as a multiplier of the materials' existing transparency). <c>0.0</c> is fully opaque, while <c>1.0</c> is fully transparent. Values greater than <c>0.0</c> (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting <see cref="P:Godot.GeometryInstance3D.Transparency"/> to a value greater than <c>0.0</c> (exclusive) will <i>not</i> disable shadow rendering.</para>
            <para>In spatial shaders, <c>1.0 - transparency</c> is set as the default value of the <c>ALPHA</c> built-in.</para>
            <para><b>Note:</b> <see cref="P:Godot.GeometryInstance3D.Transparency"/> is clamped between <c>0.0</c> and <c>1.0</c>, so this property cannot be used to make transparent materials more opaque than they originally are.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance3D.CastShadow">
            <summary>
            <para>The selected shadow casting flag. See <see cref="T:Godot.GeometryInstance3D.ShadowCastingSetting"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance3D.ExtraCullMargin">
            <summary>
            <para>The extra distance added to the GeometryInstance3D's bounding box (<see cref="T:Godot.Aabb"/>) to increase its cull box.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance3D.CustomAabb">
            <summary>
            <para>Overrides the bounding box of this node with a custom one. This can be used to avoid the expensive <see cref="T:Godot.Aabb"/> recalculation that happens when a skeleton is used with a <see cref="T:Godot.MeshInstance3D"/> or to have fine control over the <see cref="T:Godot.MeshInstance3D"/>'s bounding box. To use the default AABB, set value to an <see cref="T:Godot.Aabb"/> with all fields set to <c>0.0</c>. To avoid frustum culling, set <see cref="P:Godot.GeometryInstance3D.CustomAabb"/> to a very large AABB that covers your entire game world such as <c>AABB(-10000, -10000, -10000, 20000, 20000, 20000)</c>. To disable all forms of culling (including occlusion culling), call <see cref="M:Godot.RenderingServer.InstanceSetIgnoreCulling(Godot.Rid,System.Boolean)"/> on the <see cref="T:Godot.GeometryInstance3D"/>'s <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance3D.LodBias">
            <summary>
            <para>Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances.</para>
            <para>Useful for testing level of detail transitions in the editor.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance3D.IgnoreOcclusionCulling">
            <summary>
            <para>If <c>true</c>, disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use.</para>
            <para><b>Note:</b> <see cref="P:Godot.GeometryInstance3D.IgnoreOcclusionCulling"/> does not affect frustum culling (which is what happens when an object is not visible given the camera's angle). To avoid frustum culling, set <see cref="P:Godot.GeometryInstance3D.CustomAabb"/> to a very large AABB that covers your entire game world such as <c>AABB(-10000, -10000, -10000, 20000, 20000, 20000)</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance3D.GIMode">
            <summary>
            <para>The global illumination mode to use for the whole geometry. To avoid inconsistent results, use a mode that matches the purpose of the mesh during gameplay (static/dynamic).</para>
            <para><b>Note:</b> Lights' bake mode will also affect the global illumination rendering. See <see cref="P:Godot.Light3D.LightBakeMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance3D.GILightmapScale">
            <summary>
            <para>The texel density to use for lightmapping in <see cref="T:Godot.LightmapGI"/>. Greater scale values provide higher resolution in the lightmap, which can result in sharper shadows for lights that have both direct and indirect light baked. However, greater scale values will also increase the space taken by the mesh in the lightmap texture, which increases the memory, storage, and bake time requirements. When using a single mesh at different scales, consider adjusting this value to keep the lightmap texel density consistent across meshes.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance3D.VisibilityRangeBegin">
            <summary>
            <para>Starting distance from which the GeometryInstance3D will be visible, taking <see cref="P:Godot.GeometryInstance3D.VisibilityRangeBeginMargin"/> into account as well. The default value of 0 is used to disable the range check.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance3D.VisibilityRangeBeginMargin">
            <summary>
            <para>Margin for the <see cref="P:Godot.GeometryInstance3D.VisibilityRangeBegin"/> threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the <see cref="P:Godot.GeometryInstance3D.VisibilityRangeBegin"/> threshold by this amount.</para>
            <para>If <see cref="P:Godot.GeometryInstance3D.VisibilityRangeFadeMode"/> is <see cref="F:Godot.GeometryInstance3D.VisibilityRangeFadeModeEnum.Disabled"/>, this acts as a hysteresis distance. If <see cref="P:Godot.GeometryInstance3D.VisibilityRangeFadeMode"/> is <see cref="F:Godot.GeometryInstance3D.VisibilityRangeFadeModeEnum.Self"/> or <see cref="F:Godot.GeometryInstance3D.VisibilityRangeFadeModeEnum.Dependencies"/>, this acts as a fade transition distance and must be set to a value greater than <c>0.0</c> for the effect to be noticeable.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance3D.VisibilityRangeEnd">
            <summary>
            <para>Distance from which the GeometryInstance3D will be hidden, taking <see cref="P:Godot.GeometryInstance3D.VisibilityRangeEndMargin"/> into account as well. The default value of 0 is used to disable the range check.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance3D.VisibilityRangeEndMargin">
            <summary>
            <para>Margin for the <see cref="P:Godot.GeometryInstance3D.VisibilityRangeEnd"/> threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the <see cref="P:Godot.GeometryInstance3D.VisibilityRangeEnd"/> threshold by this amount.</para>
            <para>If <see cref="P:Godot.GeometryInstance3D.VisibilityRangeFadeMode"/> is <see cref="F:Godot.GeometryInstance3D.VisibilityRangeFadeModeEnum.Disabled"/>, this acts as a hysteresis distance. If <see cref="P:Godot.GeometryInstance3D.VisibilityRangeFadeMode"/> is <see cref="F:Godot.GeometryInstance3D.VisibilityRangeFadeModeEnum.Self"/> or <see cref="F:Godot.GeometryInstance3D.VisibilityRangeFadeModeEnum.Dependencies"/>, this acts as a fade transition distance and must be set to a value greater than <c>0.0</c> for the effect to be noticeable.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance3D.VisibilityRangeFadeMode">
            <summary>
            <para>Controls which instances will be faded when approaching the limits of the visibility range. See <see cref="T:Godot.GeometryInstance3D.VisibilityRangeFadeModeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.GeometryInstance3D.SetInstanceShaderParameter(Godot.StringName,Godot.Variant)">
            <summary>
            <para>Set the value of a shader uniform for this instance only (<a href="$DOCS_URL/tutorials/shaders/shader_reference/shading_language.html#per-instance-uniforms">per-instance uniform</a>). See also <see cref="M:Godot.ShaderMaterial.SetShaderParameter(Godot.StringName,Godot.Variant)"/> to assign a uniform on all instances using the same <see cref="T:Godot.ShaderMaterial"/>.</para>
            <para><b>Note:</b> For a shader uniform to be assignable on a per-instance basis, it <i>must</i> be defined with <c>instance uniform ...</c> rather than <c>uniform ...</c> in the shader code.</para>
            <para><b>Note:</b> <c>name</c> is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector).</para>
            <para><b>Note:</b> Per-instance shader uniforms are currently only available in 3D, so there is no 2D equivalent of this method.</para>
            </summary>
        </member>
        <member name="M:Godot.GeometryInstance3D.GetInstanceShaderParameter(Godot.StringName)">
            <summary>
            <para>Get the value of a shader parameter as set on this instance.</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.IsRuntimeInitialized">
            <summary>
            <para>Returns <c>true</c> if the .NET runtime is initialized, <c>false</c> otherwise.</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="F:Godot.Gradient.ColorSpace.Srgb">
            <summary>
            <para>sRGB color space.</para>
            </summary>
        </member>
        <member name="F:Godot.Gradient.ColorSpace.LinearSrgb">
            <summary>
            <para>Linear sRGB color space.</para>
            </summary>
        </member>
        <member name="F:Godot.Gradient.ColorSpace.Oklab">
            <summary>
            <para><a href="https://bottosson.github.io/posts/oklab/">Oklab</a> color space. This color space provides a smooth and uniform-looking transition between colors.</para>
            </summary>
        </member>
        <member name="P:Godot.Gradient.InterpolationMode">
            <summary>
            <para>The algorithm used to interpolate between points of the gradient. See <see cref="T:Godot.Gradient.InterpolationModeEnum"/> for available modes.</para>
            </summary>
        </member>
        <member name="P:Godot.Gradient.InterpolationColorSpace">
            <summary>
            <para>The color space used to interpolate between points of the gradient. It does not affect the returned colors, which will always be in sRGB space. See <see cref="T:Godot.Gradient.ColorSpace"/> for available modes.</para>
            <para><b>Note:</b> This setting has no effect when <see cref="P:Godot.Gradient.InterpolationMode"/> is set to <see cref="F:Godot.Gradient.InterpolationModeEnum.Constant"/>.</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 gradient, 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 gradient color at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Gradient.GetOffset(System.Int32)">
            <summary>
            <para>Returns the offset of the gradient color at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Gradient.Reverse">
            <summary>
            <para>Reverses/mirrors the gradient.</para>
            <para><b>Note:</b> This method mirrors all points around the middle of the gradient, which may produce unexpected results when <see cref="P:Godot.Gradient.InterpolationMode"/> is set to <see cref="F:Godot.Gradient.InterpolationModeEnum.Constant"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Gradient.SetColor(System.Int32,Godot.Color)">
            <summary>
            <para>Sets the color of the gradient color at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Gradient.GetColor(System.Int32)">
            <summary>
            <para>Returns the color of the gradient color at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Gradient.Sample(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 gradient.</para>
            </summary>
        </member>
        <member name="T:Godot.GradientTexture1D">
            <summary>
            <para>GradientTexture1D 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.GradientTexture1D.Width"/>). See also <see cref="T:Godot.GradientTexture2D"/>, <see cref="T:Godot.CurveTexture"/> and <see cref="T:Godot.CurveXyzTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GradientTexture1D.Gradient">
            <summary>
            <para>The <see cref="T:Godot.Gradient"/> that will be used to fill the texture.</para>
            </summary>
        </member>
        <member name="P:Godot.GradientTexture1D.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.GradientTexture1D.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.GradientTexture1D"/>, <see cref="T:Godot.CurveTexture"/> and <see cref="T:Godot.CurveXyzTexture"/>.</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.FillEnum.Square">
            <summary>
            <para>The colors are linearly interpolated in a square 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><see cref="T:Godot.GraphEdit"/> provides tools for creation, manipulation, and display of various graphs. Its main purpose in the engine is to power the visual programming systems, such as visual shaders, but it is also available for use in user projects.</para>
            <para><see cref="T:Godot.GraphEdit"/> by itself is only an empty container, representing an infinite grid where <see cref="T:Godot.GraphNode"/>s can be placed. Each <see cref="T:Godot.GraphNode"/> represents a node in the graph, a single unit of data in the connected scheme. <see cref="T:Godot.GraphEdit"/>, in turn, helps to control various interactions with nodes and between nodes. When the user attempts to connect, disconnect, or close a <see cref="T:Godot.GraphNode"/>, a signal is emitted in the <see cref="T:Godot.GraphEdit"/>, but no action is taken by default. It is the responsibility of the programmer utilizing this control to implement the necessary logic to determine how each request should be handled.</para>
            <para><b>Performance:</b> 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="F:Godot.GraphEdit.PanningSchemeEnum.Zooms">
            <summary>
            <para>Mouse Wheel will zoom, Ctrl + Mouse Wheel will move the view.</para>
            </summary>
        </member>
        <member name="F:Godot.GraphEdit.PanningSchemeEnum.Pans">
            <summary>
            <para>Mouse Wheel will move the view, Ctrl + Mouse Wheel will zoom.</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.PanningScheme">
            <summary>
            <para>Defines the control scheme for panning with mouse wheel.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.ConnectionLinesCurvature">
            <summary>
            <para>The curvature of the lines between the nodes. 0 results in straight lines.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.ConnectionLinesThickness">
            <summary>
            <para>The thickness of the lines between the nodes.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.ConnectionLinesAntialiased">
            <summary>
            <para>If <c>true</c>, the lines between nodes will use antialiasing.</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="P:Godot.GraphEdit.ArrangeNodesButtonHidden">
            <summary>
            <para>If <c>true</c>, the Arrange Nodes button is hidden.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit._GetConnectionLine(Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Virtual method which can be overridden to customize how connections are drawn.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit._IsInInputHotzone(Godot.GodotObject,System.Int32,Godot.Vector2)">
            <summary>
            <para>Returns whether the <c>mousePosition</c> is in the input hot zone.</para>
            <para>By default, a hot zone is a <see cref="T:Godot.Rect2"/> positioned such that its center is at <c>inNode</c>.<see cref="M:Godot.GraphNode.GetConnectionInputPosition(System.Int32)"/>(<c>inPort</c>) (For output's case, call <see cref="M:Godot.GraphNode.GetConnectionOutputPosition(System.Int32)"/> instead). The hot zone's width is twice the Theme Property <c>port_grab_distance_horizontal</c>, and its height is twice the <c>port_grab_distance_vertical</c>.</para>
            <para>Below is a sample code to help get started:</para>
            <para><code>
            func _is_in_input_hotzone(in_node, in_port, mouse_position):
                var port_size: Vector2 = Vector2(get_theme_constant("port_grab_distance_horizontal"), get_theme_constant("port_grab_distance_vertical"))
                var port_pos: Vector2 = in_node.get_position() + in_node.get_connection_input_position(in_port) - port_size / 2
                var rect = Rect2(port_pos, port_size)
            
                return rect.has_point(mouse_position)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit._IsInOutputHotzone(Godot.GodotObject,System.Int32,Godot.Vector2)">
            <summary>
            <para>Returns whether the <c>mousePosition</c> is in the output hot zone. For more information on hot zones, see <see cref="M:Godot.GraphEdit._IsInInputHotzone(Godot.GodotObject,System.Int32,Godot.Vector2)"/>.</para>
            <para>Below is a sample code to help get started:</para>
            <para><code>
            func _is_in_output_hotzone(in_node, in_port, mouse_position):
                var port_size: Vector2 = Vector2(get_theme_constant("port_grab_distance_horizontal"), get_theme_constant("port_grab_distance_vertical"))
                var port_pos: Vector2 = in_node.get_position() + in_node.get_connection_output_position(in_port) - port_size / 2
                var rect = Rect2(port_pos, port_size)
            
                return rect.has_point(mouse_position)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit._IsNodeHoverValid(Godot.StringName,System.Int32,Godot.StringName,System.Int32)">
            <summary>
            <para>This virtual method can be used to insert additional error detection while the user is dragging a connection over a valid port.</para>
            <para>Return <c>true</c> if the connection is indeed valid or return <c>false</c> if the connection is impossible. If the connection is impossible, no snapping to the port and thus no connection request to that port will happen.</para>
            <para>In this example a connection to same node is suppressed:</para>
            <para><code>
            public override bool _IsNodeHoverValid(StringName fromNode, int fromPort, StringName toNode, int toPort)
            {
                return fromNode != toNode;
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.ConnectNode(Godot.StringName,System.Int32,Godot.StringName,System.Int32)">
            <summary>
            <para>Create a connection between the <c>fromPort</c> of the <c>fromNode</c> <see cref="T:Godot.GraphNode"/> and the <c>toPort</c> of the <c>toNode</c> <see cref="T:Godot.GraphNode"/>. If the connection already exists, no connection is created.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.IsNodeConnected(Godot.StringName,System.Int32,Godot.StringName,System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the <c>fromPort</c> of the <c>fromNode</c> <see cref="T:Godot.GraphNode"/> is connected to the <c>toPort</c> of the <c>toNode</c> <see cref="T:Godot.GraphNode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.DisconnectNode(Godot.StringName,System.Int32,Godot.StringName,System.Int32)">
            <summary>
            <para>Removes the connection between the <c>fromPort</c> of the <c>fromNode</c> <see cref="T:Godot.GraphNode"/> and the <c>toPort</c> of the <c>toNode</c> <see cref="T:Godot.GraphNode"/>. If the connection does not exist, no connection is removed.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.SetConnectionActivity(Godot.StringName,System.Int32,Godot.StringName,System.Int32,System.Single)">
            <summary>
            <para>Sets the coloration of the connection between <c>fromNode</c>'s <c>fromPort</c> and <c>toNode</c>'s <c>toPort</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.ForceConnectionDragEnd">
            <summary>
            <para>Ends the creation of the current connection. In other words, if you are dragging a connection you can use this method to abort the process and remove the line that followed your cursor.</para>
            <para>This is best used together with <see cref="E:Godot.GraphEdit.ConnectionDragStarted"/> and <see cref="E:Godot.GraphEdit.ConnectionDragEnded"/> to add custom behavior like node addition through shortcuts.</para>
            <para><b>Note:</b> This method suppresses any other connection request signals apart from <see cref="E:Godot.GraphEdit.ConnectionDragEnded"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.AddValidRightDisconnectType(System.Int32)">
            <summary>
            <para>Allows to disconnect nodes when dragging from the right port of the <see cref="T:Godot.GraphNode"/>'s slot if it has the specified type. See also <see cref="M:Godot.GraphEdit.RemoveValidRightDisconnectType(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.RemoveValidRightDisconnectType(System.Int32)">
            <summary>
            <para>Disallows to disconnect nodes when dragging from the right port of the <see cref="T:Godot.GraphNode"/>'s slot if it has the specified type. Use this to disable disconnection previously allowed with <see cref="M:Godot.GraphEdit.AddValidRightDisconnectType(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.AddValidLeftDisconnectType(System.Int32)">
            <summary>
            <para>Allows to disconnect nodes when dragging from the left port of the <see cref="T:Godot.GraphNode"/>'s slot if it has the specified type. See also <see cref="M:Godot.GraphEdit.RemoveValidLeftDisconnectType(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.RemoveValidLeftDisconnectType(System.Int32)">
            <summary>
            <para>Disallows to disconnect nodes when dragging from the left port of the <see cref="T:Godot.GraphNode"/>'s slot if it has the specified type. Use this to disable disconnection previously allowed with <see cref="M:Godot.GraphEdit.AddValidLeftDisconnectType(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.AddValidConnectionType(System.Int32,System.Int32)">
            <summary>
            <para>Allows the connection between two different port types. The port type is defined individually for the left and the right port of each slot with the <see cref="M:Godot.GraphNode.SetSlot(System.Int32,System.Boolean,System.Int32,Godot.Color,System.Boolean,System.Int32,Godot.Color,Godot.Texture2D,Godot.Texture2D,System.Boolean)"/> method.</para>
            <para>See also <see cref="M:Godot.GraphEdit.IsValidConnectionType(System.Int32,System.Int32)"/> and <see cref="M:Godot.GraphEdit.RemoveValidConnectionType(System.Int32,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.RemoveValidConnectionType(System.Int32,System.Int32)">
            <summary>
            <para>Disallows the connection between two different port types previously allowed by <see cref="M:Godot.GraphEdit.AddValidConnectionType(System.Int32,System.Int32)"/>. The port type is defined individually for the left and the right port of each slot with the <see cref="M:Godot.GraphNode.SetSlot(System.Int32,System.Boolean,System.Int32,Godot.Color,System.Boolean,System.Int32,Godot.Color,Godot.Texture2D,Godot.Texture2D,System.Boolean)"/> method.</para>
            <para>See also <see cref="M:Godot.GraphEdit.IsValidConnectionType(System.Int32,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.IsValidConnectionType(System.Int32,System.Int32)">
            <summary>
            <para>Returns whether it's possible to make a connection between two different port types. The port type is defined individually for the left and the right port of each slot with the <see cref="M:Godot.GraphNode.SetSlot(System.Int32,System.Boolean,System.Int32,Godot.Color,System.Boolean,System.Int32,Godot.Color,Godot.Texture2D,Godot.Texture2D,System.Boolean)"/> method.</para>
            <para>See also <see cref="M:Godot.GraphEdit.AddValidConnectionType(System.Int32,System.Int32)"/> and <see cref="M:Godot.GraphEdit.RemoveValidConnectionType(System.Int32,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.GetConnectionLine(Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Returns the points which would make up a connection between <c>fromNode</c> and <c>toNode</c>.</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><b>Warning:</b> 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.ArrangeNodes">
            <summary>
            <para>Rearranges selected nodes in a layout with minimum crossings between connections and uniform horizontal and vertical gap between nodes.</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.GraphEdit.ConnectionRequestEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.ConnectionRequest"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.ConnectionRequest">
            <summary>
            <para>Emitted to the GraphEdit when the connection between the <c>fromPort</c> of the <c>fromNode</c> <see cref="T:Godot.GraphNode"/> and the <c>toPort</c> of the <c>toNode</c> <see cref="T:Godot.GraphNode"/> is attempted to be created.</para>
            </summary>
        </member>
        <member name="T:Godot.GraphEdit.DisconnectionRequestEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.DisconnectionRequest"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.DisconnectionRequest">
            <summary>
            <para>Emitted to the GraphEdit when the connection between <c>fromPort</c> of <c>fromNode</c> <see cref="T:Godot.GraphNode"/> and <c>toPort</c> of <c>toNode</c> <see cref="T:Godot.GraphNode"/> is attempted to be removed.</para>
            </summary>
        </member>
        <member name="T:Godot.GraphEdit.PopupRequestEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.PopupRequest"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.PopupRequest">
            <summary>
            <para>Emitted when a popup is requested. Happens on right-clicking in the GraphEdit. <c>position</c> is the position of the mouse pointer when the signal is sent.</para>
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.DuplicateNodesRequest">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.DuplicateNodesRequest"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
            <summary>
            <para>Emitted when a GraphNode is attempted to be duplicated in the GraphEdit.</para>
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.CopyNodesRequest">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.CopyNodesRequest"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
            <summary>
            <para>Emitted when the user presses Ctrl + C.</para>
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.PasteNodesRequest">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.PasteNodesRequest"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
            <summary>
            <para>Emitted when the user presses Ctrl + V.</para>
            </summary>
        </member>
        <member name="T:Godot.GraphEdit.NodeSelectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.NodeSelected"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.NodeSelected">
            <summary>
            <para>Emitted when a GraphNode is selected.</para>
            </summary>
        </member>
        <member name="T:Godot.GraphEdit.NodeDeselectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.NodeDeselected"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
        </member>
        <member name="T:Godot.GraphEdit.ConnectionToEmptyEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.ConnectionToEmpty"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.ConnectionToEmpty">
            <summary>
            <para>Emitted when user drags a connection from an output port into the empty space of the graph.</para>
            </summary>
        </member>
        <member name="T:Godot.GraphEdit.ConnectionFromEmptyEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.ConnectionFromEmpty"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.ConnectionFromEmpty">
            <summary>
            <para>Emitted when user drags a connection from an input port into the empty space of the graph.</para>
            </summary>
        </member>
        <member name="T:Godot.GraphEdit.DeleteNodesRequestEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.DeleteNodesRequest"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.DeleteNodesRequest">
            <summary>
            <para>Emitted when a GraphNode is attempted to be removed from the GraphEdit. Provides a list of node names to be removed (all selected nodes, excluding nodes without closing button).</para>
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.BeginNodeMove">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.BeginNodeMove"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
            <summary>
            <para>Emitted at the beginning of a GraphNode movement.</para>
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.EndNodeMove">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.EndNodeMove"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
            <summary>
            <para>Emitted at the end of a GraphNode movement.</para>
            </summary>
        </member>
        <member name="T:Godot.GraphEdit.ScrollOffsetChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.ScrollOffsetChanged"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.ScrollOffsetChanged">
            <summary>
            <para>Emitted when the scroll offset is changed by the user. It will not be emitted when changed in code.</para>
            </summary>
        </member>
        <member name="T:Godot.GraphEdit.ConnectionDragStartedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.ConnectionDragStarted"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.ConnectionDragStarted">
            <summary>
            <para>Emitted at the beginning of a connection drag.</para>
            </summary>
        </member>
        <member name="E:Godot.GraphEdit.ConnectionDragEnded">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphEdit.ConnectionDragEnded"/> event of a <see cref="T:Godot.GraphEdit"/> class.
            </summary>
            <summary>
            <para>Emitted at the end of a connection drag.</para>
            </summary>
        </member>
        <member name="T:Godot.GraphNode">
            <summary>
            <para><see cref="T:Godot.GraphNode"/> allows to create nodes for a <see cref="T:Godot.GraphEdit"/> graph with customizable content based on its child controls. <see cref="T:Godot.GraphNode"/> is derived from <see cref="T:Godot.Container"/> and it is responsible for placing its children on screen. This works similar to <see cref="T:Godot.VBoxContainer"/>. Children, in turn, provide <see cref="T:Godot.GraphNode"/> with so-called slots, each of which can have a connection port on either side.</para>
            <para>Each <see cref="T:Godot.GraphNode"/> slot is defined by its index and can provide the node with up to two ports: one on the left, and one on the right. By convention the left port is also referred to as the <b>input port</b> and the right port is referred to as the <b>output port</b>. Each port can be enabled and configured individually, using different type and color. The type is an arbitrary value that you can define using your own considerations. The parent <see cref="T:Godot.GraphEdit"/> will receive this information on each connect and disconnect request.</para>
            <para>Slots can be configured in the Inspector dock once you add at least one child <see cref="T:Godot.Control"/>. The properties are grouped by each slot's index in the "Slot" section.</para>
            <para><b>Note:</b> While GraphNode is set up using slots and slot indices, connections are made between the ports which are enabled. Because of that, <see cref="T:Godot.GraphEdit"/> uses the port's index and not the slot's index. You can use <see cref="M:Godot.GraphNode.GetConnectionInputSlot(System.Int32)"/> and <see cref="M:Godot.GraphNode.GetConnectionOutputSlot(System.Int32)"/> to get the slot index from the port index.</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.PositionOffset">
            <summary>
            <para>The offset of the GraphNode, relative to the scroll offset of the <see cref="T:Godot.GraphEdit"/>.</para>
            <para><b>Note:</b> You cannot use position offset 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><b>Note:</b> Pressing it will only emit the <see cref="E:Godot.GraphNode.CloseRequest"/> 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><b>Note:</b> Dragging the handle will only emit the <see cref="E:Godot.GraphNode.ResizeRequest"/> signal, the GraphNode needs to be resized manually.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphNode.Draggable">
            <summary>
            <para>If <c>true</c>, the user can drag the GraphNode.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphNode.Selectable">
            <summary>
            <para>If <c>true</c>, the user can select the GraphNode.</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="P:Godot.GraphNode.TextDirection">
            <summary>
            <para>Base text writing direction.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphNode.Language">
            <summary>
            <para>Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.SetSlot(System.Int32,System.Boolean,System.Int32,Godot.Color,System.Boolean,System.Int32,Godot.Color,Godot.Texture2D,Godot.Texture2D,System.Boolean)">
            <summary>
            <para>Sets properties of the slot with the <c>slotIndex</c> index.</para>
            <para>If <c>enableLeftPort</c>/<c>enableRightPort</c> is <c>true</c>, a port will appear and the slot will be able to be connected from this side.</para>
            <para>With <c>typeLeft</c>/<c>typeRight</c> an arbitrary type can be assigned to each port. Two ports can be connected if they share the same type, or if the connection between their types is allowed in the parent <see cref="T:Godot.GraphEdit"/> (see <see cref="M:Godot.GraphEdit.AddValidConnectionType(System.Int32,System.Int32)"/>). Keep in mind that the <see cref="T:Godot.GraphEdit"/> has the final say in accepting the connection. Type compatibility simply allows the <see cref="E:Godot.GraphEdit.ConnectionRequest"/> signal to be emitted.</para>
            <para>Ports can be further customized using <c>colorLeft</c>/<c>colorRight</c> and <c>customIconLeft</c>/<c>customIconRight</c>. The color parameter adds a tint to the icon. The custom icon can be used to override the default port dot.</para>
            <para>Additionally, <c>drawStylebox</c> can be used to enable or disable drawing of the background stylebox for each slot. See <c>slot</c>.</para>
            <para>Individual properties can also be set using one of the <c>set_slot_*</c> methods.</para>
            <para><b>Note:</b> This method only sets properties of the slot. To create the slot itself, add a <see cref="T:Godot.Control"/>-derived child to the GraphNode.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.ClearSlot(System.Int32)">
            <summary>
            <para>Disables input and output slot whose index is <c>slotIndex</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.SetSlotEnabledLeft(System.Int32,System.Boolean)">
            <summary>
            <para>Toggles the left (input) side of the slot <c>slotIndex</c>. If <c>enable</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.IsSlotEnabledLeft(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if left (input) side of the slot <c>slotIndex</c> is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.SetSlotTypeLeft(System.Int32,System.Int32)">
            <summary>
            <para>Sets the left (input) type of the slot <c>slotIndex</c> to <c>type</c>. If the value is negative, all connections will be disallowed to be created via user inputs.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetSlotTypeLeft(System.Int32)">
            <summary>
            <para>Returns the left (input) type of the slot <c>slotIndex</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>slotIndex</c> to <c>color</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>slotIndex</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.SetSlotEnabledRight(System.Int32,System.Boolean)">
            <summary>
            <para>Toggles the right (output) side of the slot <c>slotIndex</c>. If <c>enable</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.IsSlotEnabledRight(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if right (output) side of the slot <c>slotIndex</c> is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.SetSlotTypeRight(System.Int32,System.Int32)">
            <summary>
            <para>Sets the right (output) type of the slot <c>slotIndex</c> to <c>type</c>. If the value is negative, all connections will be disallowed to be created via user inputs.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetSlotTypeRight(System.Int32)">
            <summary>
            <para>Returns the right (output) type of the slot <c>slotIndex</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>slotIndex</c> to <c>color</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>slotIndex</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.IsSlotDrawStylebox(System.Int32)">
            <summary>
            <para>Returns true if the background <see cref="T:Godot.StyleBox"/> of the slot <c>slotIndex</c> is drawn.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.SetSlotDrawStylebox(System.Int32,System.Boolean)">
            <summary>
            <para>Toggles the background <see cref="T:Godot.StyleBox"/> of the slot <c>slotIndex</c>.</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.GetConnectionInputHeight(System.Int32)">
            <summary>
            <para>Returns the height of the input connection <c>port</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionInputPosition(System.Int32)">
            <summary>
            <para>Returns the position of the input connection <c>port</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionInputType(System.Int32)">
            <summary>
            <para>Returns the type of the input connection <c>port</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>port</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionInputSlot(System.Int32)">
            <summary>
            <para>Returns the corresponding slot index of the input connection <c>port</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.GetConnectionOutputHeight(System.Int32)">
            <summary>
            <para>Returns the height of the output connection <c>port</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionOutputPosition(System.Int32)">
            <summary>
            <para>Returns the position of the output connection <c>port</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionOutputType(System.Int32)">
            <summary>
            <para>Returns the type of the output connection <c>port</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>port</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionOutputSlot(System.Int32)">
            <summary>
            <para>Returns the corresponding slot index of the output connection <c>port</c>.</para>
            </summary>
        </member>
        <member name="E:Godot.GraphNode.PositionOffsetChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphNode.PositionOffsetChanged"/> event of a <see cref="T:Godot.GraphNode"/> class.
            </summary>
            <summary>
            <para>Emitted when the GraphNode is moved.</para>
            </summary>
        </member>
        <member name="E:Godot.GraphNode.NodeSelected">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphNode.NodeSelected"/> event of a <see cref="T:Godot.GraphNode"/> class.
            </summary>
            <summary>
            <para>Emitted when the GraphNode is selected.</para>
            </summary>
        </member>
        <member name="E:Godot.GraphNode.NodeDeselected">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphNode.NodeDeselected"/> event of a <see cref="T:Godot.GraphNode"/> class.
            </summary>
            <summary>
            <para>Emitted when the GraphNode is deselected.</para>
            </summary>
        </member>
        <member name="T:Godot.GraphNode.SlotUpdatedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphNode.SlotUpdated"/> event of a <see cref="T:Godot.GraphNode"/> class.
            </summary>
        </member>
        <member name="E:Godot.GraphNode.SlotUpdated">
            <summary>
            <para>Emitted when any GraphNode's slot is updated.</para>
            </summary>
        </member>
        <member name="T:Godot.GraphNode.DraggedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphNode.Dragged"/> event of a <see cref="T:Godot.GraphNode"/> class.
            </summary>
        </member>
        <member name="E:Godot.GraphNode.Dragged">
            <summary>
            <para>Emitted when the GraphNode is dragged.</para>
            </summary>
        </member>
        <member name="E:Godot.GraphNode.RaiseRequest">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphNode.RaiseRequest"/> event of a <see cref="T:Godot.GraphNode"/> class.
            </summary>
            <summary>
            <para>Emitted when the GraphNode is requested to be displayed over other ones. Happens on focusing (clicking into) the GraphNode.</para>
            </summary>
        </member>
        <member name="E:Godot.GraphNode.CloseRequest">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphNode.CloseRequest"/> event of a <see cref="T:Godot.GraphNode"/> class.
            </summary>
            <summary>
            <para>Emitted when the GraphNode is requested to be closed. Happens on clicking the close button (see <see cref="P:Godot.GraphNode.ShowClose"/>).</para>
            </summary>
        </member>
        <member name="T:Godot.GraphNode.ResizeRequestEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GraphNode.ResizeRequest"/> event of a <see cref="T:Godot.GraphNode"/> class.
            </summary>
        </member>
        <member name="E:Godot.GraphNode.ResizeRequest">
            <summary>
            <para>Emitted when the GraphNode is requested to be resized. Happens on dragging the resizer handle (see <see cref="P:Godot.GraphNode.Resizable"/>).</para>
            </summary>
        </member>
        <member name="T:Godot.GridContainer">
            <summary>
            <para><see cref="T:Godot.GridContainer"/> arranges its child controls in a grid layout. The number of columns is specified by the <see cref="P:Godot.GridContainer.Columns"/> property, whereas the number of rows depends on how many are needed for the child controls. The number of rows and columns is preserved for every size of the container.</para>
            <para><b>Note:</b> <see cref="T:Godot.GridContainer"/> only works with child nodes inheriting from <see cref="T:Godot.Control"/>. It won't rearrange child nodes inheriting from <see cref="T:Godot.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><b>Note:</b> GridMap doesn't extend <see cref="T:Godot.VisualInstance3D"/> and therefore can't be hidden or cull masked based on <see cref="P:Godot.VisualInstance3D.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(Godot.Vector3I,System.Int32,System.Int32)"/> to clear cells (or represent an empty cell in <see cref="M:Godot.GridMap.GetCellItem(Godot.Vector3I)"/>).</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.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.CollisionPriority">
            <summary>
            <para>The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.BakeNavigation">
            <summary>
            <para>If <c>true</c>, this GridMap creates a navigation region for each cell that uses a <see cref="P:Godot.GridMap.MeshLibrary"/> item with a navigation mesh. The created navigation region will use the navigation layers bitmask assigned to the <see cref="T:Godot.MeshLibrary"/>'s item.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.SetCollisionMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.GridMap.CollisionMask"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetCollisionMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.GridMap.CollisionMask"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.SetCollisionLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.GridMap.CollisionLayer"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetCollisionLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.GridMap.CollisionLayer"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.SetNavigationMap(Godot.Rid)">
            <summary>
            <para>Sets the <see cref="T:Godot.Rid"/> of the navigation map this GridMap node should use for its cell baked navigation meshes.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetNavigationMap">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of the navigation map this GridMap node uses for its cell baked navigation meshes.</para>
            <para>This function returns always the map set on the GridMap node and not the map on the NavigationServer. If the map is changed directly with the NavigationServer API the GridMap node will not be aware of the map change.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.SetCellItem(Godot.Vector3I,System.Int32,System.Int32)">
            <summary>
            <para>Sets the mesh index for the cell referenced by its grid 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 <see cref="M:Godot.GridMap.GetOrthogonalIndexFromBasis(Godot.Basis)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetCellItem(Godot.Vector3I)">
            <summary>
            <para>The <see cref="T:Godot.MeshLibrary"/> item index located at the given grid coordinates. If the cell is empty, <see cref="F:Godot.GridMap.InvalidCellItem"/> will be returned.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetCellItemOrientation(Godot.Vector3I)">
            <summary>
            <para>The orientation of the cell at the given grid coordinates. <c>-1</c> is returned if the cell is empty.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetCellItemBasis(Godot.Vector3I)">
            <summary>
            <para>Returns the basis that gives the specified cell its orientation.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetBasisWithOrthogonalIndex(System.Int32)">
            <summary>
            <para>Returns one of 24 possible rotations that lie along the vectors (x,y,z) with each component being either -1, 0, or 1. For further details, refer to the Godot source code.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetOrthogonalIndexFromBasis(Godot.Basis)">
            <summary>
            <para>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 (in the range from 0 to 23) of the point best representing the orientation of the object. For further details, refer to the Godot source code.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.LocalToMap(Godot.Vector3)">
            <summary>
            <para>Returns the map coordinates of the cell containing the given <c>localPosition</c>. If <c>localPosition</c> is in global coordinates, consider using <see cref="M:Godot.Node3D.ToLocal(Godot.Vector3)"/> before passing it to this method. See also <see cref="M:Godot.GridMap.MapToLocal(Godot.Vector3I)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.MapToLocal(Godot.Vector3I)">
            <summary>
            <para>Returns the position of a grid cell in the GridMap's local coordinate space. To convert the returned value into global coordinates, use <see cref="M:Godot.Node3D.ToGlobal(Godot.Vector3)"/>. See also <see cref="M:Godot.GridMap.MapToLocal(Godot.Vector3I)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.ResourceChanged(Godot.Resource)">
            <summary>
            <para>Notifies the <see cref="T:Godot.GridMap"/> about changed resource and recreates octant data.</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.Transform3D"/> and <see cref="T:Godot.Mesh"/> references corresponding to the non-empty cells in the grid. The transforms are specified in local 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.Transform3D"/> references of all bake meshes that exist within the current GridMap.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetBakeMeshInstance(System.Int32)">
            <summary>
            <para>Returns <see cref="T:Godot.Rid"/> of a baked mesh with the given <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.ClearBakedMeshes">
            <summary>
            <para>Clears all baked meshes. See <see cref="M:Godot.GridMap.MakeBakedMeshes(System.Boolean,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.MakeBakedMeshes(System.Boolean,System.Single)">
            <summary>
            <para>Bakes lightmap data for all meshes in the assigned <see cref="T:Godot.MeshLibrary"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.GridMap.CellSizeChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.GridMap.CellSizeChanged"/> event of a <see cref="T:Godot.GridMap"/> class.
            </summary>
        </member>
        <member name="E:Godot.GridMap.CellSizeChanged">
            <summary>
            <para>Emitted when <see cref="P:Godot.GridMap.CellSize"/> changes.</para>
            </summary>
        </member>
        <member name="T:Godot.GrooveJoint2D">
            <summary>
            <para>A physics joint that restricts the movement of two 2D physics bodies to a fixed axis. For example, a <see cref="T:Godot.StaticBody2D"/> representing a piston base can be attached to a <see cref="T:Godot.RigidBody2D"/> representing the piston head, moving up and down.</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>A variant of <see cref="T:Godot.BoxContainer"/> that can only arrange its child controls horizontally. Child controls are rearranged automatically when their minimum size changes.</para>
            </summary>
        </member>
        <member name="T:Godot.HFlowContainer">
            <summary>
            <para>A variant of <see cref="T:Godot.FlowContainer"/> that can only arrange its child controls horizontally, wrapping them around at the borders. This is similar to how text in a book wraps around when no more words can fit on a line.</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>
            using Godot;
            using System.Diagnostics;
            
            public partial class MyNode : Node
            {
                private HmacContext _ctx = new HmacContext();
            
                public override void _Ready()
                {
                    byte[] key = "supersecret".ToUtf8Buffer();
                    Error err = _ctx.Start(HashingContext.HashType.Sha256, key);
                    Debug.Assert(err == Error.Ok);
                    byte[] msg1 = "this is ".ToUtf8Buffer();
                    byte[] msg2 = "super duper secret".ToUtf8Buffer();
                    err = _ctx.Update(msg1);
                    Debug.Assert(err == Error.Ok);
                    err = _ctx.Update(msg2);
                    Debug.Assert(err == Error.Ok);
                    byte[] hmac = _ctx.Finish();
                    GD.Print(hmac.HexEncode());
                }
            }
            </code></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>A horizontal scrollbar, typically used to navigate through content that extends beyond the visible width of a control. It is a <see cref="T:Godot.Range"/>-based control and goes from left (min) to right (max).</para>
            </summary>
        </member>
        <member name="T:Godot.HSeparator">
            <summary>
            <para>A horizontal separator used for separating other controls that are arranged <b>vertically</b>. <see cref="T:Godot.HSeparator"/> is purely visual and normally drawn as a <see cref="T:Godot.StyleBoxLine"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.HSlider">
            <summary>
            <para>A horizontal slider, used to adjust a value by moving a grabber along a horizontal axis. It is a <see cref="T:Godot.Range"/>-based control and goes from left (min) to right (max).</para>
            </summary>
        </member>
        <member name="T:Godot.HSplitContainer">
            <summary>
            <para>A container that accepts only two child controls, then arranges them horizontally and creates a divisor between them. The divisor can be dragged around to change the size relation between the child controls.</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><b>Note:</b> This client only needs to connect to a host once (see <see cref="M:Godot.HttpClient.ConnectToHost(System.String,System.Int32,Godot.TlsOptions)"/>) 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 Transport Layer Security (TLS), including 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 <a href="https://developer.mozilla.org/en-US/docs/Web/HTTP">MDN's documentation on HTTP</a> (or read <a href="https://tools.ietf.org/html/rfc2616">RFC 2616</a> to get it straight from the source).</para>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</para>
            <para><b>Note:</b> It's recommended to use transport encryption (TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead.</para>
            <para><b>Note:</b> When performing HTTP requests from a project exported to Web, 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><b>Note:</b> 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><b>Warning:</b> 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.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.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.TlsHandshakeError">
            <summary>
            <para>Status: Error in TLS handshake.</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>. <i>Deprecated. Do not use.</i></para>
            </summary>
        </member>
        <member name="F:Godot.HttpClient.ResponseCode.SwitchProxy">
            <summary>
            <para>HTTP status code <c>306 Switch Proxy</c>. <i>Deprecated. Do not use.</i></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,Godot.TlsOptions)">
            <summary>
            <para>Connects to a host. This needs to be done before any requests are sent.</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. You can pass the optional <c>tlsOptions</c> parameter to customize the trusted certification authorities, or the common name verification when using HTTPS. See <see cref="M:Godot.TlsOptions.Client(Godot.X509Certificate,System.String)"/> and <see cref="M:Godot.TlsOptions.ClientUnsafe(Godot.X509Certificate)"/>.</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>https://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>https://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 = new Godot.Collections.Dictionary { { "username", "user" }, { "password", "pass" } };
            string queryString = new HTTPClient().QueryStringFromDict(fields);
            string[] headers = { "Content-Type: application/x-www-form-urlencoded", $"Content-Length: {queryString.Length}" };
            var result = new HTTPClient().Request(HTTPClient.Method.Post, "index.php", headers, queryString);
            </code></para>
            <para><b>Note:</b> The <c>body</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.uri_encode</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><b>Example:</b></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><b>Note:</b> 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 = new Godot.Collections.Dictionary { { "username", "user" }, { "password", "pass" } };
            string queryString = httpClient.QueryStringFromDict(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 = new Godot.Collections.Dictionary
            {
                { "single", 123 },
                { "notValued", default },
                { "multiple", new Godot.Collections.Array { 22, 33, 44 } },
            };
            string queryString = httpClient.QueryStringFromDict(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><b>Warning:</b> See the notes and warnings on <see cref="T:Godot.HttpClient"/> for limitations, especially regarding TLS security.</para>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</para>
            <para><b>Example of contacting a REST API and printing one of its returned fields:</b></para>
            <para><code>
            public override void _Ready()
            {
                // Create an HTTP request node and connect its completion signal.
                var httpRequest = new HTTPRequest();
                AddChild(httpRequest);
                httpRequest.RequestCompleted += HttpRequestCompleted;
            
                // Perform a GET request. The URL below returns JSON as of writing.
                Error error = httpRequest.Request("https://httpbin.org/get");
                if (error != Error.Ok)
                {
                    GD.PushError("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.
                string body = new Json().Stringify(new Godot.Collections.Dictionary
                {
                    { "name", "Godette" }
                });
                error = httpRequest.Request("https://httpbin.org/post", null, HTTPClient.Method.Post, body);
                if (error != Error.Ok)
                {
                    GD.PushError("An error occurred in the HTTP request.");
                }
            }
            
            // Called when the HTTP request is completed.
            private void HttpRequestCompleted(long result, long responseCode, string[] headers, byte[] body)
            {
                var json = new Json();
                json.Parse(body.GetStringFromUtf8());
                var response = json.GetData().AsGodotDictionary();
            
                // Will print the user agent string used by the HTTPRequest node (as recognized by httpbin.org).
                GD.Print((response["headers"].AsGodotDictionary())["User-Agent"]);
            }
            </code></para>
            <para><b>Example of loading and displaying an image using HTTPRequest:</b></para>
            <para><code>
            public override void _Ready()
            {
                // Create an HTTP request node and connect its completion signal.
                var httpRequest = new HTTPRequest();
                AddChild(httpRequest);
                httpRequest.RequestCompleted += HttpRequestCompleted;
            
                // Perform the HTTP request. The URL below returns a PNG image as of writing.
                Error error = httpRequest.Request("https://via.placeholder.com/512");
                if (error != Error.Ok)
                {
                    GD.PushError("An error occurred in the HTTP request.");
                }
            }
            
            // Called when the HTTP request is completed.
            private void HttpRequestCompleted(long result, long responseCode, string[] headers, byte[] body)
            {
                if (result != (long)HTTPRequest.Result.Success)
                {
                    GD.PushError("Image couldn't be downloaded. Try a different image.");
                }
                var image = new Image();
                Error error = image.LoadPngFromBuffer(body);
                if (error != Error.Ok)
                {
                    GD.PushError("Couldn't load the image.");
                }
            
                var texture = ImageTexture.CreateFromImage(image);
            
                // Display the image in a TextureRect node.
                var textureRect = new TextureRect();
                AddChild(textureRect);
                textureRect.Texture = texture;
            }
            </code></para>
            <para><b>Gzipped response bodies</b>: HTTPRequest will automatically handle decompression of response bodies. A <c>Accept-Encoding</c> header will be automatically added to each of your requests, unless one is already specified. Any response with a <c>Content-Encoding: gzip</c> header will automatically be decompressed and delivered to you as uncompressed bytes.</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.TlsHandshakeError">
            <summary>
            <para>Request failed on TLS 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="F:Godot.HttpRequest.Result.Timeout">
            <summary>
            <para>Request failed due to a timeout. If you expect requests to take a long time, try increasing the value of <see cref="P:Godot.HttpRequest.Timeout"/> or setting it to <c>0.0</c> to remove the timeout completely.</para>
            </summary>
        </member>
        <member name="P:Godot.HttpRequest.DownloadFile">
            <summary>
            <para>The file to download into. Will output any received file into it.</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.AcceptGZip">
            <summary>
            <para>If <c>true</c>, this header will be added to each request: <c>Accept-Encoding: gzip, deflate</c> telling servers that it's okay to compress response bodies.</para>
            <para>Any Response body declaring a <c>Content-Encoding</c> of either <c>gzip</c> or <c>deflate</c> will then be automatically decompressed, and the uncompressed bytes will be delivered via <c>request_completed</c>.</para>
            <para>If the user has specified their own <c>Accept-Encoding</c> header, then no header will be added regardless of <c>accept_gzip</c>.</para>
            <para>If <c>false</c> no header will be added, and no decompression will be performed on response bodies. The raw bytes of the response body will be returned via <c>request_completed</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.HttpRequest.BodySizeLimit">
            <summary>
            <para>Maximum allowed size for response bodies. If the response body is compressed, this will be used as the maximum allowed size for the decompressed body.</para>
            </summary>
        </member>
        <member name="P:Godot.HttpRequest.MaxRedirects">
            <summary>
            <para>Maximum number of allowed redirects.</para>
            </summary>
        </member>
        <member name="P:Godot.HttpRequest.Timeout">
            <summary>
            <para>The duration to wait in seconds before a request times out. If <see cref="P:Godot.HttpRequest.Timeout"/> is set to <c>0.0</c> then the request will never time out. For simple requests, such as communication with a REST API, it is recommended that <see cref="P:Godot.HttpRequest.Timeout"/> is set to a value suitable for the server response time (e.g. between <c>1.0</c> and <c>10.0</c>). This will help prevent unwanted timeouts caused by variation in server response times while still allowing the application to detect when a request has timed out. For larger requests such as file downloads it is suggested the <see cref="P:Godot.HttpRequest.Timeout"/> be set to <c>0.0</c>, disabling the timeout functionality. This will help to prevent large transfers from failing due to exceeding the timeout value.</para>
            </summary>
        </member>
        <member name="M:Godot.HttpRequest.Request(System.String,System.String[],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,Godot.TlsOptions)"/> 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><b>Note:</b> When <c>method</c> is <see cref="F:Godot.HttpClient.Method.Get"/>, the payload sent via <c>requestData</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.uri_encode</c> for an example).</para>
            <para><b>Note:</b> It's recommended to use transport encryption (TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead.</para>
            </summary>
            <param name="customHeaders">If the parameter is null, then the default value is <c>Array.Empty&lt;string&gt;()</c>.</param>
        </member>
        <member name="M:Godot.HttpRequest.RequestRaw(System.String,System.String[],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,Godot.TlsOptions)"/> 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 <c>Array.Empty&lt;string&gt;()</c>.</param>
            <param name="requestDataRaw">If the parameter is null, then the default value is <c>Array.Empty&lt;byte&gt;()</c>.</param>
        </member>
        <member name="M:Godot.HttpRequest.CancelRequest">
            <summary>
            <para>Cancels the current request.</para>
            </summary>
        </member>
        <member name="M:Godot.HttpRequest.SetTlsOptions(Godot.TlsOptions)">
            <summary>
            <para>Sets the <see cref="T:Godot.TlsOptions"/> to be used when connecting to an HTTPS server. See <see cref="M:Godot.TlsOptions.Client(Godot.X509Certificate,System.String)"/>.</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 number of bytes this HTTPRequest downloaded.</para>
            </summary>
        </member>
        <member name="M:Godot.HttpRequest.GetBodySize">
            <summary>
            <para>Returns the response body length.</para>
            <para><b>Note:</b> 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.HttpRequest.RequestCompletedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.HttpRequest.RequestCompleted"/> event of a <see cref="T:Godot.HttpRequest"/> class.
            </summary>
        </member>
        <member name="E:Godot.HttpRequest.RequestCompleted">
            <summary>
            <para>Emitted when a request is completed.</para>
            </summary>
        </member>
        <member name="T:Godot.HashingContext">
            <summary>
            <para>The HashingContext class provides an interface for computing cryptographic hashes over multiple iterations. Useful for 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>
            public const int ChunkSize = 1024;
            
            public void HashFile(string path)
            {
                // Check that file exists.
                if (!FileAccess.FileExists(path))
                {
                    return;
                }
                // Start a SHA-256 context.
                var ctx = new HashingContext();
                ctx.Start(HashingContext.HashType.Sha256);
                // Open the file to hash.
                using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
                // Update the context after reading each chunk.
                while (!file.EofReached())
                {
                    ctx.Update(file.GetBuffer(ChunkSize));
                }
                // Get the computed hash.
                byte[] res = ctx.Finish();
                // Print the result as hex string and array.
                GD.PrintT(res.HexEncode(), (Variant)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.HeightMapShape3D">
            <summary>
            <para>A 3D heightmap shape, intended for use in physics. Usually used to provide a shape for a <see cref="T:Godot.CollisionShape3D"/>. This is useful for terrain, but it is limited as overhangs (such as caves) cannot be stored. Holes in a <see cref="T:Godot.HeightMapShape3D"/> are created by assigning very low values to points in the desired area.</para>
            <para><b>Performance:</b> <see cref="T:Godot.HeightMapShape3D"/> is faster to check collisions against than <see cref="T:Godot.ConcavePolygonShape3D"/>, but it is significantly slower than primitive shapes like <see cref="T:Godot.BoxShape3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.HeightMapShape3D.MapWidth">
            <summary>
            <para>Number of vertices in the width of the height map. Changing this will resize the <see cref="P:Godot.HeightMapShape3D.MapData"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.HeightMapShape3D.MapDepth">
            <summary>
            <para>Number of vertices in the depth of the height map. Changing this will resize the <see cref="P:Godot.HeightMapShape3D.MapData"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.HeightMapShape3D.MapData">
            <summary>
            <para>Height map data, pool array must be of <see cref="P:Godot.HeightMapShape3D.MapWidth"/> * <see cref="P:Godot.HeightMapShape3D.MapDepth"/> size.</para>
            </summary>
        </member>
        <member name="T:Godot.HingeJoint3D">
            <summary>
            <para>A physics joint that restricts the rotation of a 3D physics body around an axis relative to another physics body. For example, Body A can be a <see cref="T:Godot.StaticBody3D"/> representing a door hinge that a <see cref="T:Godot.RigidBody3D"/> rotates around.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint3D.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.HingeJoint3D.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.HingeJoint3D.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.HingeJoint3D.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.HingeJoint3D.Param.LimitRelaxation">
            <summary>
            <para>The lower this value, the more the rotation gets slowed down.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint3D.Param.MotorTargetVelocity">
            <summary>
            <para>Target speed for the motor.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint3D.Param.MotorMaxImpulse">
            <summary>
            <para>Maximum acceleration for the motor.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint3D.Param.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.HingeJoint3D.Param"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint3D.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.HingeJoint3D.Flag.EnableMotor">
            <summary>
            <para>When activated, a motor turns the hinge.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint3D.Flag.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.HingeJoint3D.Flag"/> enum.</para>
            </summary>
        </member>
        <member name="M:Godot.HingeJoint3D.SetParam(Godot.HingeJoint3D.Param,System.Single)">
            <summary>
            <para>Sets the value of the specified parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.HingeJoint3D.GetParam(Godot.HingeJoint3D.Param)">
            <summary>
            <para>Returns the value of the specified parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.HingeJoint3D.SetFlag(Godot.HingeJoint3D.Flag,System.Boolean)">
            <summary>
            <para>If <c>true</c>, enables the specified flag.</para>
            </summary>
        </member>
        <member name="M:Godot.HingeJoint3D.GetFlag(Godot.HingeJoint3D.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.TcpServer"/>). 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>iPType</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 addresses depending on <c>iPType</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>iPType</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>Returns 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 <i>image processing</i> 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.Sprite2D"/>), and has to be converted manually to an <see cref="T:Godot.ImageTexture"/> first.</para>
            <para><b>Note:</b> 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.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>
            </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><b>Note:</b> 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><b>Note:</b> 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.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><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> 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.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><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> 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.Astc4X4">
            <summary>
            <para><a href="https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression">Adaptive Scalable Texutre Compression</a>. This implements the 4x4 (high quality) mode.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Astc4X4Hdr">
            <summary>
            <para>Same format as <see cref="F:Godot.Image.Format.Astc4X4"/>, but with the hint to let the GPU know it is used for HDR.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Astc8X8">
            <summary>
            <para><a href="https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression">Adaptive Scalable Texutre Compression</a>. This implements the 8x8 (low quality) mode.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Astc8X8Hdr">
            <summary>
            <para>Same format as <see cref="F:Godot.Image.Format.Astc8X8"/>, but with the hint to let the GPU know it is used for HDR.</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="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><b>Note:</b> 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.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.CompressMode.S3Tc">
            <summary>
            <para>Use S3TC 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.CompressMode.Bptc">
            <summary>
            <para>Use BPTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.CompressMode.Astc">
            <summary>
            <para>Use ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.CompressMode.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Image.CompressMode"/> enum.</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.AstcFormat.Format4X4">
            <summary>
            <para>Hint to indicate that the high quality 4x4 ASTC compression format should be used.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.AstcFormat.Format8X8">
            <summary>
            <para>Hint to indicate that the low quality 8x8 ASTC compression format should be used.</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.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>
            </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>useMipmaps</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>useMipmaps</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.SetData(System.Int32,System.Int32,System.Boolean,Godot.Image.Format,System.Byte[])">
            <summary>
            <para>Overwrites data of an existing <see cref="T:Godot.Image"/>. Non-static equivalent of <see cref="M:Godot.Image.CreateFromData(System.Int32,System.Int32,System.Boolean,Godot.Image.Format,System.Byte[])"/>.</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><b>Warning:</b> 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.LoadFromFile(System.String)">
            <summary>
            <para>Creates a new <see cref="T:Godot.Image"/> and loads data from the specified file.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.SavePng(System.String)">
            <summary>
            <para>Saves the image as a PNG file to the file at <c>path</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.SavePngToBuffer">
            <summary>
            <para>Saves the image as a PNG file to a byte array.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.SaveJpg(System.String,System.Single)">
            <summary>
            <para>Saves the image as a JPEG file to <c>path</c> with the specified <c>quality</c> between <c>0.01</c> and <c>1.0</c> (inclusive). Higher <c>quality</c> values result in better-looking output at the cost of larger file sizes. Recommended <c>quality</c> values are between <c>0.75</c> and <c>0.90</c>. Even at quality <c>1.00</c>, JPEG compression remains lossy.</para>
            <para><b>Note:</b> JPEG does not save an alpha channel. If the <see cref="T:Godot.Image"/> contains an alpha channel, the image will still be saved, but the resulting JPEG file won't contain the alpha channel.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.SaveJpgToBuffer(System.Single)">
            <summary>
            <para>Saves the image as a JPEG file to a byte array with the specified <c>quality</c> between <c>0.01</c> and <c>1.0</c> (inclusive). Higher <c>quality</c> values result in better-looking output at the cost of larger byte array sizes (and therefore memory usage). Recommended <c>quality</c> values are between <c>0.75</c> and <c>0.90</c>. Even at quality <c>1.00</c>, JPEG compression remains lossy.</para>
            <para><b>Note:</b> JPEG does not save an alpha channel. If the <see cref="T:Godot.Image"/> contains an alpha channel, the image will still be saved, but the resulting byte array won't contain the alpha channel.</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><b>Note:</b> 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.SaveExrToBuffer(System.Boolean)">
            <summary>
            <para>Saves the image as an EXR file to a byte array. 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 an empty byte array if Godot was compiled without the TinyEXR module.</para>
            <para><b>Note:</b> The TinyEXR module is disabled in non-editor builds, which means <see cref="M:Godot.Image.SaveExr(System.String,System.Boolean)"/> will return an empty byte array when it is called from an exported project.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.SaveWebp(System.String,System.Boolean,System.Single)">
            <summary>
            <para>Saves the image as a WebP (Web Picture) file to the file at <c>path</c>. By default it will save lossless. If <c>lossy</c> is true, the image will be saved lossy, using the <c>quality</c> setting between 0.0 and 1.0 (inclusive).</para>
            </summary>
        </member>
        <member name="M:Godot.Image.SaveWebpToBuffer(System.Boolean,System.Single)">
            <summary>
            <para>Saves the image as a WebP (Web Picture) file to a byte array. By default it will save lossless. If <c>lossy</c> is true, the image will be saved lossy, using the <c>quality</c> setting between 0.0 and 1.0 (inclusive).</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,Godot.Image.AstcFormat)">
            <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.</para>
            <para>The <c>source</c> parameter helps to pick the best compression method for DXT and ETC2 formats. It is ignored for ASTC compression.</para>
            <para>For ASTC compression, the <c>astcFormat</c> parameter must be supplied.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.CompressFromChannels(Godot.Image.CompressMode,Godot.Image.UsedChannels,Godot.Image.AstcFormat)">
            <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.</para>
            <para>This is an alternative to <see cref="M:Godot.Image.Compress(Godot.Image.CompressMode,Godot.Image.CompressSource,Godot.Image.AstcFormat)"/> that lets the user supply the channels used in order for the compressor to pick the best DXT and ETC2 formats. For other formats (non DXT or ETC2), this argument is ignored.</para>
            <para>For ASTC compression, the <c>astcFormat</c> parameter must be supplied.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.Decompress">
            <summary>
            <para>Decompresses the image if it is VRAM compressed in a supported format. Returns <see cref="F:Godot.Error.Ok"/> if the format is supported, otherwise <see cref="F:Godot.Error.Unavailable"/>.</para>
            <para><b>Note:</b> The following formats can be decompressed: DXT, RGTC, BPTC. The formats ETC1 and ETC2 are not supported.</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.Rotate90(Godot.ClockDirection)">
            <summary>
            <para>Rotates the image in the specified <c>direction</c> by <c>90</c> degrees. The width and height of the image must be greater than <c>1</c>. If the width and height are not equal, the image will be resized.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.Rotate180">
            <summary>
            <para>Rotates the image by <c>180</c> degrees. The width and height of the image must be greater than <c>1</c>.</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 normal map. A normal map 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 bump map to a normal map. A bump map provides a height offset per-pixel, while a normal map provides a normal direction per pixel.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.ComputeImageMetrics(Godot.Image,System.Boolean)">
            <summary>
            <para>Compute image metrics on the current image and the compared image.</para>
            <para>The dictionary contains <c>max</c>, <c>mean</c>, <c>mean_squared</c>, <c>root_mean_squared</c> and <c>peak_snr</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.BlitRect(Godot.Image,Godot.Rect2I,Godot.Vector2I)">
            <summary>
            <para>Copies <c>srcRect</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 <b>must</b> have the same format. <c>srcRect</c> with non-positive size is treated as empty.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.BlitRectMask(Godot.Image,Godot.Image,Godot.Rect2I,Godot.Vector2I)">
            <summary>
            <para>Blits <c>srcRect</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 <b>must</b> have the same format. <c>src</c> image and <c>mask</c> image <b>must</b> have the same size (width and height) but they can have different formats. <c>srcRect</c> with non-positive size is treated as empty.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.BlendRect(Godot.Image,Godot.Rect2I,Godot.Vector2I)">
            <summary>
            <para>Alpha-blends <c>srcRect</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 <b>must</b> have the same format. <c>srcRect</c> with non-positive size is treated as empty.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.BlendRectMask(Godot.Image,Godot.Image,Godot.Rect2I,Godot.Vector2I)">
            <summary>
            <para>Alpha-blends <c>srcRect</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 <b>must</b> have the same format. <c>src</c> image and <c>mask</c> image <b>must</b> have the same size (width and height) but they can have different formats. <c>srcRect</c> with non-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.Rect2I,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.Rect2I"/> 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.GetRegion(Godot.Rect2I)">
            <summary>
            <para>Returns a new <see cref="T:Godot.Image"/> that is a copy of this <see cref="T:Godot.Image"/>'s area specified with <c>region</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.GetPixelv(Godot.Vector2I)">
            <summary>
            <para>Returns the color of the pixel at <c>point</c>.</para>
            <para>This is the same as <see cref="M:Godot.Image.GetPixel(System.Int32,System.Int32)"/>, but with a <see cref="T:Godot.Vector2I"/> 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>.</para>
            <para>This is the same as <see cref="M:Godot.Image.GetPixelv(Godot.Vector2I)"/>, but with two integer arguments instead of a <see cref="T:Godot.Vector2I"/> argument.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.SetPixelv(Godot.Vector2I,Godot.Color)">
            <summary>
            <para>Sets the <see cref="T:Godot.Color"/> of the pixel at <c>point</c> to <c>color</c>.</para>
            <para><b>Example:</b></para>
            <para><code>
            int imgWidth = 10;
            int imgHeight = 5;
            var img = Image.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);
            
            img.SetPixelv(new Vector2I(1, 2), Colors.Red); // Sets the color at (1, 2) to red.
            </code></para>
            <para>This is the same as <see cref="M:Godot.Image.SetPixel(System.Int32,System.Int32,Godot.Color)"/>, but with a <see cref="T:Godot.Vector2I"/> argument instead of two integer arguments.</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> to <c>color</c>.</para>
            <para><b>Example:</b></para>
            <para><code>
            int imgWidth = 10;
            int imgHeight = 5;
            var img = Image.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);
            
            img.SetPixel(1, 2, Colors.Red); // Sets the color at (1, 2) to red.
            </code></para>
            <para>This is the same as <see cref="M:Godot.Image.SetPixelv(Godot.Vector2I,Godot.Color)"/>, but with a two integer arguments instead of a <see cref="T:Godot.Vector2I"/> argument.</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><b>Note:</b> 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.ImageFormatLoader">
            <summary>
            <para>The engine supports multiple image formats out of the box (PNG, SVG, JPEG, WebP to name a few), but you can choose to implement support for additional image formats by extending <see cref="T:Godot.ImageFormatLoaderExtension"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.ImageFormatLoaderExtension">
            <summary>
            <para>The engine supports multiple image formats out of the box (PNG, SVG, JPEG, WebP to name a few), but you can choose to implement support for additional image formats by extending this class.</para>
            <para>Be sure to respect the documented return types and values. You should create an instance of it, and call <see cref="M:Godot.ImageFormatLoaderExtension.AddFormatLoader"/> to register that loader during the initialization phase.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageFormatLoaderExtension._GetRecognizedExtensions">
            <summary>
            <para>Returns the list of file extensions for this image format. Files with the given extensions will be treated as image file and loaded using this class.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageFormatLoaderExtension._LoadImage(Godot.Image,Godot.FileAccess,Godot.ImageFormatLoader.LoaderFlags,System.Single)">
            <summary>
            <para>Loads the content of <c>fileaccess</c> into the provided <c>image</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageFormatLoaderExtension.AddFormatLoader">
            <summary>
            <para>Add this format loader to the engine, allowing it to recognize the file extensions returned by <see cref="M:Godot.ImageFormatLoaderExtension._GetRecognizedExtensions"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageFormatLoaderExtension.RemoveFormatLoader">
            <summary>
            <para>Remove this format loader from the engine.</para>
            </summary>
        </member>
        <member name="T:Godot.ImageTexture">
            <summary>
            <para>A <see cref="T:Godot.Texture2D"/> 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)"/> method:</para>
            <para><code>
            var image = Image.load_from_file("res://icon.svg")
            var texture = ImageTexture.create_from_image(image)
            $Sprite2D.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><b>Warning:</b> 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.svg")
            $Sprite2D.texture = texture
            </code></para>
            <para>This is because images have to be imported as a <see cref="T:Godot.CompressedTexture2D"/> 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><b>Note:</b> The image can be retrieved from an imported texture using the <see cref="M:Godot.Texture2D.GetImage"/> method, which returns a copy of the image:</para>
            <para><code>
            var texture = load("res://icon.svg")
            var image: Image = texture.get_image()
            </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><b>Note:</b> The maximum texture size is 16384×16384 pixels due to graphics hardware limitations.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageTexture.CreateFromImage(Godot.Image)">
            <summary>
            <para>Creates a new <see cref="T:Godot.ImageTexture"/> and initializes it by allocating and setting the data from an <see cref="T:Godot.Image"/>.</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.SetImage(Godot.Image)">
            <summary>
            <para>Replaces the texture's data with a new <see cref="T:Godot.Image"/>. This will re-allocate new memory for the texture.</para>
            <para>If you want to update the image, but don't need to change its parameters (format, size), use <see cref="M:Godot.ImageTexture.Update(Godot.Image)"/> instead for better performance.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageTexture.Update(Godot.Image)">
            <summary>
            <para>Replaces the texture's data with a new <see cref="T:Godot.Image"/>.</para>
            <para><b>Note:</b> The texture has to be created using <see cref="M:Godot.ImageTexture.CreateFromImage(Godot.Image)"/> or initialized first with the <see cref="M:Godot.ImageTexture.SetImage(Godot.Image)"/> method before it can be updated. The new image dimensions, format, and mipmaps configuration should match the existing texture's image configuration.</para>
            <para>Use this method over <see cref="M:Godot.ImageTexture.SetImage(Godot.Image)"/> 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.Vector2I)">
            <summary>
            <para>Resizes the texture to the specified dimensions.</para>
            </summary>
        </member>
        <member name="T:Godot.ImageTexture3D">
            <summary>
            <para><see cref="T:Godot.ImageTexture3D"/> is a 3-dimensional <see cref="T:Godot.ImageTexture"/> that has a width, height, and depth. See also <see cref="T:Godot.ImageTextureLayered"/>.</para>
            <para>3D textures are typically used to store density maps for <see cref="T:Godot.FogMaterial"/>, color correction LUTs for <see cref="T:Godot.Environment"/>, vector fields for <see cref="T:Godot.GpuParticlesAttractorVectorField3D"/> and collision maps for <see cref="T:Godot.GpuParticlesCollisionSdf3D"/>. 3D textures can also be used in custom shaders.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageTexture3D.Create(Godot.Image.Format,System.Int32,System.Int32,System.Int32,System.Boolean,Godot.Collections.Array{Godot.Image})">
            <summary>
            <para>Creates the <see cref="T:Godot.ImageTexture3D"/> with specified <c>width</c>, <c>height</c>, and <c>depth</c>. See <see cref="T:Godot.Image.Format"/> for <c>format</c> options. If <c>useMipmaps</c> is <c>true</c>, then generate mipmaps for the <see cref="T:Godot.ImageTexture3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageTexture3D.Update(Godot.Collections.Array{Godot.Image})">
            <summary>
            <para>Replaces the texture's existing data with the layers specified in <c>data</c>. The size of <c>data</c> must match the parameters that were used for <see cref="M:Godot.ImageTexture3D.Create(Godot.Image.Format,System.Int32,System.Int32,System.Int32,System.Boolean,Godot.Collections.Array{Godot.Image})"/>. In other words, the texture cannot be resized or have its format changed by calling <see cref="M:Godot.ImageTexture3D.Update(Godot.Collections.Array{Godot.Image})"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.ImageTextureLayered">
            <summary>
            <para>Base class for <see cref="T:Godot.Texture2DArray"/>, <see cref="T:Godot.Cubemap"/> and <see cref="T:Godot.CubemapArray"/>. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also <see cref="T:Godot.Texture3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageTextureLayered.CreateFromImages(Godot.Collections.Array{Godot.Image})">
            <summary>
            <para>Creates an <see cref="T:Godot.ImageTextureLayered"/> from an array of <see cref="T:Godot.Image"/>s. See <see cref="M:Godot.Image.Create(System.Int32,System.Int32,System.Boolean,Godot.Image.Format)"/> for the expected data format. The first image decides the width, height, image format and mipmapping setting. The other images <i>must</i> have the same width, height, image format and mipmapping setting.</para>
            <para>Each <see cref="T:Godot.Image"/> represents one <c>layer</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageTextureLayered.UpdateLayer(Godot.Image,System.Int32)">
            <summary>
            <para>Replaces the existing <see cref="T:Godot.Image"/> data at the given <c>layer</c> with this new image.</para>
            <para>The given <see cref="T:Godot.Image"/> must have the same width, height, image format and mipmapping setting (a <c>bool</c> value) as the rest of the referenced images.</para>
            <para>If the image format is unsupported, it will be decompressed and converted to a similar and supported <see cref="T:Godot.Image.Format"/>.</para>
            <para>The update is immediate: it's synchronized with drawing.</para>
            </summary>
        </member>
        <member name="T:Godot.ImmediateMesh">
            <summary>
            <para>A mesh type optimized for creating geometry manually, similar to OpenGL 1.x immediate mode.</para>
            <para>Here's a sample on how to generate a triangular face:</para>
            <para></para>
            <para><b>Note:</b> Generating complex geometries with <see cref="T:Godot.ImmediateMesh"/> is highly inefficient. Instead, it is designed to generate simple geometry that changes often.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateMesh.SurfaceBegin(Godot.Mesh.PrimitiveType,Godot.Material)">
            <summary>
            <para>Begin a new surface.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateMesh.SurfaceSetColor(Godot.Color)">
            <summary>
            <para>Set the color attribute that will be pushed with the next vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateMesh.SurfaceSetNormal(Godot.Vector3)">
            <summary>
            <para>Set the normal attribute that will be pushed with the next vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateMesh.SurfaceSetTangent(Godot.Plane)">
            <summary>
            <para>Set the tangent attribute that will be pushed with the next vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateMesh.SurfaceSetUV(Godot.Vector2)">
            <summary>
            <para>Set the UV attribute that will be pushed with the next vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateMesh.SurfaceSetUV2(Godot.Vector2)">
            <summary>
            <para>Set the UV2 attribute that will be pushed with the next vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateMesh.SurfaceAddVertex(Godot.Vector3)">
            <summary>
            <para>Add a 3D vertex using the current attributes previously set.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateMesh.SurfaceAddVertex2D(Godot.Vector2)">
            <summary>
            <para>Add a 2D vertex using the current attributes previously set.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateMesh.SurfaceEnd">
            <summary>
            <para>End and commit current surface. Note that surface being created will not be visible until this function is called.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateMesh.ClearSurfaces">
            <summary>
            <para>Clear all surfaces.</para>
            </summary>
        </member>
        <member name="T:Godot.ImporterMesh">
            <summary>
            <para>ImporterMesh is a type of <see cref="T:Godot.Resource"/> analogous to <see cref="T:Godot.ArrayMesh"/>. It contains vertex array-based geometry, divided in <i>surfaces</i>. 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>
            <para>Unlike its runtime counterpart, <see cref="T:Godot.ImporterMesh"/> contains mesh data before various import steps, such as lod and shadow mesh generation, have taken place. Modify surface data by calling <see cref="M:Godot.ImporterMesh.Clear"/>, followed by <see cref="M:Godot.ImporterMesh.AddSurface(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Material,System.String,System.UInt32)"/> for each surface.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.AddBlendShape(System.String)">
            <summary>
            <para>Adds name for a blend shape that will be added with <see cref="M:Godot.ImporterMesh.AddSurface(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Material,System.String,System.UInt32)"/>. Must be called before surface is added.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetBlendShapeCount">
            <summary>
            <para>Returns the number of blend shapes that the mesh holds.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetBlendShapeName(System.Int32)">
            <summary>
            <para>Returns the name of the blend shape at this index.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.SetBlendShapeMode(Godot.Mesh.BlendShapeMode)">
            <summary>
            <para>Sets the blend shape mode to one of <see cref="T:Godot.Mesh.BlendShapeMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetBlendShapeMode">
            <summary>
            <para>Returns the blend shape mode for this Mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.AddSurface(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Material,System.String,System.UInt32)">
            <summary>
            <para>Creates a new surface. <see cref="M:Godot.Mesh.GetSurfaceCount"/> will become the <c>surf_idx</c> for this new surface.</para>
            <para>Surfaces are created to be rendered using a <c>primitive</c>, which may be any of the values defined in <see cref="T:Godot.Mesh.PrimitiveType"/>.</para>
            <para>The <c>arrays</c> argument is an array of arrays. Each of the <see cref="F:Godot.Mesh.ArrayType.Max"/> elements contains an array with some of the mesh data for this surface as described by the corresponding member of <see cref="T:Godot.Mesh.ArrayType"/> or <c>null</c> if it is not used by the surface. 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 surface 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 an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for <see cref="F:Godot.Mesh.ArrayType.Index"/> if it is used.</para>
            <para>The <c>blendShapes</c> argument is an array of vertex data for each blend shape. Each element is an array of the same structure as <c>arrays</c>, but <see cref="F:Godot.Mesh.ArrayType.Vertex"/>, <see cref="F:Godot.Mesh.ArrayType.Normal"/>, and <see cref="F:Godot.Mesh.ArrayType.Tangent"/> are set if and only if they are set in <c>arrays</c> and all other entries are <c>null</c>.</para>
            <para>The <c>lods</c> argument is a dictionary with <see cref="T:System.Single"/> keys and <see cref="T:System.Int32"/>[] values. Each entry in the dictionary represents a LOD level of the surface, where the value is the <see cref="F:Godot.Mesh.ArrayType.Index"/> array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used.</para>
            <para>The <c>flags</c> argument is the bitwise or of, as required: One value of <see cref="T:Godot.Mesh.ArrayCustomFormat"/> left shifted by <c>ARRAY_FORMAT_CUSTOMn_SHIFT</c> for each custom channel in use, <see cref="F:Godot.Mesh.ArrayFormat.FlagUseDynamicUpdate"/>, <see cref="F:Godot.Mesh.ArrayFormat.FlagUse8BoneWeights"/>, or <see cref="F:Godot.Mesh.ArrayFormat.FlagUsesEmptyVertexArray"/>.</para>
            <para><b>Note:</b> When using indices, it is recommended to only use points, lines, or triangles.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetSurfaceCount">
            <summary>
            <para>Returns the number of surfaces that the mesh holds.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetSurfacePrimitiveType(System.Int32)">
            <summary>
            <para>Returns the primitive type of the requested surface (see <see cref="M:Godot.ImporterMesh.AddSurface(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Material,System.String,System.UInt32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetSurfaceName(System.Int32)">
            <summary>
            <para>Gets the name assigned to this surface.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetSurfaceArrays(System.Int32)">
            <summary>
            <para>Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface. See <see cref="M:Godot.ImporterMesh.AddSurface(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Material,System.String,System.UInt32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetSurfaceBlendShapeArrays(System.Int32,System.Int32)">
            <summary>
            <para>Returns a single set of blend shape arrays for the requested blend shape index for a surface.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetSurfaceLodCount(System.Int32)">
            <summary>
            <para>Returns the number of lods that the mesh holds on a given surface.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetSurfaceLodSize(System.Int32,System.Int32)">
            <summary>
            <para>Returns the screen ratio which activates a lod for a surface.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetSurfaceLodIndices(System.Int32,System.Int32)">
            <summary>
            <para>Returns the index buffer of a lod for a surface.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetSurfaceMaterial(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.ImporterMesh.GetSurfaceFormat(System.Int32)">
            <summary>
            <para>Returns the format of the surface that the mesh holds.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.SetSurfaceName(System.Int32,System.String)">
            <summary>
            <para>Sets a name for a given surface.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.SetSurfaceMaterial(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.ImporterMesh.GenerateLods(System.Single,System.Single,Godot.Collections.Array)">
            <summary>
            <para>Generates all lods for this ImporterMesh.</para>
            <para><c>normalMergeAngle</c> and <c>normalSplitAngle</c> are in degrees and used in the same way as the importer settings in <c>lods</c>. As a good default, use 25 and 60 respectively.</para>
            <para>The number of generated lods can be accessed using <see cref="M:Godot.ImporterMesh.GetSurfaceLodCount(System.Int32)"/>, and each LOD is available in <see cref="M:Godot.ImporterMesh.GetSurfaceLodSize(System.Int32,System.Int32)"/> and <see cref="M:Godot.ImporterMesh.GetSurfaceLodIndices(System.Int32,System.Int32)"/>.</para>
            <para><c>boneTransformArray</c> is an <see cref="T:Godot.Collections.Array"/> which can be either empty or contain <see cref="T:Godot.Transform3D"/>s which, for each of the mesh's bone IDs, will apply mesh skinning when generating the LOD mesh variations. This is usually used to account for discrepancies in scale between the mesh itself and its skinning data.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetMesh(Godot.ArrayMesh)">
            <summary>
            <para>Returns the mesh data represented by this <see cref="T:Godot.ImporterMesh"/> as a usable <see cref="T:Godot.ArrayMesh"/>.</para>
            <para>This method caches the returned mesh, and subsequent calls will return the cached data until <see cref="M:Godot.ImporterMesh.Clear"/> is called.</para>
            <para>If not yet cached and <c>baseMesh</c> is provided, <c>baseMesh</c> will be used and mutated.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.Clear">
            <summary>
            <para>Removes all surfaces and blend shapes from this <see cref="T:Godot.ImporterMesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.SetLightmapSizeHint(Godot.Vector2I)">
            <summary>
            <para>Sets the size hint of this mesh for lightmap-unwrapping in UV-space.</para>
            </summary>
        </member>
        <member name="M:Godot.ImporterMesh.GetLightmapSizeHint">
            <summary>
            <para>Returns the size hint of this mesh for lightmap-unwrapping in UV-space.</para>
            </summary>
        </member>
        <member name="T:Godot.Input">
            <summary>
            <para>The <see cref="T:Godot.Input"/> singleton handles key presses, mouse buttons and movement, gamepads, and input actions. Actions and their events can be set in the <b>Input Map</b> tab in <b>Project &gt; Project Settings</b>, or with the <see cref="T:Godot.InputMap"/> class.</para>
            <para><b>Note:</b> <see cref="T:Godot.Input"/>'s methods reflect the global input state and are not affected by <see cref="M:Godot.Control.AcceptEvent"/> or <see cref="M:Godot.Viewport.SetInputAsHandled"/>, as those methods only deal with the way input is propagated in the <see cref="T:Godot.SceneTree"/>.</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 window manager's window.</para>
            <para><b>Note:</b> 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>
            <para><b>Note:</b> Windows lacks a dragging cursor, so <see cref="F:Godot.Input.CursorShape.Drag"/> is the same as <see cref="F:Godot.Input.CursorShape.Move"/> for this platform.</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><b>Note:</b> Input accumulation is <i>enabled</i> by default.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsAnythingPressed">
            <summary>
            <para>Returns <c>true</c> if any action, key, joypad button, or mouse button is being pressed. This will also return <c>true</c> if any action is simulated via code by calling <see cref="M:Godot.Input.ActionPress(Godot.StringName,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsKeyPressed(Godot.Key)">
            <summary>
            <para>Returns <c>true</c> if you are pressing the Latin key in the current keyboard layout. You can pass a <see cref="T:Godot.Key"/> constant.</para>
            <para><see cref="M:Godot.Input.IsKeyPressed(Godot.Key)"/> is only recommended over <see cref="M:Godot.Input.IsPhysicalKeyPressed(Godot.Key)"/> 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(Godot.Key)"/>.</para>
            <para><b>Note:</b> Due to keyboard ghosting, <see cref="M:Godot.Input.IsKeyPressed(Godot.Key)"/> 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(Godot.Key)">
            <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.Key"/> constant.</para>
            <para><see cref="M:Godot.Input.IsPhysicalKeyPressed(Godot.Key)"/> is recommended over <see cref="M:Godot.Input.IsKeyPressed(Godot.Key)"/> 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(Godot.Key)"/> will also ensure that the top row number keys work on any keyboard layout. If in doubt, use <see cref="M:Godot.Input.IsPhysicalKeyPressed(Godot.Key)"/>.</para>
            <para><b>Note:</b> Due to keyboard ghosting, <see cref="M:Godot.Input.IsPhysicalKeyPressed(Godot.Key)"/> may return <c>false</c> even if one of the action's keys is pressed. See <a href="$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events">Input examples</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsKeyLabelPressed(Godot.Key)">
            <summary>
            <para>Returns <c>true</c> if you are pressing the key with the <c>keycode</c> printed on it. You can pass a <see cref="T:Godot.Key"/> constant or any Unicode character code.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsMouseButtonPressed(Godot.MouseButton)">
            <summary>
            <para>Returns <c>true</c> if you are pressing the mouse button specified with <see cref="T:Godot.MouseButton"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsJoyButtonPressed(System.Int32,Godot.JoyButton)">
            <summary>
            <para>Returns <c>true</c> if you are pressing the joypad button (see <see cref="T:Godot.JoyButton"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsActionPressed(Godot.StringName,System.Boolean)">
            <summary>
            <para>Returns <c>true</c> if you are pressing the action event. Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.</para>
            <para>If <c>exactMatch</c> is <c>false</c>, it ignores additional input modifiers for <see cref="T:Godot.InputEventKey"/> and <see cref="T:Godot.InputEventMouseButton"/> events, and the direction for <see cref="T:Godot.InputEventJoypadMotion"/> events.</para>
            <para><b>Note:</b> Due to keyboard ghosting, <see cref="M:Godot.Input.IsActionPressed(Godot.StringName,System.Boolean)"/> may return <c>false</c> even if one of the action's keys is pressed. See <a href="$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(Godot.StringName,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>exactMatch</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><b>Note:</b> Due to keyboard ghosting, <see cref="M:Godot.Input.IsActionJustPressed(Godot.StringName,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(Godot.StringName,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>exactMatch</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(Godot.StringName,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>exactMatch</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(Godot.StringName,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(Godot.StringName,System.Boolean)"/> instead.</para>
            <para>If <c>exactMatch</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(Godot.StringName,Godot.StringName)">
            <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(Godot.StringName,Godot.StringName,Godot.StringName,Godot.StringName,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.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. 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,Godot.JoyAxis)">
            <summary>
            <para>Returns the current value of the joypad axis at given index (see <see cref="T:Godot.JoyAxis"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetJoyName(System.Int32)">
            <summary>
            <para>Returns the name of the joypad at the specified device index, e.g. <c>PS4 Controller</c>. Godot uses the <a href="https://github.com/gabomdq/SDL_GameControllerDB">SDL2 game controller database</a> to determine gamepad names.</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, e.g. <c>030000004c050000c405000000010000</c>. Returns <c>"Default Gamepad"</c> otherwise. Godot uses the <a href="https://github.com/gabomdq/SDL_GameControllerDB">SDL2 game controller database</a> to determine gamepad names and mappings based on this GUID.</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.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>weakMagnitude</c> is the strength of the weak motor (between 0 and 1) and <c>strongMagnitude</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><b>Note:</b> 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><b>Note:</b> This method is implemented on Android, iOS, and Web. It has no effect on other platforms.</para>
            <para><b>Note:</b> 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><b>Note:</b> For iOS, specifying the duration is only supported in iOS 13 and later.</para>
            <para><b>Note:</b> 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 in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returns <c>Vector3.ZERO</c>.</para>
            <para><b>Note:</b> 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.GetAccelerometer">
            <summary>
            <para>Returns the acceleration in m/s² 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><b>Note:</b> This method only works on iOS, Android, and UWP. On other platforms, it always returns <c>Vector3.ZERO</c>.</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><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> This value can be immediately overwritten by the hardware sensor value on Android and iOS.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetLastMouseVelocity">
            <summary>
            <para>Returns the last mouse velocity. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity 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. Equivalent to <see cref="M:Godot.DisplayServer.MouseGetButtonState"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.WarpMouse(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 currently focused Window Manager 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"/> or <see cref="F:Godot.Input.MouseModeEnum.ConfinedHidden"/>.</para>
            <para><b>Note:</b> <see cref="M:Godot.Input.WarpMouse(Godot.Vector2)"/> is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.ActionPress(Godot.StringName,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><b>Note:</b> 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(Godot.StringName,System.Boolean)"/> and <see cref="M:Godot.Input.IsActionJustPressed(Godot.StringName,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(Godot.StringName)">
            <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><b>Note:</b> 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><b>Note:</b> 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 or equal to 256×256. To avoid rendering issues, sizes lower than or equal to 128×128 are recommended.</para>
            <para><c>hotspot</c> must be within <c>image</c>'s size.</para>
            <para><b>Note:</b> <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><b>Note:</b> The <b>Lossless</b>, <b>Lossy</b> or <b>Uncompressed</b> compression modes are recommended. The <b>Video RAM</b> compression mode can be used, but it will be decompressed on the CPU, which means loading times are slowed down and no memory is saved compared to lossless modes.</para>
            <para><b>Note:</b> 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 <c>new Vector2(0, 0)</c>.</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><b>Example:</b></para>
            <para><code>
            var cancelEvent = new InputEventAction();
            cancelEvent.Action = "ui_cancel";
            cancelEvent.Pressed = true;
            Input.ParseInputEvent(cancelEvent);
            </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.Input.JoyConnectionChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Input.JoyConnectionChanged"/> event of a <see cref="T:Godot.Input"/> class.
            </summary>
        </member>
        <member name="E:Godot.Input.JoyConnectionChanged">
            <summary>
            <para>Emitted when a joypad device has been connected or disconnected.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEvent">
            <summary>
            <para>Abstract base class of all types of input events. 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><b>Note:</b> 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(Godot.StringName,System.Boolean)">
            <summary>
            <para>Returns <c>true</c> if this input event matches a pre-defined action of any type.</para>
            <para>If <c>exactMatch</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(Godot.StringName,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>allowEcho</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>exactMatch</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><b>Note:</b> Due to keyboard ghosting, <see cref="M:Godot.InputEvent.IsActionPressed(Godot.StringName,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(Godot.StringName,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>exactMatch</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(Godot.StringName,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>exactMatch</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.IsCanceled">
            <summary>
            <para>Returns <c>true</c> if this input event has been canceled.</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><b>Note:</b> Due to keyboard ghosting, <see cref="M:Godot.InputEvent.IsPressed"/> 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.IsReleased">
            <summary>
            <para>Returns <c>true</c> if this input event is released. Not relevant for events of type <see cref="T:Godot.InputEventMouseMotion"/> or <see cref="T:Godot.InputEventScreenDrag"/>.</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"/>). Any other event type returns <c>false</c>.</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.IsMatch(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>exactMatch</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>localOfs</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 <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="T:Godot.InputEventAction">
            <summary>
            <para>Contains a generic action which can be targeted from several types of inputs. Actions and their events can be set in the <b>Input Map</b> tab in <b>Project &gt; Project Settings</b>, or with the <see cref="T:Godot.InputMap"/> class.</para>
            <para><b>Note:</b> Unlike the other <see cref="T:Godot.InputEvent"/> subclasses which map to unique physical events, this virtual one is not emitted by the engine. This class is useful to emit actions manually with <see cref="M:Godot.Input.ParseInputEvent(Godot.InputEvent)"/>, which are then received in <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>. To check if a physical event matches an action from the Input Map, use <see cref="M:Godot.InputEvent.IsAction(Godot.StringName,System.Boolean)"/> and <see cref="M:Godot.InputEvent.IsActionPressed(Godot.StringName,System.Boolean,System.Boolean)"/>.</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="T:Godot.InputEventFromWindow">
            <summary>
            <para>InputEventFromWindow represents events specifically received by windows. This includes mouse events, keyboard events in focused windows or touch screen actions.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventFromWindow.WindowId">
            <summary>
            <para>The ID of a <see cref="T:Godot.Window"/> that received this event.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventGesture">
            <summary>
            <para>InputEventGestures are sent when a user performs a supported gesture on a touch screen. Gestures can't be emulated using mouse, because they typically require multi-touch.</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.JoyButton"/> 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. For gamepad buttons, see <see cref="T:Godot.InputEventJoypadButton"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventJoypadMotion.Axis">
            <summary>
            <para>Axis identifier. Use one of the <see cref="T:Godot.JoyAxis"/> 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>An input event for keys on a keyboard. Supports key presses, key releases and <see cref="P:Godot.InputEventKey.Echo"/> events. It can also be received in <see cref="M:Godot.Node._UnhandledKeyInput(Godot.InputEvent)"/>.</para>
            <para><b>Note:</b> Events received from the keyboard usually have all properties set. Event mappings should have only one of the <see cref="P:Godot.InputEventKey.Keycode"/>, <see cref="P:Godot.InputEventKey.PhysicalKeycode"/> or <see cref="P:Godot.InputEventKey.Unicode"/> set.</para>
            <para>When events are compared, properties are checked in the following priority - <see cref="P:Godot.InputEventKey.Keycode"/>, <see cref="P:Godot.InputEventKey.PhysicalKeycode"/> and <see cref="P:Godot.InputEventKey.Unicode"/>. Events with the first matching value will be considered equal.</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.Keycode">
            <summary>
            <para>Latin label printed on the key in the current keyboard layout, which corresponds to one of the <see cref="T:Godot.Key"/> constants.</para>
            <para>To get a human-readable representation of the <see cref="T:Godot.InputEventKey"/>, use <c>OS.get_keycode_string(event.keycode)</c> where <c>event</c> is the <see cref="T:Godot.InputEventKey"/>.</para>
            <para><code>
                +-----+ +-----+
                | Q   | | Q   | - "Q" - keycode
                |   Й | |  ض | - "Й" and "ض" - key_label
                +-----+ +-----+
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.InputEventKey.PhysicalKeycode">
            <summary>
            <para>Represents the physical location of a key on the 101/102-key US QWERTY keyboard, which corresponds to one of the <see cref="T:Godot.Key"/> constants.</para>
            <para>To get a human-readable representation of the <see cref="T:Godot.InputEventKey"/>, use <c>OS.get_keycode_string(event.keycode)</c> where <c>event</c> is the <see cref="T:Godot.InputEventKey"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventKey.KeyLabel">
            <summary>
            <para>Represents the localized label printed on the key in the current keyboard layout, which corresponds to one of the <see cref="T:Godot.Key"/> constants or any valid Unicode character.</para>
            <para>For keyboard layouts with a single label on the key, it is equivalent to <see cref="P:Godot.InputEventKey.Keycode"/>.</para>
            <para>To get a human-readable representation of the <see cref="T:Godot.InputEventKey"/>, use <c>OS.get_keycode_string(event.key_label)</c> where <c>event</c> is the <see cref="T:Godot.InputEventKey"/>.</para>
            <para><code>
                +-----+ +-----+
                | Q   | | Q   | - "Q" - keycode
                |   Й | |  ض | - "Й" and "ض" - key_label
                +-----+ +-----+
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.InputEventKey.Unicode">
            <summary>
            <para>The key Unicode character code (when relevant), shifted by modifier keys. Unicode character codes for composite characters and complex scripts may not be available unless IME input mode is active. See <see cref="M:Godot.Window.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.GetKeycodeWithModifiers">
            <summary>
            <para>Returns the Latin keycode 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_keycode_string(event.get_keycode_with_modifiers())</c> where <c>event</c> is the <see cref="T:Godot.InputEventKey"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEventKey.GetPhysicalKeycodeWithModifiers">
            <summary>
            <para>Returns the physical keycode 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_keycode_string(event.get_physical_keycode_with_modifiers())</c> where <c>event</c> is the <see cref="T:Godot.InputEventKey"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEventKey.GetKeyLabelWithModifiers">
            <summary>
            <para>Returns the localized key label 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_keycode_string(event.get_key_label_with_modifiers())</c> where <c>event</c> is the <see cref="T:Godot.InputEventKey"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEventKey.AsTextKeycode">
            <summary>
            <para>Returns a <see cref="T:System.String"/> representation of the event's <see cref="P:Godot.InputEventKey.Keycode"/> and modifiers.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEventKey.AsTextPhysicalKeycode">
            <summary>
            <para>Returns a <see cref="T:System.String"/> representation of the event's <see cref="P:Godot.InputEventKey.PhysicalKeycode"/> and modifiers.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEventKey.AsTextKeyLabel">
            <summary>
            <para>Returns a <see cref="T:System.String"/> representation of the event's <see cref="P:Godot.InputEventKey.KeyLabel"/> and modifiers.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventMidi">
            <summary>
            <para>InputEventMIDI allows receiving input events from MIDI (Musical Instrument Digital Interface) devices such as a piano.</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><code>
            public override void _Ready()
            {
                OS.OpenMidiInputs();
                GD.Print(OS.GetConnectedMidiInputs());
            }
            
            public override void _Input(InputEvent @event)
            {
                if (@event is InputEventMIDI midiEvent)
                {
                    PrintMIDIInfo(midiEvent);
                }
            }
            
            private void PrintMIDIInfo(InputEventMIDI midiEvent)
            {
                GD.Print(midiEvent);
                GD.Print($"Channel {midiEvent.Channel}");
                GD.Print($"Message {midiEvent.Message}");
                GD.Print($"Pitch {midiEvent.Pitch}");
                GD.Print($"Velocity {midiEvent.Velocity}");
                GD.Print($"Instrument {midiEvent.Instrument}");
                GD.Print($"Pressure {midiEvent.Pressure}");
                GD.Print($"Controller number: {midiEvent.ControllerNumber}");
                GD.Print($"Controller value: {midiEvent.ControllerValue}");
            }
            </code></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.MidiMessage"/> 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 <see cref="!:Godot.MIDIMessage.NoteOn"/> when activated, but they might not always return <see cref="!:Godot.MIDIMessage.NoteOff"/> when deactivated, therefore your code should treat the input as stopped if some period of time has passed.</para>
            <para>Some MIDI devices may send <see cref="!:Godot.MIDIMessage.NoteOn"/> with zero velocity instead of <see cref="!:Godot.MIDIMessage.NoteOff"/>.</para>
            <para>For more information, see the note in <see cref="P:Godot.InputEventMidi.Velocity"/> and 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.</para>
            <para><b>Note:</b> Some MIDI devices may send a <see cref="!:Godot.MIDIMessage.NoteOn"/> message with zero velocity and expect this to be treated the same as a <see cref="!:Godot.MIDIMessage.NoteOff"/> message, but device implementations vary so Godot reports event data exactly as received. Depending on the hardware and the needs of the game/app, this MIDI quirk can be handled robustly with a couple lines of script (check for <see cref="!:Godot.MIDIMessage.NoteOn"/> with velocity zero).</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 <see cref="!:Godot.MIDIMessage.ControlChange"/>, 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 <see cref="!:Godot.MIDIMessage.ControlChange"/>, this indicates the controller value, otherwise this is zero. Controllers include devices such as pedals and levers.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventMagnifyGesture">
            <summary>
            <para>Stores the factor of a magnifying touch gesture. This is usually performed when the user pinches the touch screen and used for zooming in/out.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMagnifyGesture.Factor">
            <summary>
            <para>The amount (or delta) of the event. This value is closer to <c>1.0</c> the slower the gesture is performed.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventMouse">
            <summary>
            <para>Stores general information about mouse events.</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.MouseButton"/> 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>Stores information about mouse click events. 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.MouseButton"/> button or button wheel constants.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMouseButton.Canceled">
            <summary>
            <para>If <c>true</c>, the mouse button event has been canceled.</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>Stores information about a mouse or a pen motion. This includes relative position, absolute position, and velocity. See <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>.</para>
            <para><b>Note:</b> By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, set <see cref="P:Godot.Input.UseAccumulatedInput"/> to <c>false</c> to make events emitted as often as possible. 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><b>Note:</b> 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><b>Note:</b> 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.Velocity">
            <summary>
            <para>The mouse velocity in pixels per second.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventPanGesture">
            <summary>
            <para>Stores information about pan gestures. A pan gesture is performed when the user swipes the touch screen with two fingers. It's typically used for panning/scrolling.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventPanGesture.Delta">
            <summary>
            <para>Panning amount since last pan event.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventScreenDrag">
            <summary>
            <para>Stores information about screen drag events. 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.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.InputEventScreenDrag.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.InputEventScreenDrag.PenInverted">
            <summary>
            <para>Returns <c>true</c> when using the eraser end of a stylus pen.</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.Velocity">
            <summary>
            <para>The drag velocity.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventScreenTouch">
            <summary>
            <para>Stores information about multi-touch press/release input events. 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, in screen (global) coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventScreenTouch.Canceled">
            <summary>
            <para>If <c>true</c>, the touch event has been canceled.</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.InputEventShortcut">
            <summary>
            <para>InputEventShortcut is a special event that can be received in <see cref="M:Godot.Node._UnhandledKeyInput(Godot.InputEvent)"/>. It is typically sent by the editor's Command Palette to trigger actions, but can also be sent manually using <see cref="M:Godot.Viewport.PushInput(Godot.InputEvent,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventShortcut.Shortcut">
            <summary>
            <para>The <see cref="T:Godot.Shortcut"/> represented by this event. Its <see cref="M:Godot.Shortcut.MatchesEvent(Godot.InputEvent)"/> method will always return <c>true</c> for this event.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventWithModifiers">
            <summary>
            <para>Stores information about mouse, keyboard, and touch gesture input events. This includes information about which modifier keys are pressed, such as Shift or Alt. See <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventWithModifiers.CommandOrControlAutoremap">
            <summary>
            <para>Automatically use Meta (Command) on macOS and Ctrl on other platforms. If <c>true</c>, <see cref="P:Godot.InputEventWithModifiers.CtrlPressed"/> and <see cref="P:Godot.InputEventWithModifiers.MetaPressed"/> cannot be set.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventWithModifiers.AltPressed">
            <summary>
            <para>State of the Alt modifier.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventWithModifiers.ShiftPressed">
            <summary>
            <para>State of the Shift modifier.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventWithModifiers.CtrlPressed">
            <summary>
            <para>State of the Ctrl modifier.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventWithModifiers.MetaPressed">
            <summary>
            <para>State of the Meta modifier. On Windows and Linux, this represents the Windows key (sometimes called "meta" or "super" on Linux). On macOS, this represents the Command key.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEventWithModifiers.IsCommandOrControlPressed">
            <summary>
            <para>On macOS, returns <c>true</c> if Meta (Command) is pressed.</para>
            <para>On other platforms, returns <c>true</c> if Ctrl is pressed.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEventWithModifiers.GetModifiersMask">
            <summary>
            <para>Returns the keycode combination of modifier keys.</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 <b>Project &gt; Project Settings &gt; Input Map</b> or in code with <see cref="M:Godot.InputMap.AddAction(Godot.StringName,System.Single)"/> and <see cref="M:Godot.InputMap.ActionAddEvent(Godot.StringName,Godot.InputEvent)"/>. See <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.HasAction(Godot.StringName)">
            <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(Godot.StringName,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(Godot.StringName,Godot.InputEvent)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.EraseAction(Godot.StringName)">
            <summary>
            <para>Removes an action from the <see cref="T:Godot.InputMap"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.ActionSetDeadzone(Godot.StringName,System.Single)">
            <summary>
            <para>Sets a deadzone value for the action.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.ActionGetDeadzone(Godot.StringName)">
            <summary>
            <para>Returns a deadzone value for the action.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.ActionAddEvent(Godot.StringName,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(Godot.StringName,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(Godot.StringName,Godot.InputEvent)">
            <summary>
            <para>Removes an <see cref="T:Godot.InputEvent"/> from an action.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.ActionEraseEvents(Godot.StringName)">
            <summary>
            <para>Removes all events from an action.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.ActionGetEvents(Godot.StringName)">
            <summary>
            <para>Returns an array of <see cref="T:Godot.InputEvent"/>s associated with a given action.</para>
            <para><b>Note:</b> 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,Godot.StringName,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(Godot.StringName,Godot.InputEvent)"/> if you don't want this behavior.</para>
            <para>If <c>exactMatch</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.LoadFromProjectSettings">
            <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 <b>Load As Placeholder</b> for an instantiated scene in the editor causes it to be replaced by an <see cref="T:Godot.InstancePlaceholder"/> when running the game, this will not replace the node in the editor. This makes it possible to delay actually loading the scene until calling <see cref="M:Godot.InstancePlaceholder.CreateInstance(System.Boolean,Godot.PackedScene)"/>. This is useful to avoid loading large scenes all at once by loading parts of it selectively.</para>
            <para>The <see cref="T:Godot.InstancePlaceholder"/> does not have a transform. This causes any child nodes to be positioned relatively to the <see cref="T:Godot.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>withOrder</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 <i>above</i> 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><b>Note:</b> <see cref="M:Godot.InstancePlaceholder.CreateInstance(System.Boolean,Godot.PackedScene)"/> is not thread-safe. Use <see cref="M:Godot.GodotObject.CallDeferred(Godot.StringName,Godot.Variant[])"/> if calling from a thread.</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.CreateInstance(System.Boolean,Godot.PackedScene)"/>. Not thread-safe. Use <see cref="M:Godot.GodotObject.CallDeferred(Godot.StringName,Godot.Variant[])"/> if calling from a thread.</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.Tween.TweenInterval(System.Double)"/> for more usage information.</para>
            <para><b>Note:</b> <see cref="M:Godot.Tween.TweenInterval(System.Double)"/> 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 vertical list of selectable items that may be in a single or in multiple columns, with each item having options for text and an 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 the 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>All <c>set_*</c> methods allow negative item indices, i.e. <c>-1</c> to access the last item, <c>-2</c> to select the second-to-last item, and so on.</para>
            <para><b>Incremental search:</b> 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.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="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="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.AllowSearch">
            <summary>
            <para>If <c>true</c>, allows navigating the <see cref="T:Godot.ItemList"/> with letter keys through incremental search.</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><b>Note:</b> 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.TextOverrunBehavior">
            <summary>
            <para>Sets the clipping behavior when the text exceeds an item's bounding rectangle. See <see cref="T:Godot.TextServer.OverrunBehavior"/> for a description of all modes.</para>
            </summary>
        </member>
        <member name="P:Godot.ItemList.ItemCount">
            <summary>
            <para>The number of items currently in the list.</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.Texture2D,System.Boolean)">
            <summary>
            <para>Adds an item to the item list with specified text. Returns the index of an added item.</para>
            <para>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.Texture2D,System.Boolean)">
            <summary>
            <para>Adds an item to the item list with no text, only an icon. Returns the index of an added item.</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.Texture2D)">
            <summary>
            <para>Sets (or replaces) the icon's <see cref="T:Godot.Texture2D"/> 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.SetItemTextDirection(System.Int32,Godot.Control.TextDirection)">
            <summary>
            <para>Sets item's text base writing direction.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetItemTextDirection(System.Int32)">
            <summary>
            <para>Returns item's text base writing direction.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SetItemLanguage(System.Int32,System.String)">
            <summary>
            <para>Sets language code of item's text used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetItemLanguage(System.Int32)">
            <summary>
            <para>Returns item's text language code.</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,Godot.Variant)">
            <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.GetItemRect(System.Int32,System.Boolean)">
            <summary>
            <para>Returns the position and size of the item with the specified index, in the coordinate system of the <see cref="T:Godot.ItemList"/> node. If <c>expand</c> is <c>true</c> the last column expands to fill the rest of the row.</para>
            <para><b>Note:</b> The returned value is unreliable if called right after modifying the <see cref="T:Godot.ItemList"/>, before it redraws in the next frame.</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><b>Note:</b> This method does not trigger the item selection signal.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.Deselect(System.Int32)">
            <summary>
            <para>Ensures the item associated with the specified index is not selected.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.DeselectAll">
            <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>fromIdx</c> to <c>toIdx</c>.</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>
            <para><b>Note:</b> The returned value is unreliable if called right after modifying the <see cref="T:Godot.ItemList"/>, before it redraws in the next frame.</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.GetVScrollBar">
            <summary>
            <para>Returns the vertical scrollbar.</para>
            <para><b>Warning:</b> 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.ItemList.ItemSelectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ItemList.ItemSelected"/> event of a <see cref="T:Godot.ItemList"/> class.
            </summary>
        </member>
        <member name="E:Godot.ItemList.ItemSelected">
            <summary>
            <para>Triggered when specified item has been selected.</para>
            <para><see cref="P:Godot.ItemList.AllowReselect"/> must be enabled to reselect an item.</para>
            </summary>
        </member>
        <member name="T:Godot.ItemList.EmptyClickedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ItemList.EmptyClicked"/> event of a <see cref="T:Godot.ItemList"/> class.
            </summary>
        </member>
        <member name="E:Godot.ItemList.EmptyClicked">
            <summary>
            <para>Triggered when any mouse click is issued within the rect of the list but on empty space.</para>
            </summary>
        </member>
        <member name="T:Godot.ItemList.ItemClickedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ItemList.ItemClicked"/> event of a <see cref="T:Godot.ItemList"/> class.
            </summary>
        </member>
        <member name="E:Godot.ItemList.ItemClicked">
            <summary>
            <para>Triggered when specified list item has been clicked with any mouse button.</para>
            <para>The click position is also provided to allow appropriate popup of context menus at the correct location.</para>
            </summary>
        </member>
        <member name="T:Godot.ItemList.MultiSelectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ItemList.MultiSelected"/> event of a <see cref="T:Godot.ItemList"/> class.
            </summary>
        </member>
        <member name="E:Godot.ItemList.MultiSelected">
            <summary>
            <para>Triggered when a multiple selection is altered on a list allowing multiple selection.</para>
            </summary>
        </member>
        <member name="T:Godot.ItemList.ItemActivatedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ItemList.ItemActivated"/> event of a <see cref="T:Godot.ItemList"/> class.
            </summary>
        </member>
        <member name="E:Godot.ItemList.ItemActivated">
            <summary>
            <para>Triggered when specified list item is activated via double-clicking or by pressing Enter.</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.Json">
            <summary>
            <para>The <see cref="T:Godot.Json"/> enables all data types to be converted to and from a JSON string. This useful for serializing data to save to a file or send over the network.</para>
            <para><see cref="M:Godot.Json.Stringify(Godot.Variant,System.String,System.Boolean,System.Boolean)"/> is used to convert any data type into a JSON string.</para>
            <para><see cref="M:Godot.Json.Parse(System.String,System.Boolean)"/> is used to convert any existing JSON data into a <see cref="T:Godot.Variant"/> that can be used within Godot. If successfully parsed, use <see cref="P:Godot.Json.Data"/> to retrieve the <see cref="T:Godot.Variant"/>, and use <c>typeof</c> to check if the Variant's type is what you expect. JSON Objects are converted into a <see cref="T:Godot.Collections.Dictionary"/>, but JSON data can be used to store <see cref="T:Godot.Collections.Array"/>s, numbers, <see cref="T:System.String"/>s and even just a boolean.</para>
            <para><b>Example</b></para>
            <para><code>
            var data_to_send = ["a", "b", "c"]
            var json_string = JSON.stringify(data_to_send)
            # Save data
            # ...
            # Retrieve data
            var error = json.parse(json_string)
            if error == OK:
                var data_received = json.data
                if typeof(data_received) == TYPE_ARRAY:
                    print(data_received) # Prints array
                else:
                    print("Unexpected data")
            else:
                print("JSON Parse Error: ", json.get_error_message(), " in ", json_string, " at line ", json.get_error_line())
            </code></para>
            <para>Alternatively, you can parse string using the static <see cref="M:Godot.Json.ParseString(System.String)"/> method, but it doesn't allow to handle errors.</para>
            <para><code>
            var data = JSON.parse_string(json_string) # Returns null if parsing failed.
            </code></para>
            <para><b>Note:</b> Both parse methods do not fully comply with the JSON specification:</para>
            <para>- Trailing commas in arrays or objects are ignored, instead of causing a parser error.</para>
            <para>- New line and tab characters are accepted in string literals, and are treated like their corresponding escape sequences <c>\n</c> and <c>\t</c>.</para>
            <para>- Numbers are parsed using <c>String.to_float</c> which is generally more lax than the JSON specification.</para>
            <para>- Certain errors, such as invalid Unicode sequences, do not cause a parser error. Instead, the string is cleansed and an error is logged to the console.</para>
            </summary>
        </member>
        <member name="P:Godot.Json.Data">
            <summary>
            <para>Contains the parsed JSON data in <see cref="T:Godot.Variant"/> form.</para>
            </summary>
        </member>
        <member name="M:Godot.Json.Stringify(Godot.Variant,System.String,System.Boolean,System.Boolean)">
            <summary>
            <para>Converts a <see cref="T:Godot.Variant"/> var to JSON text and returns the result. Useful for serializing data to store or send over the network.</para>
            <para><b>Note:</b> The JSON specification does not define integer or float types, but only a <i>number</i> type. Therefore, converting a Variant to JSON text will convert all numerical values to <see cref="T:System.Single"/> types.</para>
            <para><b>Note:</b> If <c>fullPrecision</c> is <c>true</c>, when stringifying floats, the unreliable digits are stringified in addition to the reliable digits to guarantee exact decoding.</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><b>Example output:</b></para>
            <para><code>
            ## JSON.stringify(my_dictionary)
            {"name":"my_dictionary","version":"1.0.0","entities":[{"name":"entity_0","value":"value_0"},{"name":"entity_1","value":"value_1"}]}
            
            ## JSON.stringify(my_dictionary, "\t")
            {
                "name": "my_dictionary",
                "version": "1.0.0",
                "entities": [
                    {
                        "name": "entity_0",
                        "value": "value_0"
                    },
                    {
                        "name": "entity_1",
                        "value": "value_1"
                    }
                ]
            }
            
            ## JSON.stringify(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.ParseString(System.String)">
            <summary>
            <para>Attempts to parse the <c>jsonString</c> provided and returns the parsed data. Returns <c>null</c> if parse failed.</para>
            </summary>
        </member>
        <member name="M:Godot.Json.Parse(System.String,System.Boolean)">
            <summary>
            <para>Attempts to parse the <c>jsonText</c> provided.</para>
            <para>Returns an <see cref="T:Godot.Error"/>. If the parse was successful, it returns <see cref="F:Godot.Error.Ok"/> and the result can be retrieved using <see cref="P:Godot.Json.Data"/>. If unsuccessful, use <see cref="M:Godot.Json.GetErrorLine"/> and <see cref="M:Godot.Json.GetErrorMessage"/> for identifying the source of the failure.</para>
            <para>Non-static variant of <see cref="M:Godot.Json.ParseString(System.String)"/>, if you want custom error handling.</para>
            <para>The optional <c>keepText</c> argument instructs the parser to keep a copy of the original text. This text can be obtained later by using the <see cref="M:Godot.Json.GetParsedText"/> function and is used when saving the resource (instead of generating new text from <see cref="P:Godot.Json.Data"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Json.GetParsedText">
            <summary>
            <para>Return the text parsed by <see cref="M:Godot.Json.Parse(System.String,System.Boolean)"/> as long as the function is instructed to keep it.</para>
            </summary>
        </member>
        <member name="M:Godot.Json.GetErrorLine">
            <summary>
            <para>Returns <c>0</c> if the last call to <see cref="M:Godot.Json.Parse(System.String,System.Boolean)"/> was successful, or the line number where the parse failed.</para>
            </summary>
        </member>
        <member name="M:Godot.Json.GetErrorMessage">
            <summary>
            <para>Returns an empty string if the last call to <see cref="M:Godot.Json.Parse(System.String,System.Boolean)"/> was successful, or the error message if it failed.</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(Godot.Variant,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(Godot.Variant,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,Godot.Variant,Godot.Variant)">
            <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(Godot.Variant,Godot.Variant)">
            <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,Godot.Variant)">
            <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,Godot.Variant)">
            <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.JavaScriptBridge">
            <summary>
            <para>The JavaScriptBridge singleton is implemented only in the Web 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><b>Note:</b> This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See <a href="$DOCS_URL/contributing/development/compiling/compiling_for_web.html">Compiling for the Web</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.JavaScriptBridge.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>useGlobalExecutionContext</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.JavaScriptBridge.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.JavaScriptBridge.CreateCallback(Godot.Callable)">
            <summary>
            <para>Creates a reference to a <see cref="T:Godot.Callable"/> 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.JavaScriptBridge.CreateObject(System.String,Godot.Variant[])">
            <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.JavaScriptBridge.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><b>Note:</b> 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><b>Note:</b> Browsers might block the download if <see cref="M:Godot.JavaScriptBridge.DownloadBuffer(System.Byte[],System.String,System.String)"/> is not being called from a user interaction (e.g. button click).</para>
            <para><b>Note:</b> 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.JavaScriptBridge.PwaNeedsUpdate">
            <summary>
            <para>Returns <c>true</c> if a new version of the progressive web app is waiting to be activated.</para>
            <para><b>Note:</b> Only relevant when exported as a Progressive Web App.</para>
            </summary>
        </member>
        <member name="M:Godot.JavaScriptBridge.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><b>Note:</b> Your application will be <b>reloaded in all browser tabs</b>.</para>
            <para><b>Note:</b> Only relevant when exported as a Progressive Web App and <see cref="M:Godot.JavaScriptBridge.PwaNeedsUpdate"/> returns <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.JavaScriptBridge.ForceFsSync">
            <summary>
            <para>Force synchronization of the persistent file system (when enabled).</para>
            <para><b>Note:</b> This is only useful for modules or extensions that can't use <see cref="T:Godot.FileAccess"/> to write files.</para>
            </summary>
        </member>
        <member name="E:Godot.JavaScriptBridge.PwaUpdateAvailable">
            <summary>
            Represents the method that handles the <see cref="E:Godot.JavaScriptBridge.PwaUpdateAvailable"/> event of a <see cref="T:Godot.JavaScriptBridge"/> class.
            </summary>
            <summary>
            <para>Emitted when an update for this progressive web app has been detected but is waiting to be activated because a previous version is active. See <see cref="M:Godot.JavaScriptBridge.PwaUpdate"/> to force the update to take place immediately.</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.JavaScriptBridge.GetInterface(System.String)"/>, <see cref="M:Godot.JavaScriptBridge.CreateObject(System.String,Godot.Variant[])"/>, or <see cref="M:Godot.JavaScriptBridge.CreateCallback(Godot.Callable)"/>.</para>
            <para><b>Example:</b></para>
            <para><code>
            extends Node
            
            var _my_js_callback = JavaScriptBridge.create_callback(myCallback) # This reference must be kept
            var console = JavaScriptBridge.get_interface("console")
            
            func _init():
                var buf = JavaScriptBridge.create_object("ArrayBuffer", 10) # new ArrayBuffer(10)
                print(buf) # prints [JavaScriptObject:OBJECT_ID]
                var uint8arr = JavaScriptBridge.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 JavaScriptBridge: Array.from(uint8arr).forEach(myCallback)
                JavaScriptBridge.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><b>Note:</b> Only available in the Web platform.</para>
            </summary>
        </member>
        <member name="T:Godot.Joint2D">
            <summary>
            <para>Abstract base class for all joints in 2D physics. 2D joints bind together two physics bodies and apply a 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>
            <para>When set to <c>0</c>, the default value from <c>ProjectSettings.physics/2d/solver/default_constraint_bias</c> is used.</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.Joint3D">
            <summary>
            <para>Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies and apply a constraint.</para>
            </summary>
        </member>
        <member name="P:Godot.Joint3D.NodeA">
            <summary>
            <para>The node attached to the first side (A) of the joint.</para>
            </summary>
        </member>
        <member name="P:Godot.Joint3D.NodeB">
            <summary>
            <para>The node attached to the second side (B) of the joint.</para>
            </summary>
        </member>
        <member name="P:Godot.Joint3D.SolverPriority">
            <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.Joint3D.ExcludeNodesFromCollision">
            <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.KinematicCollision2D">
            <summary>
            <para>Holds collision data from the movement of a <see cref="T:Godot.PhysicsBody2D"/>, usually from <see cref="M:Godot.PhysicsBody2D.MoveAndCollide(Godot.Vector2,System.Boolean,System.Single,System.Boolean)"/>. When a <see cref="T:Godot.PhysicsBody2D"/> is moved, it stops if it detects a collision with another body. If a collision is detected, a <see cref="T:Godot.KinematicCollision2D"/> object is returned.</para>
            <para>The collision data includes the colliding object, the remaining motion, and the collision position. This data can be used to determine a custom response to the collision.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetPosition">
            <summary>
            <para>Returns the point of collision in global coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetNormal">
            <summary>
            <para>Returns the colliding body's shape's normal at the point of collision.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetTravel">
            <summary>
            <para>Returns the moving object's travel before collision.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetRemainder">
            <summary>
            <para>Returns the moving object's remaining movement vector.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetAngle(System.Nullable{Godot.Vector2})">
            <summary>
            <para>Returns the collision angle according to <c>upDirection</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 <c>new Vector2(0, -1)</c>.</param>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetDepth">
            <summary>
            <para>Returns the colliding body's length of overlap along the collision normal.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetLocalShape">
            <summary>
            <para>Returns the moving object's colliding shape.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetCollider">
            <summary>
            <para>Returns the colliding body's attached <see cref="T:Godot.GodotObject"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetColliderId">
            <summary>
            <para>Returns the unique instance ID of the colliding body's attached <see cref="T:Godot.GodotObject"/>. See <see cref="M:Godot.GodotObject.GetInstanceId"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetColliderRid">
            <summary>
            <para>Returns the colliding body's <see cref="T:Godot.Rid"/> used by the <see cref="T:Godot.PhysicsServer2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetColliderShape">
            <summary>
            <para>Returns the colliding body's shape.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetColliderShapeIndex">
            <summary>
            <para>Returns the colliding body's shape index. See <see cref="T:Godot.CollisionObject2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetColliderVelocity">
            <summary>
            <para>Returns the colliding body's velocity.</para>
            </summary>
        </member>
        <member name="T:Godot.KinematicCollision3D">
            <summary>
            <para>Holds collision data from the movement of a <see cref="T:Godot.PhysicsBody3D"/>, usually from <see cref="M:Godot.PhysicsBody3D.MoveAndCollide(Godot.Vector3,System.Boolean,System.Single,System.Boolean,System.Int32)"/>. When a <see cref="T:Godot.PhysicsBody3D"/> is moved, it stops if it detects a collision with another body. If a collision is detected, a <see cref="T:Godot.KinematicCollision3D"/> object is returned.</para>
            <para>The collision data includes the colliding object, the remaining motion, and the collision position. This data can be used to determine a custom response to the collision.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetTravel">
            <summary>
            <para>Returns the moving object's travel before collision.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetRemainder">
            <summary>
            <para>Returns the moving object's remaining movement vector.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetDepth">
            <summary>
            <para>Returns the colliding body's length of overlap along the collision normal.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetCollisionCount">
            <summary>
            <para>Returns the number of detected collisions.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetPosition(System.Int32)">
            <summary>
            <para>Returns the point of collision in global coordinates given a collision index (the deepest collision by default).</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetNormal(System.Int32)">
            <summary>
            <para>Returns the colliding body's shape's normal at the point of collision given a collision index (the deepest collision by default).</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetAngle(System.Int32,System.Nullable{Godot.Vector3})">
            <summary>
            <para>Returns the collision angle according to <c>upDirection</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 <c>new Vector3(0, 1, 0)</c>.</param>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetLocalShape(System.Int32)">
            <summary>
            <para>Returns the moving object's colliding shape given a collision index (the deepest collision by default).</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetCollider(System.Int32)">
            <summary>
            <para>Returns the colliding body's attached <see cref="T:Godot.GodotObject"/> given a collision index (the deepest collision by default).</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetColliderId(System.Int32)">
            <summary>
            <para>Returns the unique instance ID of the colliding body's attached <see cref="T:Godot.GodotObject"/> given a collision index (the deepest collision by default). See <see cref="M:Godot.GodotObject.GetInstanceId"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetColliderRid(System.Int32)">
            <summary>
            <para>Returns the colliding body's <see cref="T:Godot.Rid"/> used by the <see cref="T:Godot.PhysicsServer3D"/> given a collision index (the deepest collision by default).</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetColliderShape(System.Int32)">
            <summary>
            <para>Returns the colliding body's shape given a collision index (the deepest collision by default).</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetColliderShapeIndex(System.Int32)">
            <summary>
            <para>Returns the colliding body's shape index given a collision index (the deepest collision by default). See <see cref="T:Godot.CollisionObject3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision3D.GetColliderVelocity(System.Int32)">
            <summary>
            <para>Returns the colliding body's velocity given a collision index (the deepest collision by default).</para>
            </summary>
        </member>
        <member name="T:Godot.Label">
            <summary>
            <para>A control for displaying plain text. 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 rich text formatting. For that, use <see cref="T:Godot.RichTextLabel"/> instead.</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.LabelSettings">
            <summary>
            <para>A <see cref="T:Godot.LabelSettings"/> resource that can be shared between multiple <see cref="T:Godot.Label"/> nodes. Takes priority over theme properties.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.HorizontalAlignment">
            <summary>
            <para>Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the <see cref="T:Godot.HorizontalAlignment"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.VerticalAlignment">
            <summary>
            <para>Controls the text's vertical alignment. Supports top, center, bottom, and fill. Set it to one of the <see cref="T:Godot.VerticalAlignment"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.AutowrapMode">
            <summary>
            <para>If set to something other than <see cref="F:Godot.TextServer.AutowrapMode.Off"/>, the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see <see cref="T:Godot.TextServer.AutowrapMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.JustificationFlags">
            <summary>
            <para>Line fill alignment rules. For more info see <see cref="T:Godot.TextServer.JustificationFlag"/>.</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.TextOverrunBehavior">
            <summary>
            <para>Sets the clipping behavior when the text exceeds the node's bounding rectangle. See <see cref="T:Godot.TextServer.OverrunBehavior"/> for a description of all modes.</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.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="P:Godot.Label.VisibleCharacters">
            <summary>
            <para>The number of characters to display. If set to <c>-1</c>, all characters are displayed. This can be useful when animating the text appearing in a dialog box.</para>
            <para><b>Note:</b> Setting this property updates <see cref="P:Godot.Label.VisibleRatio"/> accordingly.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.VisibleCharactersBehavior">
            <summary>
            <para>Sets the clipping behavior when <see cref="P:Godot.Label.VisibleCharacters"/> or <see cref="P:Godot.Label.VisibleRatio"/> is set. See <see cref="T:Godot.TextServer.VisibleCharactersBehavior"/> for more info.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.VisibleRatio">
            <summary>
            <para>The fraction of characters to display, relative to the total number of characters (see <see cref="M:Godot.Label.GetTotalCharacterCount"/>). If set to <c>1.0</c>, all characters are displayed. If set to <c>0.5</c>, only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box.</para>
            <para><b>Note:</b> Setting this property updates <see cref="P:Godot.Label.VisibleCharacters"/> accordingly.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.TextDirection">
            <summary>
            <para>Base text writing direction.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.Language">
            <summary>
            <para>Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.StructuredTextBidiOverride">
            <summary>
            <para>Set BiDi algorithm override for the structured text.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.StructuredTextBidiOverrideOptions">
            <summary>
            <para>Set additional options for BiDi override.</para>
            </summary>
        </member>
        <member name="M:Godot.Label.GetLineHeight(System.Int32)">
            <summary>
            <para>Returns the height of the line <c>line</c>.</para>
            <para>If <c>line</c> is set to <c>-1</c>, returns the biggest line height.</para>
            <para>If there are no lines, returns font size in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.Label.GetLineCount">
            <summary>
            <para>Returns the number 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>A node for displaying plain text in 3D space. By adjusting various properties of this node, you can configure things such as the text's appearance and whether it always faces the camera.</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. <see cref="P:Godot.GeometryInstance3D.CastShadow"/> has no effect when this transparency mode is used; the <see cref="T:Godot.Label3D"/> will never cast shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.AlphaCutMode.Discard">
            <summary>
            <para>This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see <c>ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa</c>). This mode is also known as <i>alpha testing</i> or <i>1-bit transparency</i>.</para>
            <para><b>Note:</b> This mode might have issues with anti-aliased fonts and outlines, try adjusting <see cref="P:Godot.Label3D.AlphaScissorThreshold"/> or using MSDF font.</para>
            <para><b>Note:</b> 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><b>Note:</b> 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.Hash">
            <summary>
            <para>This mode draws cuts off all values below a spatially-deterministic threshold, the rest will remain opaque.</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. To make the font look more detailed when up close, increase <see cref="P:Godot.Label3D.FontSize"/> while decreasing <see cref="P:Godot.Label3D.PixelSize"/> at the same time.</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.BaseMaterial3D.BillboardModeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.Shaded">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.Light3D"/> 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.AlphaHashScale">
            <summary>
            <para>The hashing scale for Alpha Hash. Recommended values between <c>0</c> and <c>2</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.AlphaAntialiasingMode">
            <summary>
            <para>The type of alpha antialiasing to apply. See <see cref="T:Godot.BaseMaterial3D.AlphaAntiAliasing"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.AlphaAntialiasingEdge">
            <summary>
            <para>Threshold at which antialiasing will be applied on the alpha channel.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.TextureFilter">
            <summary>
            <para>Filter flags for the texture. See <see cref="T:Godot.BaseMaterial3D.TextureFilterEnum"/> for options.</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><b>Note:</b> This only applies if <see cref="P:Godot.Label3D.AlphaCut"/> is set to <see cref="F:Godot.Label3D.AlphaCutMode.Disabled"/> (default value).</para>
            <para><b>Note:</b> 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><b>Note:</b> This only applies if <see cref="P:Godot.Label3D.AlphaCut"/> is set to <see cref="F:Godot.Label3D.AlphaCutMode.Disabled"/> (default value).</para>
            <para><b>Note:</b> 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 text 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>Font configuration used to display text.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.FontSize">
            <summary>
            <para>Font size of the <see cref="T:Godot.Label3D"/>'s text. To make the font look more detailed when up close, increase <see cref="P:Godot.Label3D.FontSize"/> while decreasing <see cref="P:Godot.Label3D.PixelSize"/> at the same time.</para>
            <para>Higher font sizes require more time to render new characters, which can cause stuttering during gameplay.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.OutlineSize">
            <summary>
            <para>Text outline size.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.HorizontalAlignment">
            <summary>
            <para>Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the <see cref="T:Godot.HorizontalAlignment"/> 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.VerticalAlignment"/> 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.AutowrapMode">
            <summary>
            <para>If set to something other than <see cref="F:Godot.TextServer.AutowrapMode.Off"/>, the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see <see cref="T:Godot.TextServer.AutowrapMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.JustificationFlags">
            <summary>
            <para>Line fill alignment rules. For more info see <see cref="T:Godot.TextServer.JustificationFlag"/>.</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="P:Godot.Label3D.TextDirection">
            <summary>
            <para>Base text writing direction.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.Language">
            <summary>
            <para>Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.StructuredTextBidiOverride">
            <summary>
            <para>Set BiDi algorithm override for the structured text.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.StructuredTextBidiOverrideOptions">
            <summary>
            <para>Set additional options for BiDi override.</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.LabelSettings">
            <summary>
            <para><see cref="T:Godot.LabelSettings"/> is a resource that provides common settings to customize the text in a <see cref="T:Godot.Label"/>. It will take priority over the properties defined in <see cref="P:Godot.Control.Theme"/>. The resource can be shared between multiple labels and changed on the fly, so it's convenient and flexible way to setup text style.</para>
            </summary>
        </member>
        <member name="P:Godot.LabelSettings.LineSpacing">
            <summary>
            <para>Vertical space between lines when the text is multiline.</para>
            </summary>
        </member>
        <member name="P:Godot.LabelSettings.Font">
            <summary>
            <para><see cref="T:Godot.Font"/> used for the text.</para>
            </summary>
        </member>
        <member name="P:Godot.LabelSettings.FontSize">
            <summary>
            <para>Size of the text.</para>
            </summary>
        </member>
        <member name="P:Godot.LabelSettings.FontColor">
            <summary>
            <para>Color of the text.</para>
            </summary>
        </member>
        <member name="P:Godot.LabelSettings.OutlineSize">
            <summary>
            <para>Text outline size.</para>
            </summary>
        </member>
        <member name="P:Godot.LabelSettings.OutlineColor">
            <summary>
            <para>The color of the outline.</para>
            </summary>
        </member>
        <member name="P:Godot.LabelSettings.ShadowSize">
            <summary>
            <para>Size of the shadow effect.</para>
            </summary>
        </member>
        <member name="P:Godot.LabelSettings.ShadowColor">
            <summary>
            <para>Color of the shadow effect. If alpha is <c>0</c>, no shadow will be drawn.</para>
            </summary>
        </member>
        <member name="P:Godot.LabelSettings.ShadowOffset">
            <summary>
            <para>Offset of the shadow effect, in pixels.</para>
            </summary>
        </member>
        <member name="T:Godot.Light2D">
            <summary>
            <para>Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).</para>
            </summary>
        </member>
        <member name="F:Godot.Light2D.ShadowFilterEnum.None">
            <summary>
            <para>No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. 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. This is slower compared to hard shadow rendering. 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. This is the slowest shadow filtering mode, and should be used sparingly. See <see cref="P:Godot.Light2D.ShadowFilter"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light2D.BlendModeEnum.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.BlendModeEnum.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.BlendModeEnum.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="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.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.BlendMode">
            <summary>
            <para>The Light2D's blend mode. See <see cref="T:Godot.Light2D.BlendModeEnum"/> constants for values.</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 <see cref="P:Godot.CanvasItem.LightMask"/> will be affected by the Light2D. See also <see cref="P:Godot.Light2D.ShadowItemCullMask"/>, which affects which objects can cast shadows.</para>
            <para><b>Note:</b> <see cref="P:Godot.Light2D.RangeItemCullMask"/> is ignored by <see cref="T:Godot.DirectionalLight2D"/>, which will always light a 2D node regardless of the 2D node's <see cref="P:Godot.CanvasItem.LightMask"/>.</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.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. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. <see cref="P:Godot.Light2D.ShadowFilterSmooth"/> only has an effect if <see cref="P:Godot.Light2D.ShadowFilter"/> is <see cref="F:Godot.Light2D.ShadowFilterEnum.Pcf5"/> or <see cref="F:Godot.Light2D.ShadowFilterEnum.Pcf13"/>.</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 <see cref="P:Godot.CanvasItem.LightMask"/> will cast shadows. See also <see cref="P:Godot.Light2D.RangeItemCullMask"/>, which affects which objects can <i>receive</i> the light.</para>
            </summary>
        </member>
        <member name="M:Godot.Light2D.SetHeight(System.Single)">
            <summary>
            <para>Sets the light's height, which is used in 2D normal mapping. See <see cref="P:Godot.PointLight2D.Height"/> and <see cref="P:Godot.DirectionalLight2D.Height"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Light2D.GetHeight">
            <summary>
            <para>Returns the light's height, which is used in 2D normal mapping. See <see cref="P:Godot.PointLight2D.Height"/> and <see cref="P:Godot.DirectionalLight2D.Height"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Light3D">
            <summary>
            <para>Light3D is the <i>abstract</i> base class for light nodes. As it can't be instantiated, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.Energy">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light3D.LightEnergy"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.IndirectEnergy">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light3D.LightIndirectEnergy"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.VolumetricFogEnergy">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light3D.LightVolumetricFogEnergy"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.Specular">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light3D.LightSpecular"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.Range">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.OmniLight3D.OmniRange"/> or <see cref="P:Godot.SpotLight3D.SpotRange"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.Size">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light3D.LightSize"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.Attenuation">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.OmniLight3D.OmniAttenuation"/> or <see cref="P:Godot.SpotLight3D.SpotAttenuation"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.SpotAngle">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.SpotLight3D.SpotAngle"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.SpotAttenuation">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.SpotLight3D.SpotAngleAttenuation"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.ShadowMaxDistance">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.DirectionalLight3D.DirectionalShadowMaxDistance"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.ShadowSplit1Offset">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.DirectionalLight3D.DirectionalShadowSplit1"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.ShadowSplit2Offset">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.DirectionalLight3D.DirectionalShadowSplit2"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.ShadowSplit3Offset">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.DirectionalLight3D.DirectionalShadowSplit3"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.ShadowFadeStart">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.DirectionalLight3D.DirectionalShadowFadeStart"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.ShadowNormalBias">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light3D.ShadowNormalBias"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.ShadowBias">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light3D.ShadowBias"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.ShadowPancakeSize">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.DirectionalLight3D.DirectionalShadowPancakeSize"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.ShadowOpacity">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light3D.ShadowOpacity"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.ShadowBlur">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light3D.ShadowBlur"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.TransmittanceBias">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light3D.ShadowTransmittanceBias"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.Intensity">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light3D.LightIntensityLumens"/> and <see cref="P:Godot.Light3D.LightIntensityLux"/>. Only used when <c>ProjectSettings.rendering/lights_and_shadows/use_physical_light_units</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.Param.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Light3D.Param"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.BakeMode.Disabled">
            <summary>
            <para>Light is ignored when baking. This is the fastest mode, but the light will be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.</para>
            <para><b>Note:</b> Hiding a light does <i>not</i> affect baking <see cref="T:Godot.LightmapGI"/>. Hiding a light will still affect baking <see cref="T:Godot.VoxelGI"/> and SDFGI (see [member Environment.sdfgi_enabled).</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.BakeMode.Static">
            <summary>
            <para>Light is taken into account in static baking (<see cref="T:Godot.VoxelGI"/>, <see cref="T:Godot.LightmapGI"/>, SDFGI (<see cref="P:Godot.Environment.SdfgiEnabled"/>)). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off.</para>
            </summary>
        </member>
        <member name="F:Godot.Light3D.BakeMode.Dynamic">
            <summary>
            <para>Light is taken into account in dynamic baking (<see cref="T:Godot.VoxelGI"/> and SDFGI (<see cref="P:Godot.Environment.SdfgiEnabled"/>) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to <see cref="F:Godot.Light3D.BakeMode.Static"/>. This has a greater performance cost compared to <see cref="F:Godot.Light3D.BakeMode.Static"/>. When using SDFGI, the update speed of dynamic lights is affected by <c>ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.LightIntensityLumens">
            <summary>
            <para>Used by positional lights (<see cref="T:Godot.OmniLight3D"/> and <see cref="T:Godot.SpotLight3D"/>) when <c>ProjectSettings.rendering/lights_and_shadows/use_physical_light_units</c> is <c>true</c>. Sets the intensity of the light source measured in Lumens. Lumens are a measure of luminous flux, which is the total amount of visible light emitted by a light source per unit of time.</para>
            <para>For <see cref="T:Godot.SpotLight3D"/>s, we assume that the area outside the visible cone is surrounded by a perfect light absorbing material. Accordingly, the apparent brightness of the cone area does not change as the cone increases and decreases in size.</para>
            <para>A typical household lightbulb can range from around 600 lumens to 1,200 lumens, a candle is about 13 lumens, while a streetlight can be approximately 60,000 lumens.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.LightIntensityLux">
            <summary>
            <para>Used by <see cref="T:Godot.DirectionalLight3D"/>s when <c>ProjectSettings.rendering/lights_and_shadows/use_physical_light_units</c> is <c>true</c>. Sets the intensity of the light source measured in Lux. Lux is a measure of luminous flux per unit area, it is equal to one lumen per square meter. Lux is the measure of how much light hits a surface at a given time.</para>
            <para>On a clear sunny day a surface in direct sunlight may be approximately 100,000 lux, a typical room in a home may be approximately 50 lux, while the moonlit ground may be approximately 0.1 lux.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.LightTemperature">
            <summary>
            <para>Sets the color temperature of the light source, measured in Kelvin. This is used to calculate a correlated color temperature which tints the <see cref="P:Godot.Light3D.LightColor"/>.</para>
            <para>The sun on a cloudy day is approximately 6500 Kelvin, on a clear day it is between 5500 to 6000 Kelvin, and on a clear day at sunrise or sunset it ranges to around 1850 Kelvin.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.LightColor">
            <summary>
            <para>The light's color. An <i>overbright</i> color can be used to achieve a result equivalent to increasing the light's <see cref="P:Godot.Light3D.LightEnergy"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.LightEnergy">
            <summary>
            <para>The light's strength multiplier (this is not a physical unit). For <see cref="T:Godot.OmniLight3D"/> and <see cref="T:Godot.SpotLight3D"/>, changing this value will only change the light color's intensity, not the light's radius.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.LightIndirectEnergy">
            <summary>
            <para>Secondary multiplier used with indirect light (light bounces). Used with <see cref="T:Godot.VoxelGI"/> and SDFGI (see <see cref="P:Godot.Environment.SdfgiEnabled"/>).</para>
            <para><b>Note:</b> This property is ignored if <see cref="P:Godot.Light3D.LightEnergy"/> is equal to <c>0.0</c>, as the light won't be present at all in the GI shader.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.LightVolumetricFogEnergy">
            <summary>
            <para>Secondary multiplier multiplied with <see cref="P:Godot.Light3D.LightEnergy"/> then used with the <see cref="T:Godot.Environment"/>'s volumetric fog (if enabled). If set to <c>0.0</c>, computing volumetric fog will be skipped for this light, which can improve performance for large amounts of lights when volumetric fog is enabled.</para>
            <para><b>Note:</b> To prevent short-lived dynamic light effects from poorly interacting with volumetric fog, lights used in those effects should have <see cref="P:Godot.Light3D.LightVolumetricFogEnergy"/> set to <c>0.0</c> unless <see cref="P:Godot.Environment.VolumetricFogTemporalReprojectionEnabled"/> is disabled (or unless the reprojection amount is significantly lowered).</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.LightProjector">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> projected by light. <see cref="P:Godot.Light3D.ShadowEnabled"/> must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass.</para>
            <para><b>Note:</b> Unlike <see cref="T:Godot.BaseMaterial3D"/> whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with <c>ProjectSettings.rendering/textures/light_projectors/filter</c>.</para>
            <para><b>Note:</b> Light projector textures are only supported in the Forward+ and Mobile rendering methods, not Compatibility.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.LightSize">
            <summary>
            <para>The size of the light in Godot units. Only available for <see cref="T:Godot.OmniLight3D"/>s and <see cref="T:Godot.SpotLight3D"/>s. Increasing this value will make the light fade out slower and shadows appear blurrier (also called percentage-closer soft shadows, or PCSS). This can be used to simulate area lights to an extent. Increasing this value above <c>0.0</c> for lights with shadows enabled will have a noticeable performance cost due to PCSS.</para>
            <para><b>Note:</b> <see cref="P:Godot.Light3D.LightSize"/> is not affected by <see cref="P:Godot.Node3D.Scale"/> (the light's scale or its parent's scale).</para>
            <para><b>Note:</b> PCSS for positional lights is only supported in the Forward+ and Mobile rendering methods, not Compatibility.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.LightAngularDistance">
            <summary>
            <para>The light's angular size in degrees. Increasing this will make shadows softer at greater distances (also called percentage-closer soft shadows, or PCSS). Only available for <see cref="T:Godot.DirectionalLight3D"/>s. For reference, the Sun from the Earth is approximately <c>0.5</c>. Increasing this value above <c>0.0</c> for lights with shadows enabled will have a noticeable performance cost due to PCSS.</para>
            <para><b>Note:</b> <see cref="P:Godot.Light3D.LightAngularDistance"/> is not affected by <see cref="P:Godot.Node3D.Scale"/> (the light's scale or its parent's scale).</para>
            <para><b>Note:</b> PCSS for directional lights is only supported in the Forward+ rendering method, not Mobile or Compatibility.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.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.Light3D.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.Light3D.LightBakeMode">
            <summary>
            <para>The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering. See <see cref="T:Godot.Light3D.BakeMode"/>.</para>
            <para><b>Note:</b> Meshes' global illumination mode will also affect the global illumination rendering. See <see cref="P:Godot.GeometryInstance3D.GIMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.LightCullMask">
            <summary>
            <para>The light will affect objects in the selected layers.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.ShadowEnabled">
            <summary>
            <para>If <c>true</c>, the light will cast real-time shadows. This has a significant performance cost. Only enable shadow rendering when it makes a noticeable difference in the scene's appearance, and consider using <see cref="P:Godot.Light3D.DistanceFadeEnabled"/> to hide the light when far away from the <see cref="T:Godot.Camera3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.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.Light3D.ShadowNormalBias">
            <summary>
            <para>Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using <see cref="P:Godot.Light3D.ShadowBias"/>. In practice, this value should be tweaked along with <see cref="P:Godot.Light3D.ShadowBias"/> to reduce artifacts as much as possible.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.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.GeometryInstance3D.ShadowCastingSetting.DoubleSided"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.ShadowOpacity">
            <summary>
            <para>The opacity to use when rendering the light's shadow map. Values lower than <c>1.0</c> make the light appear through shadows. This can be used to fake global illumination at a low performance cost.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.ShadowBlur">
            <summary>
            <para>Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-resolution shadow maps. A high value can impact performance, make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.DistanceFadeEnabled">
            <summary>
            <para>If <c>true</c>, the light will smoothly fade away when far from the active <see cref="T:Godot.Camera3D"/> starting at <see cref="P:Godot.Light3D.DistanceFadeBegin"/>. This acts as a form of level of detail (LOD). The light will fade out over <see cref="P:Godot.Light3D.DistanceFadeBegin"/> + <see cref="P:Godot.Light3D.DistanceFadeLength"/>, after which it will be culled and not sent to the shader at all. Use this to reduce the number of active lights in a scene and thus improve performance.</para>
            <para><b>Note:</b> Only effective for <see cref="T:Godot.OmniLight3D"/> and <see cref="T:Godot.SpotLight3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.DistanceFadeBegin">
            <summary>
            <para>The distance from the camera at which the light begins to fade away (in 3D units).</para>
            <para><b>Note:</b> Only effective for <see cref="T:Godot.OmniLight3D"/> and <see cref="T:Godot.SpotLight3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.DistanceFadeShadow">
            <summary>
            <para>The distance from the camera at which the light's shadow cuts off (in 3D units). Set this to a value lower than <see cref="P:Godot.Light3D.DistanceFadeBegin"/> + <see cref="P:Godot.Light3D.DistanceFadeLength"/> to further improve performance, as shadow rendering is often more expensive than light rendering itself.</para>
            <para><b>Note:</b> Only effective for <see cref="T:Godot.OmniLight3D"/> and <see cref="T:Godot.SpotLight3D"/>, and only when <see cref="P:Godot.Light3D.ShadowEnabled"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.DistanceFadeLength">
            <summary>
            <para>Distance over which the light and its shadow fades. The light's energy and shadow's opacity is progressively reduced over this distance and is completely invisible at the end.</para>
            <para><b>Note:</b> Only effective for <see cref="T:Godot.OmniLight3D"/> and <see cref="T:Godot.SpotLight3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light3D.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.Light3D.SetParam(Godot.Light3D.Param,System.Single)">
            <summary>
            <para>Sets the value of the specified <see cref="T:Godot.Light3D.Param"/> parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.Light3D.GetParam(Godot.Light3D.Param)">
            <summary>
            <para>Returns the value of the specified <see cref="T:Godot.Light3D.Param"/> parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.Light3D.GetCorrelatedColor">
            <summary>
            <para>Returns the <see cref="T:Godot.Color"/> of an idealized blackbody at the given <see cref="P:Godot.Light3D.LightTemperature"/>. This value is calculated internally based on the <see cref="P:Godot.Light3D.LightTemperature"/>. This <see cref="T:Godot.Color"/> is multiplied by <see cref="P:Godot.Light3D.LightColor"/> before being sent to the <see cref="T:Godot.RenderingServer"/>.</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.OccluderLightMask">
            <summary>
            <para>The LightOccluder2D's occluder 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.LightmapGI">
            <summary>
            <para>The <see cref="T:Godot.LightmapGI"/> node is used to compute and store baked lightmaps. Lightmaps are used to provide high-quality indirect lighting with very little light leaking. <see cref="T:Godot.LightmapGI"/> can also provide rough reflections using spherical harmonics if <see cref="P:Godot.LightmapGI.Directional"/> is enabled. Dynamic objects can receive indirect lighting thanks to <i>light probes</i>, which can be automatically placed by setting <see cref="P:Godot.LightmapGI.GenerateProbesSubdiv"/> to a value other than <see cref="F:Godot.LightmapGI.GenerateProbes.Disabled"/>. Additional lightmap probes can also be added by creating <see cref="T:Godot.LightmapProbe"/> nodes. The downside is that lightmaps are fully static and cannot be baked in an exported project. Baking a <see cref="T:Godot.LightmapGI"/> node is also slower compared to <see cref="T:Godot.VoxelGI"/>.</para>
            <para><b>Procedural generation:</b> Lightmap baking functionality is only available in the editor. This means <see cref="T:Godot.LightmapGI"/> is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use <see cref="T:Godot.VoxelGI"/> or SDFGI instead (see <see cref="P:Godot.Environment.SdfgiEnabled"/>).</para>
            <para><b>Performance:</b> <see cref="T:Godot.LightmapGI"/> provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices.</para>
            <para><b>Note:</b> Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.</para>
            <para><b>Note:</b> Lightmap baking on <see cref="T:Godot.CsgShape3D"/>s and <see cref="T:Godot.PrimitiveMesh"/>es is not supported, as these cannot store UV2 data required for baking.</para>
            <para><b>Note:</b> If no custom lightmappers are installed, <see cref="T:Godot.LightmapGI"/> can only be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.BakeQuality.Low">
            <summary>
            <para>Low bake quality (fastest bake times). The quality of this preset can be adjusted by changing <c>ProjectSettings.rendering/lightmapping/bake_quality/low_quality_ray_count</c> and <c>ProjectSettings.rendering/lightmapping/bake_quality/low_quality_probe_ray_count</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.BakeQuality.Medium">
            <summary>
            <para>Medium bake quality (fast bake times). The quality of this preset can be adjusted by changing <c>ProjectSettings.rendering/lightmapping/bake_quality/medium_quality_ray_count</c> and <c>ProjectSettings.rendering/lightmapping/bake_quality/medium_quality_probe_ray_count</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.BakeQuality.High">
            <summary>
            <para>High bake quality (slow bake times). The quality of this preset can be adjusted by changing <c>ProjectSettings.rendering/lightmapping/bake_quality/high_quality_ray_count</c> and <c>ProjectSettings.rendering/lightmapping/bake_quality/high_quality_probe_ray_count</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.BakeQuality.Ultra">
            <summary>
            <para>Highest bake quality (slowest bake times). The quality of this preset can be adjusted by changing <c>ProjectSettings.rendering/lightmapping/bake_quality/ultra_quality_ray_count</c> and <c>ProjectSettings.rendering/lightmapping/bake_quality/ultra_quality_probe_ray_count</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.GenerateProbes.Disabled">
            <summary>
            <para>Don't generate lightmap probes for lighting dynamic objects.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.GenerateProbes.Subdiv4">
            <summary>
            <para>Lowest level of subdivision (fastest bake times, smallest file sizes).</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.GenerateProbes.Subdiv8">
            <summary>
            <para>Low level of subdivision (fast bake times, small file sizes).</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.GenerateProbes.Subdiv16">
            <summary>
            <para>High level of subdivision (slow bake times, large file sizes).</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.GenerateProbes.Subdiv32">
            <summary>
            <para>Highest level of subdivision (slowest bake times, largest file sizes).</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.BakeError.Ok">
            <summary>
            <para>Lightmap baking was successful.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.BakeError.NoSceneRoot">
            <summary>
            <para>Lightmap baking failed because the root node for the edited scene could not be accessed.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.BakeError.ForeignData">
            <summary>
            <para>Lightmap baking failed as the lightmap data resource is embedded in a foreign resource.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.BakeError.NoLightmapper">
            <summary>
            <para>Lightmap baking failed as there is no lightmapper available in this Godot build.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.BakeError.NoSavePath">
            <summary>
            <para>Lightmap baking failed as the <see cref="T:Godot.LightmapGIData"/> save path isn't configured in the resource.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.BakeError.NoMeshes">
            <summary>
            <para>Lightmap baking failed as there are no meshes whose <see cref="P:Godot.GeometryInstance3D.GIMode"/> is <see cref="F:Godot.GeometryInstance3D.GIModeEnum.Static"/> and with valid UV2 mapping in the current scene. You may need to select 3D scenes in the Import dock and change their global illumination mode accordingly.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.BakeError.MeshesInvalid">
            <summary>
            <para>Lightmap baking failed as the lightmapper failed to analyze some of the meshes marked as static for baking.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.BakeError.CantCreateImage">
            <summary>
            <para>Lightmap baking failed as the resulting image couldn't be saved or imported by Godot after it was saved.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.BakeError.UserAborted">
            <summary>
            <para>The user aborted the lightmap baking operation (typically by clicking the <b>Cancel</b> button in the progress dialog).</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.EnvironmentModeEnum.Disabled">
            <summary>
            <para>Ignore environment lighting when baking lightmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.EnvironmentModeEnum.Scene">
            <summary>
            <para>Use the scene's environment lighting when baking lightmaps.</para>
            <para><b>Note:</b> If baking lightmaps in a scene with no <see cref="T:Godot.WorldEnvironment"/> node, this will act like <see cref="F:Godot.LightmapGI.EnvironmentModeEnum.Disabled"/>. The editor's preview sky and sun is <i>not</i> taken into account by <see cref="T:Godot.LightmapGI"/> when baking lightmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.EnvironmentModeEnum.CustomSky">
            <summary>
            <para>Use <see cref="P:Godot.LightmapGI.EnvironmentCustomSky"/> as a source of environment lighting when baking lightmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.LightmapGI.EnvironmentModeEnum.CustomColor">
            <summary>
            <para>Use <see cref="P:Godot.LightmapGI.EnvironmentCustomColor"/> multiplied by <see cref="P:Godot.LightmapGI.EnvironmentCustomEnergy"/> as a constant source of environment lighting when baking lightmaps.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.Quality">
            <summary>
            <para>The quality preset to use when baking lightmaps. This affects bake times, but output file sizes remain mostly identical across quality levels.</para>
            <para>To further speed up bake times, decrease <see cref="P:Godot.LightmapGI.Bounces"/>, disable <see cref="P:Godot.LightmapGI.UseDenoiser"/> and increase the lightmap texel size on 3D scenes in the Import doc.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.Bounces">
            <summary>
            <para>Number of light bounces that are taken into account during baking. Higher values result in brighter, more realistic lighting, at the cost of longer bake times. If set to <c>0</c>, only environment lighting, direct light and emissive lighting is baked.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.Directional">
            <summary>
            <para>If <c>true</c>, bakes lightmaps to contain directional information as spherical harmonics. This results in more realistic lighting appearance, especially with normal mapped materials and for lights that have their direct light baked (<see cref="P:Godot.Light3D.LightBakeMode"/> set to <see cref="F:Godot.Light3D.BakeMode.Static"/>). The directional information is also used to provide rough reflections for static and dynamic objects. This has a small run-time performance cost as the shader has to perform more work to interpret the direction information from the lightmap. Directional lightmaps also take longer to bake and result in larger file sizes.</para>
            <para><b>Note:</b> The property's name has no relationship with <see cref="T:Godot.DirectionalLight3D"/>. <see cref="P:Godot.LightmapGI.Directional"/> works with all light types.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.Interior">
            <summary>
            <para>If <c>true</c>, ignore environment lighting when baking lightmaps.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.UseDenoiser">
            <summary>
            <para>If <c>true</c>, uses a CPU-based denoising algorithm on the generated lightmap. This eliminates most noise within the generated lightmap at the cost of longer bake times. File sizes are generally not impacted significantly by the use of a denoiser, although lossless compression may do a better job at compressing a denoised image.</para>
            <para><b>Note:</b> The built-in denoiser (OpenImageDenoise) may crash when denoising lightmaps in large scenes. If you encounter a crash at the end of lightmap baking, try disabling <see cref="P:Godot.LightmapGI.UseDenoiser"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.Bias">
            <summary>
            <para>The bias to use when computing shadows. Increasing <see cref="P:Godot.LightmapGI.Bias"/> can fix shadow acne on the resulting baked lightmap, but can introduce peter-panning (shadows not connecting to their casters). Real-time <see cref="T:Godot.Light3D"/> shadows are not affected by this <see cref="P:Godot.LightmapGI.Bias"/> property.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.MaxTextureSize">
            <summary>
            <para>The maximum texture size for the generated texture atlas. Higher values will result in fewer slices being generated, but may not work on all hardware as a result of hardware limitations on texture sizes. Leave <see cref="P:Godot.LightmapGI.MaxTextureSize"/> at its default value of <c>16384</c> if unsure.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.EnvironmentMode">
            <summary>
            <para>The environment mode to use when baking lightmaps.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.EnvironmentCustomSky">
            <summary>
            <para>The sky to use as a source of environment lighting. Only effective if <see cref="P:Godot.LightmapGI.EnvironmentMode"/> is <see cref="F:Godot.LightmapGI.EnvironmentModeEnum.CustomSky"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.EnvironmentCustomColor">
            <summary>
            <para>The color to use for environment lighting. Only effective if <see cref="P:Godot.LightmapGI.EnvironmentMode"/> is <see cref="F:Godot.LightmapGI.EnvironmentModeEnum.CustomColor"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.EnvironmentCustomEnergy">
            <summary>
            <para>The color multiplier to use for environment lighting. Only effective if <see cref="P:Godot.LightmapGI.EnvironmentMode"/> is <see cref="F:Godot.LightmapGI.EnvironmentModeEnum.CustomColor"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.CameraAttributes">
            <summary>
            <para>The <see cref="T:Godot.CameraAttributes"/> resource that specifies exposure levels to bake at. Auto-exposure and non exposure properties will be ignored. Exposure settings should be used to reduce the dynamic range present when baking. If exposure is too high, the <see cref="T:Godot.LightmapGI"/> will have banding artifacts or may have over-exposure artifacts.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.GenerateProbesSubdiv">
            <summary>
            <para>The level of subdivision to use when automatically generating <see cref="T:Godot.LightmapProbe"/>s for dynamic object lighting. Higher values result in more accurate indirect lighting on dynamic objects, at the cost of longer bake times and larger file sizes.</para>
            <para><b>Note:</b> Automatically generated <see cref="T:Godot.LightmapProbe"/>s are not visible as nodes in the Scene tree dock, and cannot be modified this way after they are generated.</para>
            <para><b>Note:</b> Regardless of <see cref="P:Godot.LightmapGI.GenerateProbesSubdiv"/>, direct lighting on dynamic objects is always applied using <see cref="T:Godot.Light3D"/> nodes in real-time.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGI.LightData">
            <summary>
            <para>The <see cref="T:Godot.LightmapGIData"/> associated to this <see cref="T:Godot.LightmapGI"/> node. This resource is automatically created after baking, and is not meant to be created manually.</para>
            </summary>
        </member>
        <member name="T:Godot.LightmapGIData">
            <summary>
            <para><see cref="T:Godot.LightmapGIData"/> contains baked lightmap and dynamic object probe data for <see cref="T:Godot.LightmapGI"/>. It is replaced every time lightmaps are baked in <see cref="T:Godot.LightmapGI"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.LightmapGIData.LightTexture">
            <summary>
            <para>The lightmap atlas texture generated by the lightmapper.</para>
            </summary>
        </member>
        <member name="M:Godot.LightmapGIData.SetUsesSphericalHarmonics(System.Boolean)">
            <summary>
            <para>If <c>usesSphericalHarmonics</c> is <c>true</c>, tells the engine to treat the lightmap data as if it was baked with directional information.</para>
            <para><b>Note:</b> Changing this value on already baked lightmaps will not cause them to be baked again. This means the material appearance will look incorrect until lightmaps are baked again, in which case the value set here is discarded as the entire <see cref="T:Godot.LightmapGIData"/> resource is replaced by the lightmapper.</para>
            </summary>
        </member>
        <member name="M:Godot.LightmapGIData.IsUsingSphericalHarmonics">
            <summary>
            <para>If <c>true</c>, lightmaps were baked with directional information. See also <see cref="P:Godot.LightmapGI.Directional"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.LightmapGIData.AddUser(Godot.NodePath,Godot.Rect2,System.Int32,System.Int32)">
            <summary>
            <para>Adds an object that is considered baked within this <see cref="T:Godot.LightmapGIData"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.LightmapGIData.GetUserCount">
            <summary>
            <para>Returns the number of objects that are considered baked within this <see cref="T:Godot.LightmapGIData"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.LightmapGIData.GetUserPath(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.NodePath"/> of the baked object at index <c>userIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.LightmapGIData.ClearUsers">
            <summary>
            <para>Clear all objects that are considered baked within this <see cref="T:Godot.LightmapGIData"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.LightmapProbe">
            <summary>
            <para><see cref="T:Godot.LightmapProbe"/> represents the position of a single manually placed probe for dynamic object lighting with <see cref="T:Godot.LightmapGI"/>.</para>
            <para>Typically, <see cref="T:Godot.LightmapGI"/> probes are placed automatically by setting <see cref="P:Godot.LightmapGI.GenerateProbesSubdiv"/> to a value other than <see cref="F:Godot.LightmapGI.GenerateProbes.Disabled"/>. By creating <see cref="T:Godot.LightmapProbe"/> nodes before baking lightmaps, you can add more probes in specific areas for greater detail, or disable automatic generation and rely only on manually placed probes instead.</para>
            </summary>
        </member>
        <member name="T:Godot.Lightmapper">
            <summary>
            <para>This class should be extended by custom lightmapper classes. Lightmappers can then be used with <see cref="T:Godot.LightmapGI"/> to provide fast baked global illumination in 3D.</para>
            <para>Godot contains a built-in GPU-based lightmapper <see cref="T:Godot.LightmapperRD"/> that uses compute shaders, but custom lightmappers can be implemented by C++ modules.</para>
            </summary>
        </member>
        <member name="T:Godot.LightmapperRD">
            <summary>
            <para>LightmapperRD ("RD" stands for <see cref="T:Godot.RenderingDevice"/>) is the built-in GPU-based lightmapper for use with <see cref="T:Godot.LightmapGI"/>. On most dedicated GPUs, it can bake lightmaps much faster than most CPU-based lightmappers. LightmapperRD uses compute shaders to bake lightmaps, so it does not require CUDA or OpenCL libraries to be installed to be usable.</para>
            <para><b>Note:</b> Only usable when using the Vulkan backend (Forward+ or Mobile), not OpenGL.</para>
            </summary>
        </member>
        <member name="T:Godot.Line2D">
            <summary>
            <para>A line through several points in 2D space.</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="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.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. <see cref="P:Godot.CanvasItem.TextureRepeat"/> of the <see cref="T:Godot.Line2D"/> node must be <see cref="F:Godot.CanvasItem.TextureRepeatEnum.Enabled"/> or <see cref="F:Godot.CanvasItem.TextureRepeatEnum.Mirror"/> for it to work properly.</para>
            </summary>
        </member>
        <member name="F:Godot.Line2D.LineTextureMode.Stretch">
            <summary>
            <para>Stretches the texture across the line. <see cref="P:Godot.CanvasItem.TextureRepeat"/> of the <see cref="T:Godot.Line2D"/> node must be <see cref="F:Godot.CanvasItem.TextureRepeatEnum.Disabled"/> for best results.</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><b>Note:</b> 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 be anti-aliased.</para>
            <para><b>Note:</b> Line2D is not accelerated by batching when being anti-aliased.</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 number 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><see cref="T:Godot.LineEdit"/> provides an input field for editing a single line of text. It features many built-in shortcuts that are always available (Ctrl here maps to Cmd 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 + ~: Swap input direction.</para>
            <para>- Ctrl + Shift + Z: Redo</para>
            <para>- Ctrl + U: Delete text from the caret position to the beginning of the line</para>
            <para>- Ctrl + K: Delete text from the caret position to the end of the line</para>
            <para>- Ctrl + A: Select all text</para>
            <para>- Up Arrow/Down Arrow: Move the caret to the beginning/end of the line</para>
            <para>On macOS, some extra keyboard shortcuts are available:</para>
            <para>- Cmd + F: Same as Right Arrow, move the caret one character right</para>
            <para>- Cmd + B: Same as Left Arrow, move the caret one character left</para>
            <para>- Cmd + P: Same as Up Arrow, move the caret to the previous line</para>
            <para>- Cmd + N: Same as Down Arrow, move the caret to the next line</para>
            <para>- Cmd + D: Same as Delete, delete the character on the right side of caret</para>
            <para>- Cmd + H: Same as Backspace, delete the character on the left side of the caret</para>
            <para>- Cmd + A: Same as Home, move the caret to the beginning of the line</para>
            <para>- Cmd + E: Same as End, move the caret to the end of the line</para>
            <para>- Cmd + Left Arrow: Same as Home, move the caret to the beginning of the line</para>
            <para>- Cmd + Right Arrow: Same as End, move the caret to the end of the line</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 caret'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.SubmenuTextDir">
            <summary>
            <para>ID of "Text Writing Direction" submenu.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.DirInherited">
            <summary>
            <para>Sets text direction to inherited.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.DirAuto">
            <summary>
            <para>Sets text direction to automatic.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.DirLtr">
            <summary>
            <para>Sets text direction to left-to-right.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.DirRtl">
            <summary>
            <para>Sets text direction to right-to-left.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.DisplayUcc">
            <summary>
            <para>Toggles control character display.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.SubmenuInsertUcc">
            <summary>
            <para>ID of "Insert Control Character" submenu.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertLrm">
            <summary>
            <para>Inserts left-to-right mark (LRM) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertRlm">
            <summary>
            <para>Inserts right-to-left mark (RLM) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertLre">
            <summary>
            <para>Inserts start of left-to-right embedding (LRE) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertRle">
            <summary>
            <para>Inserts start of right-to-left embedding (RLE) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertLro">
            <summary>
            <para>Inserts start of left-to-right override (LRO) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertRlo">
            <summary>
            <para>Inserts start of right-to-left override (RLO) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertPdf">
            <summary>
            <para>Inserts pop direction formatting (PDF) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertAlm">
            <summary>
            <para>Inserts Arabic letter mark (ALM) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertLri">
            <summary>
            <para>Inserts left-to-right isolate (LRI) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertRli">
            <summary>
            <para>Inserts right-to-left isolate (RLI) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertFsi">
            <summary>
            <para>Inserts first strong isolate (FSI) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertPdi">
            <summary>
            <para>Inserts pop direction isolate (PDI) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertZwj">
            <summary>
            <para>Inserts zero width joiner (ZWJ) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertZwnj">
            <summary>
            <para>Inserts zero width non-joiner (ZWNJ) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertWj">
            <summary>
            <para>Inserts word joiner (WJ) character.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.InsertShy">
            <summary>
            <para>Inserts soft hyphen (SHY) character.</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><b>Note:</b> This is not supported on Web. Instead, this behaves 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><b>Note:</b> Changing text using this property won't emit the <see cref="E:Godot.LineEdit.TextChanged"/> signal.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.PlaceholderText">
            <summary>
            <para>Text shown when the <see cref="T:Godot.LineEdit"/> is empty. It is <b>not</b> the <see cref="T:Godot.LineEdit"/>'s default value (see <see cref="P:Godot.LineEdit.Text"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.Alignment">
            <summary>
            <para>Text alignment as defined in the <see cref="T:Godot.HorizontalAlignment"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.MaxLength">
            <summary>
            <para>Maximum number 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 <see cref="E:Godot.LineEdit.TextChangeRejected"/> signal is emitted with the truncated substring as parameter.</para>
            <para><b>Example:</b></para>
            <para><code>
            Text = "Hello world";
            MaxLength = 5;
            // `Text` becomes "Hello".
            MaxLength = 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 <b>not</b> 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 <see cref="P:Godot.LineEdit.Text"/> 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><b>Note:</b> 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.Flat">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.LineEdit"/> don't display decoration.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.DrawControlChars">
            <summary>
            <para>If <c>true</c>, control characters are displayed.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.SelectAllOnFocus">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.LineEdit"/> will select the whole text when it gains focus.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.CaretBlink">
            <summary>
            <para>If <c>true</c>, makes the caret blink.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.CaretBlinkInterval">
            <summary>
            <para>The interval at which the caret blinks (in seconds).</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.CaretColumn">
            <summary>
            <para>The caret's column position inside the <see cref="T:Godot.LineEdit"/>. When set, the text may scroll to accommodate it.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.CaretForceDisplayed">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.LineEdit"/> will always show the caret, even if focus is lost.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.CaretMidGrapheme">
            <summary>
            <para>Allow moving caret, selecting and removing the individual composite character components.</para>
            <para><b>Note:</b> Backspace is always removing individual composite character components.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.TextDirection">
            <summary>
            <para>Base text writing direction.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.Language">
            <summary>
            <para>Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.StructuredTextBidiOverride">
            <summary>
            <para>Set BiDi algorithm override for the structured text.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.StructuredTextBidiOverrideOptions">
            <summary>
            <para>Set additional options for BiDi override.</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.GetSelectedText">
            <summary>
            <para>Returns the text inside the selection.</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.CaretColumn"/>, as a number of characters.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.InsertTextAtCaret(System.String)">
            <summary>
            <para>Inserts <c>text</c> at the caret. If the resulting value is longer than <see cref="P:Godot.LineEdit.MaxLength"/>, nothing happens.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.DeleteCharAtCaret">
            <summary>
            <para>Deletes one character at the caret's current position (equivalent to pressing Delete).</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>fromColumn</c> to <c>toColumn</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>You can add custom menu items or remove standard ones. Make sure your IDs don't conflict with the standard ones (see <see cref="T:Godot.LineEdit.MenuItems"/>). For example:</para>
            <para><code>
            public override void _Ready()
            {
                var menu = GetMenu();
                // Remove all items after "Redo".
                menu.ItemCount = menu.GetItemIndex(LineEdit.MenuItems.Redo) + 1;
                // Add custom items.
                menu.AddSeparator();
                menu.AddItem("Insert Date", LineEdit.MenuItems.Max + 1);
                // Add event handler.
                menu.IdPressed += OnItemPressed;
            }
            
            public void OnItemPressed(int id)
            {
                if (id == LineEdit.MenuItems.Max + 1)
                {
                    InsertTextAtCaret(Time.GetDateStringFromSystem());
                }
            }
            </code></para>
            <para><b>Warning:</b> 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.Window.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.IsMenuVisible">
            <summary>
            <para>Returns whether the menu is visible. Use this instead of <c>get_menu().visible</c> to improve performance (so the creation of the menu is avoided).</para>
            </summary>
        </member>
        <member name="T:Godot.LineEdit.TextChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.LineEdit.TextChanged"/> event of a <see cref="T:Godot.LineEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.LineEdit.TextChanged">
            <summary>
            <para>Emitted when the text changes.</para>
            </summary>
        </member>
        <member name="T:Godot.LineEdit.TextChangeRejectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.LineEdit.TextChangeRejected"/> event of a <see cref="T:Godot.LineEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.LineEdit.TextChangeRejected">
            <summary>
            <para>Emitted when appending text that overflows the <see cref="P:Godot.LineEdit.MaxLength"/>. The appended text is truncated to fit <see cref="P:Godot.LineEdit.MaxLength"/>, and the part that couldn't fit is passed as the <c>rejectedSubstring</c> argument.</para>
            </summary>
        </member>
        <member name="T:Godot.LineEdit.TextSubmittedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.LineEdit.TextSubmitted"/> event of a <see cref="T:Godot.LineEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.LineEdit.TextSubmitted">
            <summary>
            <para>Emitted when the user presses <see cref="F:Godot.Key.Enter"/> on the <see cref="T:Godot.LineEdit"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.LinkButton">
            <summary>
            <para>A button that represents a link. This type of button is primarily used for interactions that cause 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><b>Examples:</b></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="P:Godot.LinkButton.TextDirection">
            <summary>
            <para>Base text writing direction.</para>
            </summary>
        </member>
        <member name="P:Godot.LinkButton.Language">
            <summary>
            <para>Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="P:Godot.LinkButton.StructuredTextBidiOverride">
            <summary>
            <para>Set BiDi algorithm override for the structured text.</para>
            </summary>
        </member>
        <member name="P:Godot.LinkButton.StructuredTextBidiOverrideOptions">
            <summary>
            <para>Set additional options for BiDi override.</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 <see cref="T:Godot.MainLoop"/> <see cref="T:Godot.Script"/> is provided from the command line (with e.g. <c>godot -s my_loop.gd</c> or the "Main Loop Type" project setting is overwritten.</para>
            <para>Here is an example script implementing a simple <see cref="T:Godot.MainLoop"/>:</para>
            <para><code>
            using Godot;
            
            public partial class CustomMainLoop : MainLoop
            {
                private double _timeElapsed = 0;
            
                public override void _Initialize()
                {
                    GD.Print("Initialized:");
                    GD.Print($"  Starting Time: {_timeElapsed}");
                }
            
                public override bool _Process(double delta)
                {
                    _timeElapsed += delta;
                    // Return true to end the main loop.
                    return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key.Escape);
                }
            
                private void _Finalize()
                {
                    GD.Print("Finalized:");
                    GD.Print($"  End Time: {_timeElapsed}");
                }
            }
            </code></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.GodotObject.Tr(Godot.StringName,Godot.StringName)"/>.</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.NotificationApplicationResumed">
            <summary>
            <para>Notification received from the OS when the application is resumed.</para>
            <para>Specific to the Android platform.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationApplicationPaused">
            <summary>
            <para>Notification received from the OS when the application is paused.</para>
            <para>Specific to the Android platform.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationApplicationFocusIn">
            <summary>
            <para>Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance.</para>
            <para>Implemented on desktop platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationApplicationFocusOut">
            <summary>
            <para>Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application.</para>
            <para>Implemented on desktop platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationTextServerChanged">
            <summary>
            <para>Notification received when text server is changed.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop._Finalize">
            <summary>
            <para>Called before the program exits.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop._Initialize">
            <summary>
            <para>Called once during initialization.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop._PhysicsProcess(System.Double)">
            <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.Double)"/>.</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._Process(System.Double)">
            <summary>
            <para>Called each process (idle) frame with the time since the last process frame as argument (in seconds). Equivalent to <see cref="M:Godot.Node._Process(System.Double)"/>.</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="T:Godot.MainLoop.OnRequestPermissionsResultEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MainLoop.OnRequestPermissionsResult"/> event of a <see cref="T:Godot.MainLoop"/> class.
            </summary>
        </member>
        <member name="E:Godot.MainLoop.OnRequestPermissionsResult">
            <summary>
            <para>Emitted when a user responds to a permission request.</para>
            </summary>
        </member>
        <member name="T:Godot.MarginContainer">
            <summary>
            <para><see cref="T:Godot.MarginContainer"/> adds an adjustable margin on each side of its child controls. The margins are added around all children, not around each individual one. To control the <see cref="T:Godot.MarginContainer"/>'s margins, use the <c>margin_*</c> theme properties listed below.</para>
            <para><b>Note:</b> The margin sizes are theme overrides, not normal properties. This is an example of how to change them in code:</para>
            <para><code>
            // This code sample assumes the current script is extending MarginContainer.
            int marginValue = 100;
            AddThemeConstantOverride("margin_top", marginValue);
            AddThemeConstantOverride("margin_left", marginValue);
            AddThemeConstantOverride("margin_bottom", marginValue);
            AddThemeConstantOverride("margin_right", marginValue);
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.Marker2D">
            <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 the cross' visual size by using the gizmo in the 2D editor while the node is selected.</para>
            </summary>
        </member>
        <member name="P:Godot.Marker2D.GizmoExtents">
            <summary>
            <para>Size of the gizmo cross that appears in the editor.</para>
            </summary>
        </member>
        <member name="T:Godot.Marker3D">
            <summary>
            <para>Generic 3D position hint for editing. It's just like a plain <see cref="T:Godot.Node3D"/>, but it displays as a cross in the 3D editor at all times.</para>
            </summary>
        </member>
        <member name="P:Godot.Marker3D.GizmoExtents">
            <summary>
            <para>Size of the gizmo cross that appears in the editor.</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(Godot.Variant,System.Boolean)">
            <summary>
            <para>Returns a Base64-encoded string of the <see cref="T:Godot.Variant"/> <c>variant</c>. If <c>fullObjects</c> is <c>true</c>, encoding objects is allowed (and can potentially include code).</para>
            <para>Internally, this uses the same encoding mechanism as the <c>@GlobalScope.var_to_bytes</c> method.</para>
            </summary>
        </member>
        <member name="M:Godot.Marshalls.Base64ToVariant(System.String,System.Boolean)">
            <summary>
            <para>Returns a decoded <see cref="T:Godot.Variant"/> corresponding to the Base64-encoded string <c>base64Str</c>. If <c>allowObjects</c> is <c>true</c>, decoding objects is allowed.</para>
            <para>Internally, this uses the same decoding mechanism as the <c>@GlobalScope.bytes_to_var</c> method.</para>
            <para><b>Warning:</b> 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>base64Str</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>utf8Str</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>base64Str</c>.</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.VisualInstance3D"/> 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><b>Note:</b> This only applies to <see cref="T:Godot.StandardMaterial3D"/>s and <see cref="T:Godot.ShaderMaterial"/>s with type "Spatial".</para>
            <para><b>Note:</b> 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><b>Note:</b> This only applies to <see cref="T:Godot.StandardMaterial3D"/>s and <see cref="T:Godot.ShaderMaterial"/>s with type "Spatial".</para>
            </summary>
        </member>
        <member name="M:Godot.Material.CreatePlaceholder">
            <summary>
            <para>Creates a placeholder version of this resource (<see cref="T:Godot.PlaceholderMaterial"/>).</para>
            </summary>
        </member>
        <member name="T:Godot.MenuBar">
            <summary>
            <para>A horizontal menu bar that creates a <see cref="T:Godot.MenuButton"/> for each <see cref="T:Godot.PopupMenu"/> child. New items are created by adding <see cref="T:Godot.PopupMenu"/>s to this node.</para>
            </summary>
        </member>
        <member name="P:Godot.MenuBar.Flat">
            <summary>
            <para>Flat <see cref="T:Godot.MenuBar"/> don't display item decoration.</para>
            </summary>
        </member>
        <member name="P:Godot.MenuBar.StartIndex">
            <summary>
            <para>Position in the global menu to insert first <see cref="T:Godot.MenuBar"/> item at.</para>
            </summary>
        </member>
        <member name="P:Godot.MenuBar.SwitchOnHover">
            <summary>
            <para>If <c>true</c>, when the cursor hovers above menu item, it will close the current <see cref="T:Godot.PopupMenu"/> and open the other one.</para>
            </summary>
        </member>
        <member name="P:Godot.MenuBar.PreferGlobalMenu">
            <summary>
            <para>If <c>true</c>, <see cref="T:Godot.MenuBar"/> will use system global menu when supported.</para>
            </summary>
        </member>
        <member name="P:Godot.MenuBar.TextDirection">
            <summary>
            <para>Base text writing direction.</para>
            </summary>
        </member>
        <member name="P:Godot.MenuBar.Language">
            <summary>
            <para>Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuBar.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="M:Godot.MenuBar.IsNativeMenu">
            <summary>
            <para>Returns <c>true</c>, if system global menu is supported and used by this <see cref="T:Godot.MenuBar"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuBar.GetMenuCount">
            <summary>
            <para>Returns number of menu items.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuBar.SetMenuTitle(System.Int32,System.String)">
            <summary>
            <para>Sets menu item title.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuBar.GetMenuTitle(System.Int32)">
            <summary>
            <para>Returns menu item title.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuBar.SetMenuTooltip(System.Int32,System.String)">
            <summary>
            <para>Sets menu item tooltip.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuBar.GetMenuTooltip(System.Int32)">
            <summary>
            <para>Returns menu item tooltip.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuBar.SetMenuDisabled(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, menu item is disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuBar.IsMenuDisabled(System.Int32)">
            <summary>
            <para>Returns <c>true</c>, if menu item is disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuBar.SetMenuHidden(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, menu item is hidden.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuBar.IsMenuHidden(System.Int32)">
            <summary>
            <para>Returns <c>true</c>, if menu item is hidden.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuBar.GetMenuPopup(System.Int32)">
            <summary>
            <para>Returns <see cref="T:Godot.PopupMenu"/> associated with menu item.</para>
            </summary>
        </member>
        <member name="T:Godot.MenuButton">
            <summary>
            <para>A button that brings up a <see cref="T:Godot.PopupMenu"/> when clicked. To create new items inside this <see cref="T:Godot.PopupMenu"/>, use <c>get_popup().add_item("My Item Name")</c>. You can also create them directly from Godot editor's inspector.</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="P:Godot.MenuButton.ItemCount">
            <summary>
            <para>The number of items currently in the list.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuButton.GetPopup">
            <summary>
            <para>Returns the <see cref="T:Godot.PopupMenu"/> contained in this button.</para>
            <para><b>Warning:</b> 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.Window.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuButton.ShowPopup">
            <summary>
            <para>Adjusts popup position and sizing for the <see cref="T:Godot.MenuButton"/>, then shows the <see cref="T:Godot.PopupMenu"/>. Prefer this over using <c>get_popup().popup()</c>.</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="E:Godot.MenuButton.AboutToPopup">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MenuButton.AboutToPopup"/> event of a <see cref="T:Godot.MenuButton"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.PopupMenu"/> of this MenuButton is about to show.</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 <i>surfaces</i>. 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.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.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.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.Mesh.ArrayType.Normal">
            <summary>
            <para><see cref="T:Godot.Vector3"/>[] of vertex normals.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.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.Mesh.ArrayType.Color">
            <summary>
            <para><see cref="T:Godot.Color"/>[] of vertex colors.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.TexUV">
            <summary>
            <para><see cref="T:Godot.Vector2"/>[] for UV coordinates.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.TexUV2">
            <summary>
            <para><see cref="T:Godot.Vector2"/>[] for second UV coordinates.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Custom0">
            <summary>
            <para>Contains custom color channel 0. <see cref="T:System.Byte"/>[] if <c>(format &gt;&gt; Mesh.ARRAY_FORMAT_CUSTOM0_SHIFT) &amp; Mesh.ARRAY_FORMAT_CUSTOM_MASK</c> is <see cref="F:Godot.Mesh.ArrayCustomFormat.Rgba8Unorm"/>, <see cref="F:Godot.Mesh.ArrayCustomFormat.Rgba8Unorm"/>, <see cref="F:Godot.Mesh.ArrayCustomFormat.RgHalf"/> or <see cref="F:Godot.Mesh.ArrayCustomFormat.RgbaHalf"/>. <see cref="T:System.Single"/>[] otherwise.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Custom1">
            <summary>
            <para>Contains custom color channel 1. <see cref="T:System.Byte"/>[] if <c>(format &gt;&gt; Mesh.ARRAY_FORMAT_CUSTOM1_SHIFT) &amp; Mesh.ARRAY_FORMAT_CUSTOM_MASK</c> is <see cref="F:Godot.Mesh.ArrayCustomFormat.Rgba8Unorm"/>, <see cref="F:Godot.Mesh.ArrayCustomFormat.Rgba8Unorm"/>, <see cref="F:Godot.Mesh.ArrayCustomFormat.RgHalf"/> or <see cref="F:Godot.Mesh.ArrayCustomFormat.RgbaHalf"/>. <see cref="T:System.Single"/>[] otherwise.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Custom2">
            <summary>
            <para>Contains custom color channel 2. <see cref="T:System.Byte"/>[] if <c>(format &gt;&gt; Mesh.ARRAY_FORMAT_CUSTOM2_SHIFT) &amp; Mesh.ARRAY_FORMAT_CUSTOM_MASK</c> is <see cref="F:Godot.Mesh.ArrayCustomFormat.Rgba8Unorm"/>, <see cref="F:Godot.Mesh.ArrayCustomFormat.Rgba8Unorm"/>, <see cref="F:Godot.Mesh.ArrayCustomFormat.RgHalf"/> or <see cref="F:Godot.Mesh.ArrayCustomFormat.RgbaHalf"/>. <see cref="T:System.Single"/>[] otherwise.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Custom3">
            <summary>
            <para>Contains custom color channel 3. <see cref="T:System.Byte"/>[] if <c>(format &gt;&gt; Mesh.ARRAY_FORMAT_CUSTOM3_SHIFT) &amp; Mesh.ARRAY_FORMAT_CUSTOM_MASK</c> is <see cref="F:Godot.Mesh.ArrayCustomFormat.Rgba8Unorm"/>, <see cref="F:Godot.Mesh.ArrayCustomFormat.Rgba8Unorm"/>, <see cref="F:Godot.Mesh.ArrayCustomFormat.RgHalf"/> or <see cref="F:Godot.Mesh.ArrayCustomFormat.RgbaHalf"/>. <see cref="T:System.Single"/>[] otherwise.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Bones">
            <summary>
            <para><see cref="T:System.Single"/>[] or <see cref="T:System.Int32"/>[] of bone indices. Contains either 4 or 8 numbers per vertex depending on the presence of the <see cref="F:Godot.Mesh.ArrayFormat.FlagUse8BoneWeights"/> flag.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Weights">
            <summary>
            <para><see cref="T:System.Single"/>[] or <see cref="T:System.Double"/>[] of bone weights in the range <c>0.0</c> to <c>1.0</c> (inclusive). Contains either 4 or 8 numbers per vertex depending on the presence of the <see cref="F:Godot.Mesh.ArrayFormat.FlagUse8BoneWeights"/> flag.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.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.Mesh.ArrayType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Mesh.ArrayType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayCustomFormat.Rgba8Unorm">
            <summary>
            <para>Indicates this custom channel contains unsigned normalized byte colors from 0 to 1, encoded as <see cref="T:System.Byte"/>[].</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayCustomFormat.Rgba8Snorm">
            <summary>
            <para>Indicates this custom channel contains signed normalized byte colors from -1 to 1, encoded as <see cref="T:System.Byte"/>[].</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayCustomFormat.RgHalf">
            <summary>
            <para>Indicates this custom channel contains half precision float colors, encoded as <see cref="T:System.Byte"/>[]. Only red and green channels are used.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayCustomFormat.RgbaHalf">
            <summary>
            <para>Indicates this custom channel contains half precision float colors, encoded as <see cref="T:System.Byte"/>[].</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayCustomFormat.RFloat">
            <summary>
            <para>Indicates this custom channel contains full float colors, in a <see cref="T:System.Single"/>[]. Only the red channel is used.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayCustomFormat.RgFloat">
            <summary>
            <para>Indicates this custom channel contains full float colors, in a <see cref="T:System.Single"/>[]. Only red and green channels are used.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayCustomFormat.RgbFloat">
            <summary>
            <para>Indicates this custom channel contains full float colors, in a <see cref="T:System.Single"/>[]. Only red, green and blue channels are used.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayCustomFormat.RgbaFloat">
            <summary>
            <para>Indicates this custom channel contains full float colors, in a <see cref="T:System.Single"/>[].</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayCustomFormat.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Mesh.ArrayCustomFormat"/> enum.</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.FormatCustom0">
            <summary>
            <para>Mesh array contains custom channel index 0.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatCustom1">
            <summary>
            <para>Mesh array contains custom channel index 1.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatCustom2">
            <summary>
            <para>Mesh array contains custom channel index 2.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatCustom3">
            <summary>
            <para>Mesh array contains custom channel index 3.</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.FormatBlendShapeMask">
            <summary>
            <para>Mask of mesh channels permitted in blend shapes.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatCustomBase">
            <summary>
            <para>Shift of first custom channel.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatCustomBits">
            <summary>
            <para>Number of format bits per custom channel. See <see cref="T:Godot.Mesh.ArrayCustomFormat"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatCustom0Shift">
            <summary>
            <para>Amount to shift <see cref="T:Godot.Mesh.ArrayCustomFormat"/> for custom channel index 0.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatCustom1Shift">
            <summary>
            <para>Amount to shift <see cref="T:Godot.Mesh.ArrayCustomFormat"/> for custom channel index 1.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatCustom2Shift">
            <summary>
            <para>Amount to shift <see cref="T:Godot.Mesh.ArrayCustomFormat"/> for custom channel index 2.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatCustom3Shift">
            <summary>
            <para>Amount to shift <see cref="T:Godot.Mesh.ArrayCustomFormat"/> for custom channel index 3.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatCustomMask">
            <summary>
            <para>Mask of custom format bits per custom channel. Must be shifted by one of the SHIFT constants. See <see cref="T:Godot.Mesh.ArrayCustomFormat"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.CompressFlagsBase">
            <summary>
            <para>Shift of first compress flag. Compress flags should be passed to <see cref="M:Godot.ArrayMesh.AddSurfaceFromArrays(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Mesh.ArrayFormat)"/> and <see cref="M:Godot.SurfaceTool.Commit(Godot.ArrayMesh,System.UInt32)"/>.</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.FlagUseDynamicUpdate">
            <summary>
            <para>Flag indices that the mesh data will use <c>GL_DYNAMIC_DRAW</c> on GLES. Unused on Vulkan.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FlagUse8BoneWeights">
            <summary>
            <para>Flag used to mark that the mesh contains up to 8 bone influences per vertex. This flag indicates that <see cref="F:Godot.Mesh.ArrayType.Bones"/> and <see cref="F:Godot.Mesh.ArrayType.Weights"/> elements will have double length.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FlagUsesEmptyVertexArray">
            <summary>
            <para>Flag used to mark that the mesh intentionally contains no vertex array.</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="P:Godot.Mesh.LightmapSizeHint">
            <summary>
            <para>Sets a hint to be used for lightmap resolution.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._GetAabb">
            <summary>
            <para>Virtual method to override the <see cref="T:Godot.Aabb"/> for a custom class extending <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._GetBlendShapeCount">
            <summary>
            <para>Virtual method to override the number of blend shapes for a custom class extending <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._GetBlendShapeName(System.Int32)">
            <summary>
            <para>Virtual method to override the retrieval of blend shape names for a custom class extending <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._GetSurfaceCount">
            <summary>
            <para>Virtual method to override the surface count for a custom class extending <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._SetBlendShapeName(System.Int32,Godot.StringName)">
            <summary>
            <para>Virtual method to override the names of blend shapes for a custom class extending <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._SurfaceGetArrayIndexLen(System.Int32)">
            <summary>
            <para>Virtual method to override the surface array index length for a custom class extending <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._SurfaceGetArrayLen(System.Int32)">
            <summary>
            <para>Virtual method to override the surface array length for a custom class extending <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._SurfaceGetArrays(System.Int32)">
            <summary>
            <para>Virtual method to override the surface arrays for a custom class extending <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._SurfaceGetBlendShapeArrays(System.Int32)">
            <summary>
            <para>Virtual method to override the blend shape arrays for a custom class extending <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._SurfaceGetFormat(System.Int32)">
            <summary>
            <para>Virtual method to override the surface format for a custom class extending <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._SurfaceGetLods(System.Int32)">
            <summary>
            <para>Virtual method to override the surface LODs for a custom class extending <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._SurfaceGetMaterial(System.Int32)">
            <summary>
            <para>Virtual method to override the surface material for a custom class extending <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._SurfaceGetPrimitiveType(System.Int32)">
            <summary>
            <para>Virtual method to override the surface primitive type for a custom class extending <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh._SurfaceSetMaterial(System.Int32,Godot.Material)">
            <summary>
            <para>Virtual method to override the setting of a <c>material</c> at the given <c>index</c> for a custom class extending <see cref="T:Godot.Mesh"/>.</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>.</para>
            <para><b>Note:</b> This is only implemented for <see cref="T:Godot.ArrayMesh"/> and <see cref="T:Godot.PrimitiveMesh"/>.</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.GetSurfaceCount">
            <summary>
            <para>Returns the number 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{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Mesh.ArrayFormat)"/>).</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.CreatePlaceholder">
            <summary>
            <para>Creates a placeholder version of this resource (<see cref="T:Godot.PlaceholderMesh"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh.CreateTrimeshShape">
            <summary>
            <para>Calculate a <see cref="T:Godot.ConcavePolygonShape3D"/> from the mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh.CreateConvexShape(System.Boolean,System.Boolean)">
            <summary>
            <para>Calculate a <see cref="T:Godot.ConvexPolygonShape3D"/> 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 number 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><b>Note:</b> This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise).</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"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.MeshConvexDecompositionSettings">
            <summary>
            <para>Parameters to be used with a <see cref="T:Godot.Mesh"/> convex decomposition operation.</para>
            </summary>
        </member>
        <member name="F:Godot.MeshConvexDecompositionSettings.ModeEnum.Voxel">
            <summary>
            <para>Constant for voxel-based approximate convex decomposition.</para>
            </summary>
        </member>
        <member name="F:Godot.MeshConvexDecompositionSettings.ModeEnum.Tetrahedron">
            <summary>
            <para>Constant for tetrahedron-based approximate convex decomposition.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshConvexDecompositionSettings.MaxConcavity">
            <summary>
            <para>Maximum concavity. Ranges from <c>0.0</c> to <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshConvexDecompositionSettings.SymmetryPlanesClippingBias">
            <summary>
            <para>Controls the bias toward clipping along symmetry planes. Ranges from <c>0.0</c> to <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshConvexDecompositionSettings.RevolutionAxesClippingBias">
            <summary>
            <para>Controls the bias toward clipping along revolution axes. Ranges from <c>0.0</c> to <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshConvexDecompositionSettings.MinVolumePerConvexHull">
            <summary>
            <para>Controls the adaptive sampling of the generated convex-hulls. Ranges from <c>0.0</c> to <c>0.01</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshConvexDecompositionSettings.Resolution">
            <summary>
            <para>Maximum number of voxels generated during the voxelization stage.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshConvexDecompositionSettings.MaxNumVerticesPerConvexHull">
            <summary>
            <para>Controls the maximum number of triangles per convex-hull. Ranges from <c>4</c> to <c>1024</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshConvexDecompositionSettings.PlaneDownsampling">
            <summary>
            <para>Controls the granularity of the search for the "best" clipping plane. Ranges from <c>1</c> to <c>16</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshConvexDecompositionSettings.ConvexHullDownsampling">
            <summary>
            <para>Controls the precision of the convex-hull generation process during the clipping plane selection stage. Ranges from <c>1</c> to <c>16</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshConvexDecompositionSettings.NormalizeMesh">
            <summary>
            <para>If enabled normalizes the mesh before applying the convex decomposition.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshConvexDecompositionSettings.Mode">
            <summary>
            <para>Mode for the approximate convex decomposition.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshConvexDecompositionSettings.ConvexHullApproximation">
            <summary>
            <para>If enabled uses approximation for computing convex hulls.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshConvexDecompositionSettings.MaxConvexHulls">
            <summary>
            <para>The maximum number of convex hulls to produce from the merge operation.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshConvexDecompositionSettings.ProjectHullVertices">
            <summary>
            <para>If enabled projects output convex hull vertices onto original source mesh to increase floating point accuracy of the results.</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 = new ArrayMesh();
            mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh().GetMeshArrays());
            var mdt = new MeshDataTool();
            mdt.CreateFromSurface(mesh, 0);
            for (var i = 0; i &lt; mdt.GetVertexCount(); i++)
            {
                Vector3 vertex = mdt.GetVertex(i);
                // In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
                vertex += mdt.GetVertexNormal(i);
                // Save your change.
                mdt.SetVertex(i, vertex);
            }
            mesh.ClearSurfaces();
            mdt.CommitToSurface(mesh);
            var mi = new MeshInstance();
            mi.Mesh = mesh;
            AddChild(mi);
            </code></para>
            <para>See also <see cref="T:Godot.ArrayMesh"/>, <see cref="T:Godot.ImmediateMesh"/> and <see cref="T:Godot.SurfaceTool"/> for procedural geometry generation.</para>
            <para><b>Note:</b> 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.Mesh.ArrayFormat.FormatVertex"/> is <c>1</c> and <see cref="F:Godot.Mesh.ArrayFormat.FormatNormal"/> is <c>2</c>.</para>
            <para>See <see cref="T:Godot.Mesh.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,Godot.Variant)">
            <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,Godot.Variant)">
            <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,Godot.Variant)">
            <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.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.Sprite2D"/> via a tool in the editor toolbar. Select the <see cref="T:Godot.Sprite2D"/> node, then choose <b>Sprite2D &gt; Convert to MeshInstance2D</b> 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.Texture2D"/> 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="E:Godot.MeshInstance2D.TextureChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MeshInstance2D.TextureChanged"/> event of a <see cref="T:Godot.MeshInstance2D"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="P:Godot.MeshInstance2D.Texture"/> is changed.</para>
            </summary>
        </member>
        <member name="T:Godot.MeshInstance3D">
            <summary>
            <para>MeshInstance3D 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 render 3D geometry 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 instantiated more than thousands of times at close proximity, consider using a <see cref="T:Godot.MultiMesh"/> in a <see cref="T:Godot.MultiMeshInstance3D"/> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshInstance3D.Mesh">
            <summary>
            <para>The <see cref="T:Godot.Mesh"/> resource for the instance.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshInstance3D.Skin">
            <summary>
            <para>The <see cref="T:Godot.Skin"/> to be used by this instance.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshInstance3D.Skeleton">
            <summary>
            <para><see cref="T:Godot.NodePath"/> to the <see cref="T:Godot.Skeleton3D"/> associated with the instance.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance3D.GetSurfaceOverrideMaterialCount">
            <summary>
            <para>Returns the number of surface override materials. This is equivalent to <see cref="M:Godot.Mesh.GetSurfaceCount"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance3D.SetSurfaceOverrideMaterial(System.Int32,Godot.Material)">
            <summary>
            <para>Sets the override <c>material</c> for the specified <c>surface</c> of the <see cref="T:Godot.Mesh"/> resource. This material is associated with this <see cref="T:Godot.MeshInstance3D"/> rather than with <see cref="P:Godot.MeshInstance3D.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance3D.GetSurfaceOverrideMaterial(System.Int32)">
            <summary>
            <para>Returns the override <see cref="T:Godot.Material"/> for the specified <c>surface</c> of the <see cref="T:Godot.Mesh"/> resource.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance3D.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.GeometryInstance3D.MaterialOverride"/>, the surface override <see cref="T:Godot.Material"/> defined in this <see cref="T:Godot.MeshInstance3D"/>, or the surface <see cref="T:Godot.Material"/> defined in the <see cref="P:Godot.MeshInstance3D.Mesh"/>. For example, if <see cref="P:Godot.GeometryInstance3D.MaterialOverride"/> is used, all surfaces will return the override material.</para>
            <para>Returns <c>null</c> if no material is active, including when <see cref="P:Godot.MeshInstance3D.Mesh"/> is <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance3D.CreateTrimeshCollision">
            <summary>
            <para>This helper creates a <see cref="T:Godot.StaticBody3D"/> child node with a <see cref="T:Godot.ConcavePolygonShape3D"/> collision shape calculated from the mesh geometry. It's mainly used for testing.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance3D.CreateConvexCollision(System.Boolean,System.Boolean)">
            <summary>
            <para>This helper creates a <see cref="T:Godot.StaticBody3D"/> child node with a <see cref="T:Godot.ConvexPolygonShape3D"/> 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 number of vertices. Disabled by default.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance3D.CreateMultipleConvexCollisions(Godot.MeshConvexDecompositionSettings)">
            <summary>
            <para>This helper creates a <see cref="T:Godot.StaticBody3D"/> child node with multiple <see cref="T:Godot.ConvexPolygonShape3D"/> collision shapes calculated from the mesh geometry via convex decomposition. The convex decomposition operation can be controlled with parameters from the optional <c>settings</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance3D.GetBlendShapeCount">
            <summary>
            <para>Returns the number of blend shapes available. Produces an error if <see cref="P:Godot.MeshInstance3D.Mesh"/> is <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance3D.FindBlendShapeByName(Godot.StringName)">
            <summary>
            <para>Returns the index of the blend shape with the given <c>name</c>. Returns <c>-1</c> if no blend shape with this name exists, including when <see cref="P:Godot.MeshInstance3D.Mesh"/> is <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance3D.GetBlendShapeValue(System.Int32)">
            <summary>
            <para>Returns the value of the blend shape at the given <c>blendShapeIdx</c>. Returns <c>0.0</c> and produces an error if <see cref="P:Godot.MeshInstance3D.Mesh"/> is <c>null</c> or doesn't have a blend shape at that index.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance3D.SetBlendShapeValue(System.Int32,System.Single)">
            <summary>
            <para>Sets the value of the blend shape at <c>blendShapeIdx</c> to <c>value</c>. Produces an error if <see cref="P:Godot.MeshInstance3D.Mesh"/> is <c>null</c> or doesn't have a blend shape at that index.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance3D.CreateDebugTangents">
            <summary>
            <para>This helper creates a <see cref="T:Godot.MeshInstance3D"/> child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.</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.Transform3D)">
            <summary>
            <para>Sets the transform to apply to the item's mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.SetItemNavigationMesh(System.Int32,Godot.NavigationMesh)">
            <summary>
            <para>Sets the item's navigation mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.SetItemNavigationMeshTransform(System.Int32,Godot.Transform3D)">
            <summary>
            <para>Sets the transform to apply to the item's navigation mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.SetItemNavigationLayers(System.Int32,System.UInt32)">
            <summary>
            <para>Sets the item's navigation layers bitmask.</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.Shape3D"/> objects, each followed by a <see cref="T:Godot.Transform3D"/> that will be applied to it. For shapes that should not have a transform, use <c>Transform3D.IDENTITY</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.SetItemPreview(System.Int32,Godot.Texture2D)">
            <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.GetItemNavigationMesh(System.Int32)">
            <summary>
            <para>Returns the item's navigation mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.GetItemNavigationMeshTransform(System.Int32)">
            <summary>
            <para>Returns the transform applied to the item's navigation mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.GetItemNavigationLayers(System.Int32)">
            <summary>
            <para>Returns the item's navigation layers bitmask.</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.Shape3D"/> followed by its <see cref="T:Godot.Transform3D"/>.</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.Texture2D)"/>. Returns an empty <see cref="T:Godot.Texture2D"/> 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.Tween.TweenMethod(Godot.Callable,Godot.Variant,Godot.Variant,System.Double)"/> for more usage information.</para>
            <para><b>Note:</b> <see cref="M:Godot.Tween.TweenMethod(Godot.Callable,Godot.Variant,Godot.Variant,System.Double)"/> 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.Double)">
            <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.Tween"/> 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.Tween"/> that contains this Tweener.</para>
            </summary>
        </member>
        <member name="T:Godot.MissingNode">
            <summary>
            <para>This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in the scene. Ignore it if you don't know what it is.</para>
            </summary>
        </member>
        <member name="P:Godot.MissingNode.OriginalClass">
            <summary>
            <para>Returns the name of the type this node was originally.</para>
            </summary>
        </member>
        <member name="T:Godot.MissingResource">
            <summary>
            <para>This is an internal editor class intended for keeping data of resources of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in the scene. Ignore it if you don't know what it is.</para>
            </summary>
        </member>
        <member name="P:Godot.MissingResource.OriginalClass">
            <summary>
            <para>Returns the name of the class this resource was originally.</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 initialize this interface as follows:</para>
            <para><code>
            var interface = XRServer.find_interface("Native mobile")
            if interface and interface.initialize():
                get_viewport().xr = 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.XROrigin3D"/> 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.MovieWriter">
            <summary>
            <para>Godot can record videos with non-real-time simulation. Like the <c>--fixed-fps</c> <a href="$DOCS_URL/tutorials/editor/command_line_tutorial.html">command line argument</a>, this forces the reported <c>delta</c> in <see cref="M:Godot.Node._Process(System.Double)"/> functions to be identical across frames, regardless of how long it actually took to render the frame. This can be used to record high-quality videos with perfect frame pacing regardless of your hardware's capabilities.</para>
            <para>Godot has 2 built-in <see cref="T:Godot.MovieWriter"/>s:</para>
            <para>- AVI container with MJPEG for video and uncompressed audio (<c>.avi</c> file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing <c>ProjectSettings.editor/movie_writer/mjpeg_quality</c>. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with <see cref="T:Godot.VideoStreamPlayer"/>. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most.</para>
            <para>- PNG image sequence for video and WAV for audio (<c>.png</c> file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as <a href="https://ffmpeg.org/">FFmpeg</a> after recording. Transparency is currently not supported, even if the root viewport is set to be transparent.</para>
            <para>If you need to encode to a different format or pipe a stream through third-party software, you can extend the <see cref="T:Godot.MovieWriter"/> class to create your own movie writers. This should typically be done using GDExtension for performance reasons.</para>
            <para><b>Editor usage:</b> A default movie file path can be specified in <c>ProjectSettings.editor/movie_writer/movie_file</c>. Alternatively, for running single scenes, a <c>movie_path</c> metadata can be added to the root node, specifying the path to a movie file that will be used when recording that scene. Once a path is set, click the video reel icon in the top-right corner of the editor to enable Movie Maker mode, then run any scene as usual. The engine will start recording as soon as the splash screen is finished, and it will only stop recording when the engine quits. Click the video reel icon again to disable Movie Maker mode. Note that toggling Movie Maker mode does not affect project instances that are already running.</para>
            <para><b>Note:</b> MovieWriter is available for use in both the editor and exported projects, but it is <i>not</i> designed for use by end users to record videos while playing. Players wishing to record gameplay videos should install tools such as <a href="https://obsproject.com/">OBS Studio</a> or <a href="https://www.maartenbaert.be/simplescreenrecorder/">SimpleScreenRecorder</a> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.MovieWriter._GetAudioMixRate">
            <summary>
            <para>Called when the audio sample rate used for recording the audio is requested by the engine. The value returned must be specified in Hz. Defaults to 48000 Hz if <see cref="M:Godot.MovieWriter._GetAudioMixRate"/> is not overridden.</para>
            </summary>
        </member>
        <member name="M:Godot.MovieWriter._GetAudioSpeakerMode">
            <summary>
            <para>Called when the audio speaker mode used for recording the audio is requested by the engine. This can affect the number of output channels in the resulting audio file/stream. Defaults to <see cref="F:Godot.AudioServer.SpeakerMode.ModeStereo"/> if <see cref="M:Godot.MovieWriter._GetAudioSpeakerMode"/> is not overridden.</para>
            </summary>
        </member>
        <member name="M:Godot.MovieWriter._HandlesFile(System.String)">
            <summary>
            <para>Called when the engine determines whether this <see cref="T:Godot.MovieWriter"/> is able to handle the file at <c>path</c>. Must return <c>true</c> if this <see cref="T:Godot.MovieWriter"/> is able to handle the given file path, <c>false</c> otherwise. Typically, <see cref="M:Godot.MovieWriter._HandlesFile(System.String)"/> is overridden as follows to allow the user to record a file at any path with a given file extension:</para>
            <para><code>
            func _handles_file(path):
                # Allows specifying an output file with a `.mkv` file extension (case-insensitive),
                # either in the Project Settings or with the `--write-movie &lt;path&gt;` command line argument.
                return path.get_extension().to_lower() == "mkv"
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.MovieWriter._WriteBegin(Godot.Vector2I,System.UInt32,System.String)">
            <summary>
            <para>Called once before the engine starts writing video and audio data. <c>movieSize</c> is the width and height of the video to save. <c>fps</c> is the number of frames per second specified in the project settings or using the <c>--fixed-fps &lt;fps&gt;</c> <a href="$DOCS_URL/tutorials/editor/command_line_tutorial.html">command line argument</a>.</para>
            </summary>
        </member>
        <member name="M:Godot.MovieWriter._WriteEnd">
            <summary>
            <para>Called when the engine finishes writing. This occurs when the engine quits by pressing the window manager's close button, or when <see cref="M:Godot.SceneTree.Quit(System.Int32)"/> is called.</para>
            <para><b>Note:</b> Pressing Ctrl + C on the terminal running the editor/project does <i>not</i> result in <see cref="M:Godot.MovieWriter._WriteEnd"/> being called.</para>
            </summary>
        </member>
        <member name="M:Godot.MovieWriter.AddWriter(Godot.MovieWriter)">
            <summary>
            <para>Adds a writer to be usable by the engine. The supported file extensions can be set by overriding <see cref="M:Godot.MovieWriter._HandlesFile(System.String)"/>.</para>
            <para><b>Note:</b> <see cref="M:Godot.MovieWriter.AddWriter(Godot.MovieWriter)"/> must be called early enough in the engine initialization to work, as movie writing is designed to start at the same time as the rest of the engine.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiMesh">
            <summary>
            <para>MultiMesh provides low-level mesh instancing. Drawing thousands of <see cref="T:Godot.MeshInstance3D"/> 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>
            <para><b>Note:</b> A MultiMesh is a single object, therefore the same maximum lights per object restriction applies. This means, that once the maximum lights are consumed by one or more instances, the rest of the MultiMesh instances will <b>not</b> receive any lighting.</para>
            <para><b>Note:</b> Blend Shapes will be ignored if used in a MultiMesh.</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="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.UseColors">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.MultiMesh"/> will use color data (see <see cref="M:Godot.MultiMesh.SetInstanceColor(System.Int32,Godot.Color)"/>). Can only be set when <see cref="P:Godot.MultiMesh.InstanceCount"/> is <c>0</c> or less. This means that you need to call this method before setting the instance count, or temporarily reset it to <c>0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMesh.UseCustomData">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.MultiMesh"/> will use custom data (see <see cref="M:Godot.MultiMesh.SetInstanceCustomData(System.Int32,Godot.Color)"/>). Can only be set when <see cref="P:Godot.MultiMesh.InstanceCount"/> is <c>0</c> or less. This means that you need to call this method before setting the instance count, or temporarily reset it to <c>0</c>.</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. Setting data format or flags afterwards will have no effect.</para>
            <para>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><see cref="T:Godot.Mesh"/> resource to be instanced.</para>
            <para>The looks of the individual instances can be modified using <see cref="M:Godot.MultiMesh.SetInstanceColor(System.Int32,Godot.Color)"/> and <see cref="M:Godot.MultiMesh.SetInstanceCustomData(System.Int32,Godot.Color)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMesh.TransformArray">
            <summary>
            <para>See <see cref="M:Godot.MultiMesh.SetInstanceTransform(System.Int32,Godot.Transform3D)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMesh.Transform2DArray">
            <summary>
            <para>See <see cref="M:Godot.MultiMesh.SetInstanceTransform2D(System.Int32,Godot.Transform2D)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMesh.ColorArray">
            <summary>
            <para>See <see cref="M:Godot.MultiMesh.SetInstanceColor(System.Int32,Godot.Color)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMesh.CustomDataArray">
            <summary>
            <para>See <see cref="M:Godot.MultiMesh.SetInstanceCustomData(System.Int32,Godot.Color)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiMesh.SetInstanceTransform(System.Int32,Godot.Transform3D)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform3D"/> 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.Transform3D"/> 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 <i>multiplying</i> the mesh's existing vertex colors. This allows for different color tinting per instance.</para>
            <para>For the color to take effect, ensure that <see cref="P:Godot.MultiMesh.UseColors"/> is <c>true</c> on the <see cref="T:Godot.MultiMesh"/> and <see cref="P:Godot.BaseMaterial3D.VertexColorUseAsAlbedo"/> is <c>true</c> on the material. If you intend to set an absolute color instead of tinting, 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 multiplier.</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.</para>
            <para>For the custom data to be used, ensure that <see cref="P:Godot.MultiMesh.UseCustomData"/> is <c>true</c>.</para>
            <para>This custom instance data has to be manually accessed in your custom shader using <c>INSTANCE_CUSTOM</c>.</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.GetAabb">
            <summary>
            <para>Returns the visibility axis-aligned bounding box in local space.</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.MultiMeshInstance3D"/>.</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.Texture2D"/> 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="E:Godot.MultiMeshInstance2D.TextureChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MultiMeshInstance2D.TextureChanged"/> event of a <see cref="T:Godot.MultiMeshInstance2D"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="P:Godot.MultiMeshInstance2D.Texture"/> is changed.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiMeshInstance3D">
            <summary>
            <para><see cref="T:Godot.MultiMeshInstance3D"/> is a specialized node to instance <see cref="T:Godot.GeometryInstance3D"/>s based on a <see cref="T:Godot.MultiMesh"/> resource.</para>
            <para>This is useful to optimize the rendering of a high number of instances of a given mesh (for example trees in a forest or grass strands).</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMeshInstance3D.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.MultiMeshInstance3D"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerApi">
            <summary>
            <para>Base class for high-level multiplayer API implementations. See also <see cref="T:Godot.MultiplayerPeer"/>.</para>
            <para>By default, <see cref="T:Godot.SceneTree"/> has a reference to an implementation of this class and uses it to provide multiplayer capabilities (i.e. RPCs) across the whole scene.</para>
            <para>It is possible to override the MultiplayerAPI instance used by specific tree branches by calling the <see cref="M:Godot.SceneTree.SetMultiplayer(Godot.MultiplayerApi,Godot.NodePath)"/> method, effectively allowing to run both client and server in the same scene.</para>
            <para>It is also possible to extend or replace the default implementation via scripting or native extensions. See <see cref="T:Godot.MultiplayerApiExtension"/> for details about extensions, <see cref="T:Godot.SceneMultiplayer"/> for the details about the default implementation.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerApi.RpcMode.Disabled">
            <summary>
            <para>Used with <see cref="M:Godot.Node.RpcConfig(Godot.StringName,Godot.Variant)"/> 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.AnyPeer">
            <summary>
            <para>Used with <see cref="M:Godot.Node.RpcConfig(Godot.StringName,Godot.Variant)"/> to set a method to be callable remotely by any peer. Analogous to the <c>@rpc("any_peer")</c> annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerApi.RpcMode.Authority">
            <summary>
            <para>Used with <see cref="M:Godot.Node.RpcConfig(Godot.StringName,Godot.Variant)"/> to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the <c>@rpc("authority")</c> annotation. See <see cref="M:Godot.Node.SetMultiplayerAuthority(System.Int32,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerApi.MultiplayerPeer">
            <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.IsServer"/>) and will set root node's network mode to authority, or it will become a regular client peer. 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="M:Godot.MultiplayerApi.HasMultiplayerPeer">
            <summary>
            <para>Returns <c>true</c> if there is a <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> set.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApi.GetUniqueId">
            <summary>
            <para>Returns the unique peer ID of this MultiplayerAPI's <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApi.IsServer">
            <summary>
            <para>Returns <c>true</c> if this MultiplayerAPI's <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> is valid and in server mode (listening for connections).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApi.GetRemoteSenderId">
            <summary>
            <para>Returns the sender's peer ID for the RPC currently being executed.</para>
            <para><b>Note:</b> 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 set <see cref="P:Godot.SceneTree.MultiplayerPoll"/> to <c>false</c>. By default, <see cref="T:Godot.SceneTree"/> will poll its MultiplayerAPI(s) for you.</para>
            <para><b>Note:</b> This method results in RPCs 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.GodotThread"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApi.Rpc(System.Int32,Godot.GodotObject,Godot.StringName,Godot.Collections.Array)">
            <summary>
            <para>Sends an RPC to the target <c>peer</c>. The given <c>method</c> will be called on the remote <c>object</c> with the provided <c>arguments</c>. The RPC may also be called locally depending on the implementation and RPC configuration. See <see cref="M:Godot.Node.Rpc(Godot.StringName,Godot.Variant[])"/> and <see cref="M:Godot.Node.RpcConfig(Godot.StringName,Godot.Variant)"/>.</para>
            <para><b>Note:</b> Prefer using <see cref="M:Godot.Node.Rpc(Godot.StringName,Godot.Variant[])"/>, <see cref="M:Godot.Node.RpcId(System.Int64,Godot.StringName,Godot.Variant[])"/>, or <c>my_method.rpc(peer, arg1, arg2, ...)</c> (in GDScript), since they are faster. This method is mostly useful in conjunction with <see cref="T:Godot.MultiplayerApiExtension"/> when augmenting or replacing the multiplayer capabilities.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApi.ObjectConfigurationAdd(Godot.GodotObject,Godot.Variant)">
            <summary>
            <para>Notifies the MultiplayerAPI of a new <c>configuration</c> for the given <c>object</c>. This method is used internally by <see cref="T:Godot.SceneTree"/> to configure the root path for this MultiplayerAPI (passing <c>null</c> and a valid <see cref="T:Godot.NodePath"/> as <c>configuration</c>). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. <see cref="T:Godot.SceneMultiplayer"/>) for details on how they use it.</para>
            <para><b>Note:</b> This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via <see cref="T:Godot.MultiplayerApiExtension"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApi.ObjectConfigurationRemove(Godot.GodotObject,Godot.Variant)">
            <summary>
            <para>Notifies the MultiplayerAPI to remove a <c>configuration</c> for the given <c>object</c>. This method is used internally by <see cref="T:Godot.SceneTree"/> to configure the root path for this MultiplayerAPI (passing <c>null</c> and an empty <see cref="T:Godot.NodePath"/> as <c>configuration</c>). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. <see cref="T:Godot.SceneMultiplayer"/>) for details on how they use it.</para>
            <para><b>Note:</b> This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via <see cref="T:Godot.MultiplayerApiExtension"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApi.GetPeers">
            <summary>
            <para>Returns the peer IDs of all connected peers of this MultiplayerAPI's <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApi.SetDefaultInterface(Godot.StringName)">
            <summary>
            <para>Sets the default MultiplayerAPI implementation class. This method can be used by modules and extensions to configure which implementation will be used by <see cref="T:Godot.SceneTree"/> when the engine starts.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApi.GetDefaultInterface">
            <summary>
            <para>Returns the default MultiplayerAPI implementation class name. This is usually <c>"SceneMultiplayer"</c> when <see cref="T:Godot.SceneMultiplayer"/> is available. See <see cref="M:Godot.MultiplayerApi.SetDefaultInterface(Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApi.CreateDefaultInterface">
            <summary>
            <para>Returns a new instance of the default MultiplayerAPI.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerApi.PeerConnectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MultiplayerApi.PeerConnected"/> event of a <see cref="T:Godot.MultiplayerApi"/> class.
            </summary>
        </member>
        <member name="E:Godot.MultiplayerApi.PeerConnected">
            <summary>
            <para>Emitted when this MultiplayerAPI's <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerApi.PeerDisconnectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MultiplayerApi.PeerDisconnected"/> event of a <see cref="T:Godot.MultiplayerApi"/> class.
            </summary>
        </member>
        <member name="E:Godot.MultiplayerApi.PeerDisconnected">
            <summary>
            <para>Emitted when this MultiplayerAPI's <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> disconnects from a peer. Clients get notified when other clients disconnect from the same server.</para>
            </summary>
        </member>
        <member name="E:Godot.MultiplayerApi.ConnectedToServer">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MultiplayerApi.ConnectedToServer"/> event of a <see cref="T:Godot.MultiplayerApi"/> class.
            </summary>
            <summary>
            <para>Emitted when this MultiplayerAPI's <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> successfully connected to a server. Only emitted on clients.</para>
            </summary>
        </member>
        <member name="E:Godot.MultiplayerApi.ConnectionFailed">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MultiplayerApi.ConnectionFailed"/> event of a <see cref="T:Godot.MultiplayerApi"/> class.
            </summary>
            <summary>
            <para>Emitted when this MultiplayerAPI's <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> fails to establish a connection to a server. Only emitted on clients.</para>
            </summary>
        </member>
        <member name="E:Godot.MultiplayerApi.ServerDisconnected">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MultiplayerApi.ServerDisconnected"/> event of a <see cref="T:Godot.MultiplayerApi"/> class.
            </summary>
            <summary>
            <para>Emitted when this MultiplayerAPI's <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> disconnects from server. Only emitted on clients.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerApiExtension">
            <summary>
            <para>This class can be used to augment or replace the default <see cref="T:Godot.MultiplayerApi"/> implementation via script or extensions.</para>
            <para>The following example augment the default implementation (<see cref="T:Godot.SceneMultiplayer"/>) by logging every RPC being made, and every object being configured for replication.</para>
            <para></para>
            <para>Then in your main scene or in an autoload call <see cref="M:Godot.SceneTree.SetMultiplayer(Godot.MultiplayerApi,Godot.NodePath)"/> to start using your custom <see cref="T:Godot.MultiplayerApi"/>:</para>
            <para></para>
            <para>Native extensions can alternatively use the <see cref="M:Godot.MultiplayerApi.SetDefaultInterface(Godot.StringName)"/> method during initialization to configure themselves as the default implementation.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApiExtension._GetMultiplayerPeer">
            <summary>
            <para>Called when the <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> is retrieved.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApiExtension._GetPeerIds">
            <summary>
            <para>Callback for <see cref="M:Godot.MultiplayerApi.GetPeers"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApiExtension._GetRemoteSenderId">
            <summary>
            <para>Callback for <see cref="M:Godot.MultiplayerApi.GetRemoteSenderId"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApiExtension._GetUniqueId">
            <summary>
            <para>Callback for <see cref="M:Godot.MultiplayerApi.GetUniqueId"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApiExtension._ObjectConfigurationAdd(Godot.GodotObject,Godot.Variant)">
            <summary>
            <para>Callback for <see cref="M:Godot.MultiplayerApi.ObjectConfigurationAdd(Godot.GodotObject,Godot.Variant)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApiExtension._ObjectConfigurationRemove(Godot.GodotObject,Godot.Variant)">
            <summary>
            <para>Callback for <see cref="M:Godot.MultiplayerApi.ObjectConfigurationRemove(Godot.GodotObject,Godot.Variant)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApiExtension._Poll">
            <summary>
            <para>Callback for <see cref="M:Godot.MultiplayerApi.Poll"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApiExtension._Rpc(System.Int32,Godot.GodotObject,Godot.StringName,Godot.Collections.Array)">
            <summary>
            <para>Callback for <see cref="M:Godot.MultiplayerApi.Rpc(System.Int32,Godot.GodotObject,Godot.StringName,Godot.Collections.Array)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerApiExtension._SetMultiplayerPeer(Godot.MultiplayerPeer)">
            <summary>
            <para>Called when the <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> is set.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerPeer">
            <summary>
            <para>Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also <see cref="T:Godot.MultiplayerApi"/>.</para>
            <para><b>Note:</b> The <see cref="T:Godot.MultiplayerApi"/> protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.</para>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerPeer.TargetPeerBroadcast">
            <summary>
            <para>Packets are sent to all connected peers.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerPeer.TargetPeerServer">
            <summary>
            <para>Packets are sent to the remote peer acting as server.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerPeer.ConnectionStatus.Disconnected">
            <summary>
            <para>The MultiplayerPeer is disconnected.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerPeer.ConnectionStatus.Connecting">
            <summary>
            <para>The MultiplayerPeer is currently connecting to a server.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerPeer.ConnectionStatus.Connected">
            <summary>
            <para>This MultiplayerPeer is connected.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerPeer.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.MultiplayerPeer.TransferModeEnum.UnreliableOrdered"/>. Use for non-critical data, and always consider whether the order matters.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerPeer.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.MultiplayerPeer.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.MultiplayerPeer.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.MultiplayerPeer.RefuseNewConnections">
            <summary>
            <para>If <c>true</c>, this <see cref="T:Godot.MultiplayerPeer"/> refuses new connections.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerPeer.TransferMode">
            <summary>
            <para>The manner in which to send packets to the target peer. See <see cref="T:Godot.MultiplayerPeer.TransferModeEnum"/>, and the <see cref="M:Godot.MultiplayerPeer.SetTargetPeer(System.Int32)"/> method.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerPeer.TransferChannel">
            <summary>
            <para>The channel to use to send packets. Many network APIs such as ENet and WebRTC allow the creation of multiple independent channels which behaves, in a way, like separate connections. This means that reliable data will only block delivery of other packets on that channel, and ordering will only be in respect to the channel the packet is being sent on. Using different channels to send <b>different and independent</b> state updates is a common way to optimize network usage and decrease latency in fast-paced games.</para>
            <para><b>Note:</b> The default channel (<c>0</c>) actually works as 3 separate channels (one for each <see cref="T:Godot.MultiplayerPeer.TransferModeEnum"/>) so that <see cref="F:Godot.MultiplayerPeer.TransferModeEnum.Reliable"/> and <see cref="F:Godot.MultiplayerPeer.TransferModeEnum.UnreliableOrdered"/> does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeer.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.MultiplayerPeer.TargetPeerBroadcast"/> to send to all connected peers, <see cref="F:Godot.MultiplayerPeer.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.MultiplayerPeer.TargetPeerBroadcast"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeer.GetPacketPeer">
            <summary>
            <para>Returns the ID of the <see cref="T:Godot.MultiplayerPeer"/> who sent the next available packet. See <see cref="M:Godot.PacketPeer.GetAvailablePacketCount"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeer.GetPacketChannel">
            <summary>
            <para>Returns the channel over which the next available packet was received. See <see cref="M:Godot.PacketPeer.GetAvailablePacketCount"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeer.GetPacketMode">
            <summary>
            <para>Returns the <see cref="T:Godot.MultiplayerPeer.TransferModeEnum"/> the remote peer used to send the next available packet. See <see cref="M:Godot.PacketPeer.GetAvailablePacketCount"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeer.Poll">
            <summary>
            <para>Waits up to 1 second to receive a new network event.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeer.Close">
            <summary>
            <para>Immediately close the multiplayer peer returning to the state <see cref="F:Godot.MultiplayerPeer.ConnectionStatus.Disconnected"/>. Connected peers will be dropped without emitting <see cref="E:Godot.MultiplayerPeer.PeerDisconnected"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeer.DisconnectPeer(System.Int32,System.Boolean)">
            <summary>
            <para>Disconnects the given <c>peer</c> from this host. If <c>force</c> is <c>true</c> the <see cref="E:Godot.MultiplayerPeer.PeerDisconnected"/> signal will not be emitted for this peer.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeer.GetConnectionStatus">
            <summary>
            <para>Returns the current state of the connection. See <see cref="T:Godot.MultiplayerPeer.ConnectionStatus"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeer.GetUniqueId">
            <summary>
            <para>Returns the ID of this <see cref="T:Godot.MultiplayerPeer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeer.GenerateUniqueId">
            <summary>
            <para>Returns a randomly generated integer that can be used as a network unique ID.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeer.IsServerRelaySupported">
            <summary>
            <para>Returns true if the server can act as a relay in the current configuration (i.e. if the higher level <see cref="T:Godot.MultiplayerApi"/> should notify connected clients of other peers, and implement a relay protocol to allow communication between them).</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerPeer.PeerConnectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MultiplayerPeer.PeerConnected"/> event of a <see cref="T:Godot.MultiplayerPeer"/> class.
            </summary>
        </member>
        <member name="E:Godot.MultiplayerPeer.PeerConnected">
            <summary>
            <para>Emitted when a remote peer connects.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerPeer.PeerDisconnectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MultiplayerPeer.PeerDisconnected"/> event of a <see cref="T:Godot.MultiplayerPeer"/> class.
            </summary>
        </member>
        <member name="E:Godot.MultiplayerPeer.PeerDisconnected">
            <summary>
            <para>Emitted when a remote peer has disconnected.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerPeerExtension">
            <summary>
            <para>This class is designed to be inherited from a GDExtension plugin to implement custom networking layers for the multiplayer API (such as WebRTC). All the methods below <b>must</b> be implemented to have a working custom multiplayer implementation. See also <see cref="T:Godot.MultiplayerApi"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._Close">
            <summary>
            <para>Called when the multiplayer peer should be immediately closed (see <see cref="M:Godot.MultiplayerPeer.Close"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._DisconnectPeer(System.Int32,System.Boolean)">
            <summary>
            <para>Called when the connected <c>pPeer</c> should be forcibly disconnected (see <see cref="M:Godot.MultiplayerPeer.DisconnectPeer(System.Int32,System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._GetAvailablePacketCount">
            <summary>
            <para>Called when the available packet count is internally requested by the <see cref="T:Godot.MultiplayerApi"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._GetConnectionStatus">
            <summary>
            <para>Called when the connection status is requested on the <see cref="T:Godot.MultiplayerPeer"/> (see <see cref="M:Godot.MultiplayerPeer.GetConnectionStatus"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._GetMaxPacketSize">
            <summary>
            <para>Called when the maximum allowed packet size (in bytes) is requested by the <see cref="T:Godot.MultiplayerApi"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._GetPacketChannel">
            <summary>
            <para>Called to get the channel over which the next available packet was received. See <see cref="M:Godot.MultiplayerPeer.GetPacketChannel"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._GetPacketMode">
            <summary>
            <para>Called to get the <see cref="T:Godot.MultiplayerPeer.TransferModeEnum"/> the remote peer used to send the next available packet. See <see cref="M:Godot.MultiplayerPeer.GetPacketMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._GetPacketPeer">
            <summary>
            <para>Called when the ID of the <see cref="T:Godot.MultiplayerPeer"/> who sent the most recent packet is requested (see <see cref="M:Godot.MultiplayerPeer.GetPacketPeer"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._GetPacketScript">
            <summary>
            <para>Called when a packet needs to be received by the <see cref="T:Godot.MultiplayerApi"/>, if <c>_get_packet</c> isn't implemented. Use this when extending this class via GDScript.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._GetTransferChannel">
            <summary>
            <para>Called when the transfer channel to use is read on this <see cref="T:Godot.MultiplayerPeer"/> (see <see cref="P:Godot.MultiplayerPeer.TransferChannel"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._GetTransferMode">
            <summary>
            <para>Called when the transfer mode to use is read on this <see cref="T:Godot.MultiplayerPeer"/> (see <see cref="P:Godot.MultiplayerPeer.TransferMode"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._GetUniqueId">
            <summary>
            <para>Called when the unique ID of this <see cref="T:Godot.MultiplayerPeer"/> is requested (see <see cref="M:Godot.MultiplayerPeer.GetUniqueId"/>). The value must be between <c>1</c> and <c>2147483647</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._IsRefusingNewConnections">
            <summary>
            <para>Called when the "refuse new connections" status is requested on this <see cref="T:Godot.MultiplayerPeer"/> (see <see cref="P:Godot.MultiplayerPeer.RefuseNewConnections"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._IsServer">
            <summary>
            <para>Called when the "is server" status is requested on the <see cref="T:Godot.MultiplayerApi"/>. See <see cref="M:Godot.MultiplayerApi.IsServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._IsServerRelaySupported">
            <summary>
            <para>Called to check if the server can act as a relay in the current configuration. See <see cref="M:Godot.MultiplayerPeer.IsServerRelaySupported"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._Poll">
            <summary>
            <para>Called when the <see cref="T:Godot.MultiplayerApi"/> is polled. See <see cref="M:Godot.MultiplayerApi.Poll"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._PutPacketScript(System.Byte[])">
            <summary>
            <para>Called when a packet needs to be sent by the <see cref="T:Godot.MultiplayerApi"/>, if <c>_put_packet</c> isn't implemented. Use this when extending this class via GDScript.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._SetRefuseNewConnections(System.Boolean)">
            <summary>
            <para>Called when the "refuse new connections" status is set on this <see cref="T:Godot.MultiplayerPeer"/> (see <see cref="P:Godot.MultiplayerPeer.RefuseNewConnections"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._SetTargetPeer(System.Int32)">
            <summary>
            <para>Called when the target peer to use is set for this <see cref="T:Godot.MultiplayerPeer"/> (see <see cref="M:Godot.MultiplayerPeer.SetTargetPeer(System.Int32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._SetTransferChannel(System.Int32)">
            <summary>
            <para>Called when the channel to use is set for this <see cref="T:Godot.MultiplayerPeer"/> (see <see cref="P:Godot.MultiplayerPeer.TransferChannel"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerPeerExtension._SetTransferMode(Godot.MultiplayerPeer.TransferModeEnum)">
            <summary>
            <para>Called when the transfer mode is set on this <see cref="T:Godot.MultiplayerPeer"/> (see <see cref="P:Godot.MultiplayerPeer.TransferMode"/>).</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerSpawner">
            <summary>
            <para>Spawnable scenes can be configured in the editor or through code (see <see cref="M:Godot.MultiplayerSpawner.AddSpawnableScene(System.String)"/>).</para>
            <para>Also supports custom node spawns through <see cref="M:Godot.MultiplayerSpawner.Spawn(Godot.Variant)"/>, calling <see cref="P:Godot.MultiplayerSpawner.SpawnFunction"/> on all peers.</para>
            <para>Internally, <see cref="T:Godot.MultiplayerSpawner"/> uses <see cref="M:Godot.MultiplayerApi.ObjectConfigurationAdd(Godot.GodotObject,Godot.Variant)"/> to notify spawns passing the spawned node as the <c>object</c> and itself as the <c>configuration</c>, and <see cref="M:Godot.MultiplayerApi.ObjectConfigurationRemove(Godot.GodotObject,Godot.Variant)"/> to notify despawns in a similar way.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerSpawner.SpawnPath">
            <summary>
            <para>Path to the spawn root. Spawnable scenes that are added as direct children are replicated to other peers.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerSpawner.SpawnLimit">
            <summary>
            <para>Maximum nodes that is allowed to be spawned by this spawner. Includes both spawnable scenes and custom spawns.</para>
            <para>When set to <c>0</c> (the default), there is no limit.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerSpawner.SpawnFunction">
            <summary>
            <para>Method called on all peers when for every custom <see cref="M:Godot.MultiplayerSpawner.Spawn(Godot.Variant)"/> requested by the authority. Will receive the <c>data</c> parameter, and should return a <see cref="T:Godot.Node"/> that is not in the scene tree.</para>
            <para><b>Note:</b> The returned node should <b>not</b> be added to the scene with <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean,Godot.Node.InternalMode)"/>. This is done automatically.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerSpawner.AddSpawnableScene(System.String)">
            <summary>
            <para>Adds a scene path to spawnable scenes, making it automatically replicated from the multiplayer authority to other peers when added as children of the node pointed by <see cref="P:Godot.MultiplayerSpawner.SpawnPath"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerSpawner.GetSpawnableSceneCount">
            <summary>
            <para>Returns the count of spawnable scene paths.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerSpawner.GetSpawnableScene(System.Int32)">
            <summary>
            <para>Returns the spawnable scene path by index.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerSpawner.ClearSpawnableScenes">
            <summary>
            <para>Clears all spawnable scenes. Does not despawn existing instances on remote peers.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerSpawner.Spawn(Godot.Variant)">
            <summary>
            <para>Requests a custom spawn, with <c>data</c> passed to <see cref="P:Godot.MultiplayerSpawner.SpawnFunction"/> on all peers. Returns the locally spawned node instance already inside the scene tree, and added as a child of the node pointed by <see cref="P:Godot.MultiplayerSpawner.SpawnPath"/>.</para>
            <para><b>Note:</b> Spawnable scenes are spawned automatically. <see cref="M:Godot.MultiplayerSpawner.Spawn(Godot.Variant)"/> is only needed for custom spawns.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerSpawner.DespawnedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MultiplayerSpawner.Despawned"/> event of a <see cref="T:Godot.MultiplayerSpawner"/> class.
            </summary>
        </member>
        <member name="E:Godot.MultiplayerSpawner.Despawned">
            <summary>
            <para>Emitted when a spawnable scene or custom spawn was despawned by the multiplayer authority. Only called on puppets.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerSpawner.SpawnedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MultiplayerSpawner.Spawned"/> event of a <see cref="T:Godot.MultiplayerSpawner"/> class.
            </summary>
        </member>
        <member name="E:Godot.MultiplayerSpawner.Spawned">
            <summary>
            <para>Emitted when a spawnable scene or custom spawn was spawned by the multiplayer authority. Only called on puppets.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerSynchronizer">
            <summary>
            <para>By default, <see cref="T:Godot.MultiplayerSynchronizer"/> synchronizes configured properties to all peers.</para>
            <para>Visibility can be handled directly with <see cref="M:Godot.MultiplayerSynchronizer.SetVisibilityFor(System.Int32,System.Boolean)"/> or as-needed with <see cref="M:Godot.MultiplayerSynchronizer.AddVisibilityFilter(Godot.Callable)"/> and <see cref="M:Godot.MultiplayerSynchronizer.UpdateVisibility(System.Int32)"/>.</para>
            <para><see cref="T:Godot.MultiplayerSpawner"/>s will handle nodes according to visibility of synchronizers as long as the node at <see cref="P:Godot.MultiplayerSynchronizer.RootPath"/> was spawned by one.</para>
            <para>Internally, <see cref="T:Godot.MultiplayerSynchronizer"/> uses <see cref="M:Godot.MultiplayerApi.ObjectConfigurationAdd(Godot.GodotObject,Godot.Variant)"/> to notify synchronization start passing the <see cref="T:Godot.Node"/> at <see cref="P:Godot.MultiplayerSynchronizer.RootPath"/> as the <c>object</c> and itself as the <c>configuration</c>, and uses <see cref="M:Godot.MultiplayerApi.ObjectConfigurationRemove(Godot.GodotObject,Godot.Variant)"/> to notify synchronization end in a similar way.</para>
            <para><b>Note:</b> Synchronization is not supported for <see cref="T:Godot.GodotObject"/> type properties, like <see cref="T:Godot.Resource"/>. Properties that are unique to each peer, like the instance IDs of <see cref="T:Godot.GodotObject"/>s (see <see cref="M:Godot.GodotObject.GetInstanceId"/>) or <see cref="T:Godot.Rid"/>s, will also not work in synchronization.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerSynchronizer.VisibilityUpdateModeEnum.Idle">
            <summary>
            <para>Visibility filters are updated every idle process frame.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerSynchronizer.VisibilityUpdateModeEnum.Physics">
            <summary>
            <para>Visibility filters are updated every physics process frame.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerSynchronizer.VisibilityUpdateModeEnum.None">
            <summary>
            <para>Visibility filters are not updated automatically, and must be updated manually by calling <see cref="M:Godot.MultiplayerSynchronizer.UpdateVisibility(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerSynchronizer.RootPath">
            <summary>
            <para>Node path that replicated properties are relative to.</para>
            <para>If <see cref="P:Godot.MultiplayerSynchronizer.RootPath"/> was spawned by a <see cref="T:Godot.MultiplayerSpawner"/>, the node will be also be spawned and despawned based on this synchronizer visibility options.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerSynchronizer.ReplicationInterval">
            <summary>
            <para>Time interval between synchronizations. When set to <c>0.0</c> (the default), synchronizations happen every network process frame.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerSynchronizer.DeltaInterval">
            <summary>
            <para>Time interval between delta synchronizations. When set to <c>0.0</c> (the default), delta synchronizations happen every network process frame.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerSynchronizer.ReplicationConfig">
            <summary>
            <para>Resource containing which properties to synchronize.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerSynchronizer.VisibilityUpdateMode">
            <summary>
            <para>Specifies when visibility filters are updated (see <see cref="T:Godot.MultiplayerSynchronizer.VisibilityUpdateModeEnum"/> for options).</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerSynchronizer.PublicVisibility">
            <summary>
            <para>Whether synchronization should be visible to all peers by default. See <see cref="M:Godot.MultiplayerSynchronizer.SetVisibilityFor(System.Int32,System.Boolean)"/> and <see cref="M:Godot.MultiplayerSynchronizer.AddVisibilityFilter(Godot.Callable)"/> for ways of configuring fine-grained visibility options.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerSynchronizer.UpdateVisibility(System.Int32)">
            <summary>
            <para>Updates the visibility of <c>forPeer</c> according to visibility filters. If <c>forPeer</c> is <c>0</c> (the default), all peers' visibilties are updated.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerSynchronizer.AddVisibilityFilter(Godot.Callable)">
            <summary>
            <para>Adds a peer visibility filter for this synchronizer.</para>
            <para><c>filter</c> should take a peer ID <see cref="T:System.Int32"/> and return a <see cref="T:System.Boolean"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerSynchronizer.RemoveVisibilityFilter(Godot.Callable)">
            <summary>
            <para>Removes a peer visibility filter from this synchronizer.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerSynchronizer.SetVisibilityFor(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the visibility of <c>peer</c> to <c>visible</c>. If <c>peer</c> is <c>0</c>, the value of <see cref="P:Godot.MultiplayerSynchronizer.PublicVisibility"/> will be updated instead.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerSynchronizer.GetVisibilityFor(System.Int32)">
            <summary>
            <para>Queries the current visibility for peer <c>peer</c>.</para>
            </summary>
        </member>
        <member name="E:Godot.MultiplayerSynchronizer.Synchronized">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MultiplayerSynchronizer.Synchronized"/> event of a <see cref="T:Godot.MultiplayerSynchronizer"/> class.
            </summary>
            <summary>
            <para>Emitted when a new synchronization state is received by this synchronizer after the properties have been updated.</para>
            </summary>
        </member>
        <member name="E:Godot.MultiplayerSynchronizer.DeltaSynchronized">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MultiplayerSynchronizer.DeltaSynchronized"/> event of a <see cref="T:Godot.MultiplayerSynchronizer"/> class.
            </summary>
            <summary>
            <para>Emitted when a new delta synchronization state is received by this synchronizer after the properties have been updated.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerSynchronizer.VisibilityChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.MultiplayerSynchronizer.VisibilityChanged"/> event of a <see cref="T:Godot.MultiplayerSynchronizer"/> class.
            </summary>
        </member>
        <member name="E:Godot.MultiplayerSynchronizer.VisibilityChanged">
            <summary>
            <para>Emitted when visibility of <c>forPeer</c> is updated. See <see cref="M:Godot.MultiplayerSynchronizer.UpdateVisibility(System.Int32)"/>.</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.GodotThread"/>s, and is equivalent to a binary <see cref="T:Godot.Semaphore"/>. It guarantees that only one thread can access a critical section at a time.</para>
            <para>This is a reentrant mutex, meaning that it can be locked multiple times by one thread, provided it also unlocks it as many times.</para>
            <para><b>Warning:</b> Mutexes must be used carefully to avoid deadlocks.</para>
            <para><b>Warning:</b> To ensure proper cleanup without crashes or deadlocks, the following conditions must be met:</para>
            <para>- When a <see cref="T:Godot.Mutex"/>'s reference count reaches zero and it is therefore destroyed, no threads (including the one on which the destruction will happen) must have it locked.</para>
            <para>- When a <see cref="T:Godot.GodotThread"/>'s reference count reaches zero and it is therefore destroyed, it must not have any mutex locked.</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><b>Note:</b> 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 <c>true</c> on success, <c>false</c> otherwise.</para>
            <para><b>Note:</b> 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><b>Note:</b> 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>
            <para><b>Warning:</b> Calling <see cref="M:Godot.Mutex.Unlock"/> more times that <see cref="M:Godot.Mutex.Lock"/> on a given thread, thus ending up trying to unlock a non-locked mutex, is wrong and may causes crashes or deadlocks.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationAgent2D">
            <summary>
            <para>A 2D agent used to pathfind to a position while avoiding static and dynamic obstacles. The calculation can be used by the parent node to dynamically move it along the path. Requires navigation data to work correctly.</para>
            <para>Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is computed before physics, so the pathfinding information can be used safely in the physics step.</para>
            <para><b>Note:</b> After setting the <see cref="P:Godot.NavigationAgent2D.TargetPosition"/> property, the <see cref="M:Godot.NavigationAgent2D.GetNextPathPosition"/> method must be used once every physics frame to update the internal path logic of the navigation agent. The vector position it returns should be used as the next movement position for the agent's parent node.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.TargetPosition">
            <summary>
            <para>If set a new navigation path from the current agent position to the <see cref="P:Godot.NavigationAgent2D.TargetPosition"/> is requested from the NavigationServer.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.PathDesiredDistance">
            <summary>
            <para>The distance threshold before a path point is considered to be reached. This allows agents to not have to hit a path point on the path exactly, but only to reach its general area. If this value is set too high, the NavigationAgent will skip points on the path, which can lead too leaving the navigation mesh. If this value is set too low, the NavigationAgent will be stuck in a repath loop because 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 allows agents to not have to hit the point of the final target exactly, but only to reach its general area. If this value is set too low, the NavigationAgent will be stuck in a repath loop because 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 position. 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 which navigation layers of navigation regions this agent will use to calculate a path. Changing it during runtime will clear the current navigation path and generate a new one, according to the new navigation layers.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.PathfindingAlgorithm">
            <summary>
            <para>The pathfinding algorithm used in the path query.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.PathPostprocessing">
            <summary>
            <para>The path postprocessing applied to the raw path corridor found by the <see cref="P:Godot.NavigationAgent2D.PathfindingAlgorithm"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.PathMetadataFlags">
            <summary>
            <para>Additional information to return with the navigation path.</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.NavigationServer2D"/>. When <see cref="P:Godot.NavigationAgent2D.Velocity"/> is used and the processing is completed a <c>safe_velocity</c> Vector2 is received with a signal connection to <see cref="E:Godot.NavigationAgent2D.VelocityComputed"/>. 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.Velocity">
            <summary>
            <para>Sets the new wanted velocity for the agent. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agents and obstacles. When an agent is teleported to a new position, use <see cref="M:Godot.NavigationAgent2D.SetVelocityForced(Godot.Vector2)"/> as well to reset the internal simulation velocity.</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.NeighborDistance"/>).</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.NavigationAgent2D.NeighborDistance">
            <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.TimeHorizonAgents">
            <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 less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.TimeHorizonObstacles">
            <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 static avoidance obstacles. The larger the number, the sooner the agent will respond to static avoidance obstacles, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. 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="P:Godot.NavigationAgent2D.AvoidanceLayers">
            <summary>
            <para>A bitfield determining the avoidance layers for this NavigationAgent. Other agents with a matching bit on the <see cref="P:Godot.NavigationAgent2D.AvoidanceMask"/> will avoid this agent.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.AvoidanceMask">
            <summary>
            <para>A bitfield determining what other avoidance agents and obstacles this NavigationAgent will avoid when a bit matches at least one of their <see cref="P:Godot.NavigationAgent2D.AvoidanceLayers"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.AvoidancePriority">
            <summary>
            <para>The agent does not adjust the velocity for other agents that would match the <see cref="P:Godot.NavigationAgent2D.AvoidanceMask"/> but have a lower <see cref="P:Godot.NavigationAgent2D.AvoidancePriority"/>. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.DebugEnabled">
            <summary>
            <para>If <c>true</c> shows debug visuals for this agent.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.DebugUseCustom">
            <summary>
            <para>If <c>true</c> uses the defined <see cref="P:Godot.NavigationAgent2D.DebugPathCustomColor"/> for this agent instead of global color.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.DebugPathCustomColor">
            <summary>
            <para>If <see cref="P:Godot.NavigationAgent2D.DebugUseCustom"/> is <c>true</c> uses this color for this agent instead of global color.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.DebugPathCustomPointSize">
            <summary>
            <para>If <see cref="P:Godot.NavigationAgent2D.DebugUseCustom"/> is <c>true</c> uses this rasterized point size for rendering path points for this agent instead of global point size.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.DebugPathCustomLineWidth">
            <summary>
            <para>If <see cref="P:Godot.NavigationAgent2D.DebugUseCustom"/> is <c>true</c> uses this line width for rendering paths for this agent instead of global line width.</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.NavigationServer2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.SetNavigationLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.NavigationAgent2D.NavigationLayers"/> bitmask, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.GetNavigationLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.NavigationAgent2D.NavigationLayers"/> bitmask is enabled, given a <c>layerNumber</c> between 1 and 32.</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.GetNextPathPosition">
            <summary>
            <para>Returns the next position 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.SetVelocityForced(Godot.Vector2)">
            <summary>
            <para>Replaces the internal velocity in the collision avoidance simulation with <c>velocity</c>. When an agent is teleported to a new position this function should be used in the same frame. If called frequently this function can get agents stuck.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.DistanceToTarget">
            <summary>
            <para>Returns the distance to the target position, using the agent's global position. The user must set <see cref="P:Godot.NavigationAgent2D.TargetPosition"/> in order for this to be accurate.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.GetCurrentNavigationResult">
            <summary>
            <para>Returns the path query result for the path the agent is currently following.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.GetCurrentNavigationPath">
            <summary>
            <para>Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position 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.GetNextPathPosition"/> 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.GetCurrentNavigationPathIndex">
            <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 true if <see cref="P:Godot.NavigationAgent2D.TargetPosition"/> is reached. It may not always be possible to reach the target position. It should always be possible to reach the final position though. See <see cref="M:Godot.NavigationAgent2D.GetFinalPosition"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.IsTargetReachable">
            <summary>
            <para>Returns true if <see cref="P:Godot.NavigationAgent2D.TargetPosition"/> is reachable. The target position is set using <see cref="P:Godot.NavigationAgent2D.TargetPosition"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.IsNavigationFinished">
            <summary>
            <para>Returns true if the navigation path's final position has been reached.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.GetFinalPosition">
            <summary>
            <para>Returns the reachable final position of the current navigation path 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="M:Godot.NavigationAgent2D.SetAvoidanceLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.NavigationAgent2D.AvoidanceLayers"/> bitmask, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.GetAvoidanceLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.NavigationAgent2D.AvoidanceLayers"/> bitmask is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.SetAvoidanceMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified mask in the <see cref="P:Godot.NavigationAgent2D.AvoidanceMask"/> bitmask, given a <c>maskNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.GetAvoidanceMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified mask of the <see cref="P:Godot.NavigationAgent2D.AvoidanceMask"/> bitmask is enabled, given a <c>maskNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="E:Godot.NavigationAgent2D.PathChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationAgent2D.PathChanged"/> event of a <see cref="T:Godot.NavigationAgent2D"/> class.
            </summary>
            <summary>
            <para>Notifies when the navigation path changes.</para>
            </summary>
        </member>
        <member name="E:Godot.NavigationAgent2D.TargetReached">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationAgent2D.TargetReached"/> event of a <see cref="T:Godot.NavigationAgent2D"/> class.
            </summary>
            <summary>
            <para>Notifies when the player-defined <see cref="P:Godot.NavigationAgent2D.TargetPosition"/> is reached.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationAgent2D.WaypointReachedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationAgent2D.WaypointReached"/> event of a <see cref="T:Godot.NavigationAgent2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.NavigationAgent2D.WaypointReached">
            <summary>
            <para>Notifies when a waypoint along the path has been reached.</para>
            <para>The details dictionary may contain the following keys depending on the value of <see cref="P:Godot.NavigationAgent2D.PathMetadataFlags"/>:</para>
            <para>- <c>position</c>: The position of the waypoint that was reached.</para>
            <para>- <c>type</c>: The type of navigation primitive (region or link) that contains this waypoint.</para>
            <para>- <c>rid</c>: The <see cref="T:Godot.Rid"/> of the containing navigation primitive (region or link).</para>
            <para>- <c>owner</c>: The object which manages the containing navigation primitive (region or link).</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationAgent2D.LinkReachedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationAgent2D.LinkReached"/> event of a <see cref="T:Godot.NavigationAgent2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.NavigationAgent2D.LinkReached">
            <summary>
            <para>Notifies when a navigation link has been reached.</para>
            <para>The details dictionary may contain the following keys depending on the value of <see cref="P:Godot.NavigationAgent2D.PathMetadataFlags"/>:</para>
            <para>- <c>position</c>: The start position of the link that was reached.</para>
            <para>- <c>type</c>: Always <see cref="F:Godot.NavigationPathQueryResult2D.PathSegmentType.Link"/>.</para>
            <para>- <c>rid</c>: The <see cref="T:Godot.Rid"/> of the link.</para>
            <para>- <c>owner</c>: The object which manages the link (usually <see cref="T:Godot.NavigationLink2D"/>).</para>
            <para>- <c>link_entry_position</c>: If <c>owner</c> is available and the owner is a <see cref="T:Godot.NavigationLink2D"/>, it will contain the global position of the link's point the agent is entering.</para>
            <para>- <c>link_exit_position</c>: If <c>owner</c> is available and the owner is a <see cref="T:Godot.NavigationLink2D"/>, it will contain the global position of the link's point which the agent is exiting.</para>
            </summary>
        </member>
        <member name="E:Godot.NavigationAgent2D.NavigationFinished">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationAgent2D.NavigationFinished"/> event of a <see cref="T:Godot.NavigationAgent2D"/> class.
            </summary>
            <summary>
            <para>Notifies when the final position is reached.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationAgent2D.VelocityComputedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationAgent2D.VelocityComputed"/> event of a <see cref="T:Godot.NavigationAgent2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.NavigationAgent2D.VelocityComputed">
            <summary>
            <para>Notifies when the collision avoidance velocity is calculated. Emitted when <see cref="P:Godot.NavigationAgent2D.Velocity"/> is set. Only emitted when <see cref="P:Godot.NavigationAgent2D.AvoidanceEnabled"/> is true.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationAgent3D">
            <summary>
            <para>A 3D agent used to pathfind to a position while avoiding static and dynamic obstacles. The calculation can be used by the parent node to dynamically move it along the path. Requires navigation data to work correctly.</para>
            <para>Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is computed before physics, so the pathfinding information can be used safely in the physics step.</para>
            <para><b>Note:</b> After setting the <see cref="P:Godot.NavigationAgent3D.TargetPosition"/> property, the <see cref="M:Godot.NavigationAgent3D.GetNextPathPosition"/> method must be used once every physics frame to update the internal path logic of the navigation agent. The vector position it returns should be used as the next movement position for the agent's parent node.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.TargetPosition">
            <summary>
            <para>If set a new navigation path from the current agent position to the <see cref="P:Godot.NavigationAgent3D.TargetPosition"/> is requested from the NavigationServer.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.PathDesiredDistance">
            <summary>
            <para>The distance threshold before a path point is considered to be reached. This allows agents to not have to hit a path point on the path exactly, but only to reach its general area. If this value is set too high, the NavigationAgent will skip points on the path, which can lead to leaving the navigation mesh. If this value is set too low, the NavigationAgent will be stuck in a repath loop because it will constantly overshoot or undershoot the distance to the next point on each physics frame update.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.TargetDesiredDistance">
            <summary>
            <para>The distance threshold before the final target point is considered to be reached. This allows agents to not have to hit the point of the final target exactly, but only to reach its general. If this value is set too low, the NavigationAgent will be stuck in a repath loop because 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.NavigationAgent3D.PathHeightOffset">
            <summary>
            <para>The 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.NavigationAgent3D.PathMaxDistance">
            <summary>
            <para>The maximum distance the agent is allowed away from the ideal path to the final position. 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.NavigationAgent3D.NavigationLayers">
            <summary>
            <para>A bitfield determining which navigation layers of navigation regions this agent will use to calculate a path. Changing it during runtime will clear the current navigation path and generate a new one, according to the new navigation layers.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.PathfindingAlgorithm">
            <summary>
            <para>The pathfinding algorithm used in the path query.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.PathPostprocessing">
            <summary>
            <para>The path postprocessing applied to the raw path corridor found by the <see cref="P:Godot.NavigationAgent3D.PathfindingAlgorithm"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.PathMetadataFlags">
            <summary>
            <para>Additional information to return with the navigation path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.AvoidanceEnabled">
            <summary>
            <para>If <c>true</c> the agent is registered for an RVO avoidance callback on the <see cref="T:Godot.NavigationServer3D"/>. When <see cref="P:Godot.NavigationAgent3D.Velocity"/> is set and the processing is completed a <c>safe_velocity</c> Vector3 is received with a signal connection to <see cref="E:Godot.NavigationAgent3D.VelocityComputed"/>. 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.NavigationAgent3D.Velocity">
            <summary>
            <para>Sets the new wanted velocity for the agent. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agents and obstacles. When an agent is teleported to a new position, use <see cref="M:Godot.NavigationAgent3D.SetVelocityForced(Godot.Vector3)"/> as well to reset the internal simulation velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.Height">
            <summary>
            <para>The height of the avoidance agent. Agents will ignore other agents or obstacles that are above or below their current position + height in 2D avoidance. Does nothing in 3D avoidance which uses radius spheres alone.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.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.NavigationAgent3D.NeighborDistance"/>).</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.NavigationAgent3D.NeighborDistance">
            <summary>
            <para>The distance to search for other agents.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.MaxNeighbors">
            <summary>
            <para>The maximum number of neighbors for the agent to consider.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.TimeHorizonAgents">
            <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 less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.TimeHorizonObstacles">
            <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 static avoidance obstacles. The larger the number, the sooner the agent will respond to static avoidance obstacles, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.MaxSpeed">
            <summary>
            <para>The maximum speed that an agent can move.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.Use3DAvoidance">
            <summary>
            <para>If <c>true</c>, the agent calculates avoidance velocities in 3D omnidirectionally, e.g. for games that take place in air, underwater or space. Agents using 3D avoidance only avoid other agents using 3D avoidance, and react to radius-based avoidance obstacles. They ignore any vertex-based obstacles.</para>
            <para>If <c>false</c>, the agent calculates avoidance velocities in 2D along the x and z-axes, ignoring the y-axis. Agents using 2D avoidance only avoid other agents using 2D avoidance, and react to radius-based avoidance obstacles or vertex-based avoidance obstacles. Other agents using 2D avoidance that are below or above their current position including <see cref="P:Godot.NavigationAgent3D.Height"/> are ignored.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.AvoidanceLayers">
            <summary>
            <para>A bitfield determining the avoidance layers for this NavigationAgent. Other agent's with a matching bit on the <see cref="P:Godot.NavigationAgent3D.AvoidanceMask"/> will avoid this agent.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.AvoidanceMask">
            <summary>
            <para>A bitfield determining what other avoidance agents and obstacles this NavigationAgent will avoid when a bit matches at least one of their <see cref="P:Godot.NavigationAgent3D.AvoidanceLayers"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.AvoidancePriority">
            <summary>
            <para>The agent does not adjust the velocity for other agents that would match the <see cref="P:Godot.NavigationAgent3D.AvoidanceMask"/> but have a lower <see cref="P:Godot.NavigationAgent3D.AvoidancePriority"/>. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.DebugEnabled">
            <summary>
            <para>If <c>true</c> shows debug visuals for this agent.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.DebugUseCustom">
            <summary>
            <para>If <c>true</c> uses the defined <see cref="P:Godot.NavigationAgent3D.DebugPathCustomColor"/> for this agent instead of global color.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.DebugPathCustomColor">
            <summary>
            <para>If <see cref="P:Godot.NavigationAgent3D.DebugUseCustom"/> is <c>true</c> uses this color for this agent instead of global color.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent3D.DebugPathCustomPointSize">
            <summary>
            <para>If <see cref="P:Godot.NavigationAgent3D.DebugUseCustom"/> is <c>true</c> uses this rasterized point size for rendering path points for this agent instead of global point size.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent3D.GetRid">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of this agent on the <see cref="T:Godot.NavigationServer3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent3D.SetNavigationLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.NavigationAgent3D.NavigationLayers"/> bitmask, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent3D.GetNavigationLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.NavigationAgent3D.NavigationLayers"/> bitmask is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent3D.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.NavigationAgent3D.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.NavigationAgent3D.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.NavigationAgent3D.GetNextPathPosition">
            <summary>
            <para>Returns the next position 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.NavigationAgent3D.SetVelocityForced(Godot.Vector3)">
            <summary>
            <para>Replaces the internal velocity in the collision avoidance simulation with <c>velocity</c>. When an agent is teleported to a new position this function should be used in the same frame. If called frequently this function can get agents stuck.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent3D.DistanceToTarget">
            <summary>
            <para>Returns the distance to the target position, using the agent's global position. The user must set <see cref="P:Godot.NavigationAgent3D.TargetPosition"/> in order for this to be accurate.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent3D.GetCurrentNavigationResult">
            <summary>
            <para>Returns the path query result for the path the agent is currently following.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent3D.GetCurrentNavigationPath">
            <summary>
            <para>Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position 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.NavigationAgent3D.GetNextPathPosition"/> 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.NavigationAgent3D.GetCurrentNavigationPathIndex">
            <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.NavigationAgent3D.IsTargetReached">
            <summary>
            <para>Returns true if <see cref="P:Godot.NavigationAgent3D.TargetPosition"/> is reached. It may not always be possible to reach the target position. It should always be possible to reach the final position though. See <see cref="M:Godot.NavigationAgent3D.GetFinalPosition"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent3D.IsTargetReachable">
            <summary>
            <para>Returns true if <see cref="P:Godot.NavigationAgent3D.TargetPosition"/> is reachable. The target position is set using <see cref="P:Godot.NavigationAgent3D.TargetPosition"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent3D.IsNavigationFinished">
            <summary>
            <para>Returns true if the navigation path's final position has been reached.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent3D.GetFinalPosition">
            <summary>
            <para>Returns the reachable final position of the current navigation path in global coordinates. This position 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="M:Godot.NavigationAgent3D.SetAvoidanceLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.NavigationAgent3D.AvoidanceLayers"/> bitmask, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent3D.GetAvoidanceLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.NavigationAgent3D.AvoidanceLayers"/> bitmask is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent3D.SetAvoidanceMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified mask in the <see cref="P:Godot.NavigationAgent3D.AvoidanceMask"/> bitmask, given a <c>maskNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent3D.GetAvoidanceMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified mask of the <see cref="P:Godot.NavigationAgent3D.AvoidanceMask"/> bitmask is enabled, given a <c>maskNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="E:Godot.NavigationAgent3D.PathChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationAgent3D.PathChanged"/> event of a <see cref="T:Godot.NavigationAgent3D"/> class.
            </summary>
            <summary>
            <para>Notifies when the navigation path changes.</para>
            </summary>
        </member>
        <member name="E:Godot.NavigationAgent3D.TargetReached">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationAgent3D.TargetReached"/> event of a <see cref="T:Godot.NavigationAgent3D"/> class.
            </summary>
            <summary>
            <para>Notifies when the player-defined <see cref="P:Godot.NavigationAgent3D.TargetPosition"/> is reached.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationAgent3D.WaypointReachedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationAgent3D.WaypointReached"/> event of a <see cref="T:Godot.NavigationAgent3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.NavigationAgent3D.WaypointReached">
            <summary>
            <para>Notifies when a waypoint along the path has been reached.</para>
            <para>The details dictionary may contain the following keys depending on the value of <see cref="P:Godot.NavigationAgent3D.PathMetadataFlags"/>:</para>
            <para>- <c>position</c>: The position of the waypoint that was reached.</para>
            <para>- <c>type</c>: The type of navigation primitive (region or link) that contains this waypoint.</para>
            <para>- <c>rid</c>: The <see cref="T:Godot.Rid"/> of the containing navigation primitive (region or link).</para>
            <para>- <c>owner</c>: The object which manages the containing navigation primitive (region or link).</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationAgent3D.LinkReachedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationAgent3D.LinkReached"/> event of a <see cref="T:Godot.NavigationAgent3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.NavigationAgent3D.LinkReached">
            <summary>
            <para>Notifies when a navigation link has been reached.</para>
            <para>The details dictionary may contain the following keys depending on the value of <see cref="P:Godot.NavigationAgent3D.PathMetadataFlags"/>:</para>
            <para>- <c>position</c>: The start position of the link that was reached.</para>
            <para>- <c>type</c>: Always <see cref="F:Godot.NavigationPathQueryResult3D.PathSegmentType.Link"/>.</para>
            <para>- <c>rid</c>: The <see cref="T:Godot.Rid"/> of the link.</para>
            <para>- <c>owner</c>: The object which manages the link (usually <see cref="T:Godot.NavigationLink3D"/>).</para>
            <para>- <c>link_entry_position</c>: If <c>owner</c> is available and the owner is a <see cref="T:Godot.NavigationLink2D"/>, it will contain the global position of the link's point the agent is entering.</para>
            <para>- <c>link_exit_position</c>: If <c>owner</c> is available and the owner is a <see cref="T:Godot.NavigationLink2D"/>, it will contain the global position of the link's point which the agent is exiting.</para>
            </summary>
        </member>
        <member name="E:Godot.NavigationAgent3D.NavigationFinished">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationAgent3D.NavigationFinished"/> event of a <see cref="T:Godot.NavigationAgent3D"/> class.
            </summary>
            <summary>
            <para>Notifies when the final position is reached.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationAgent3D.VelocityComputedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationAgent3D.VelocityComputed"/> event of a <see cref="T:Godot.NavigationAgent3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.NavigationAgent3D.VelocityComputed">
            <summary>
            <para>Notifies when the collision avoidance velocity is calculated. Emitted when <see cref="P:Godot.NavigationAgent3D.Velocity"/> is set. Only emitted when <see cref="P:Godot.NavigationAgent3D.AvoidanceEnabled"/> is true.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationLink2D">
            <summary>
            <para>A link between two positions on <see cref="T:Godot.NavigationRegion2D"/>s that agents can be routed through. These positions can be on the same <see cref="T:Godot.NavigationRegion2D"/> or on two different ones. Links are useful to express navigation methods other than traveling along the surface of the navigation polygon, such as ziplines, teleporters, or gaps that can be jumped across.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink2D.Enabled">
            <summary>
            <para>Whether this link is currently active. If <c>false</c>, <see cref="M:Godot.NavigationServer2D.MapGetPath(Godot.Rid,Godot.Vector2,Godot.Vector2,System.Boolean,System.UInt32)"/> will ignore this link.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink2D.Bidirectional">
            <summary>
            <para>Whether this link can be traveled in both directions or only from <see cref="P:Godot.NavigationLink2D.StartPosition"/> to <see cref="P:Godot.NavigationLink2D.EndPosition"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink2D.NavigationLayers">
            <summary>
            <para>A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with <see cref="M:Godot.NavigationServer2D.MapGetPath(Godot.Rid,Godot.Vector2,Godot.Vector2,System.Boolean,System.UInt32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink2D.StartPosition">
            <summary>
            <para>Starting position of the link.</para>
            <para>This position will search out the nearest polygon in the navigation mesh to attach to.</para>
            <para>The distance the link will search is controlled by <see cref="M:Godot.NavigationServer2D.MapSetLinkConnectionRadius(Godot.Rid,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink2D.EndPosition">
            <summary>
            <para>Ending position of the link.</para>
            <para>This position will search out the nearest polygon in the navigation mesh to attach to.</para>
            <para>The distance the link will search is controlled by <see cref="M:Godot.NavigationServer2D.MapSetLinkConnectionRadius(Godot.Rid,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink2D.EnterCost">
            <summary>
            <para>When pathfinding enters this link from another regions navigation mesh the <see cref="P:Godot.NavigationLink2D.EnterCost"/> value is added to the path distance for determining the shortest path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink2D.TravelCost">
            <summary>
            <para>When pathfinding moves along the link the traveled distance is multiplied with <see cref="P:Godot.NavigationLink2D.TravelCost"/> for determining the shortest path.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationLink2D.SetNavigationLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.NavigationLink2D.NavigationLayers"/> bitmask, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationLink2D.GetNavigationLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.NavigationLink2D.NavigationLayers"/> bitmask is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationLink2D.SetGlobalStartPosition(Godot.Vector2)">
            <summary>
            <para>Sets the <see cref="P:Godot.NavigationLink2D.StartPosition"/> that is relative to the link from a global <c>position</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationLink2D.GetGlobalStartPosition">
            <summary>
            <para>Returns the <see cref="P:Godot.NavigationLink2D.StartPosition"/> that is relative to the link as a global position.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationLink2D.SetGlobalEndPosition(Godot.Vector2)">
            <summary>
            <para>Sets the <see cref="P:Godot.NavigationLink2D.EndPosition"/> that is relative to the link from a global <c>position</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationLink2D.GetGlobalEndPosition">
            <summary>
            <para>Returns the <see cref="P:Godot.NavigationLink2D.EndPosition"/> that is relative to the link as a global position.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationLink3D">
            <summary>
            <para>A link between two positions on <see cref="T:Godot.NavigationRegion3D"/>s that agents can be routed through. These positions can be on the same <see cref="T:Godot.NavigationRegion3D"/> or on two different ones. Links are useful to express navigation methods other than traveling along the surface of the navigation mesh, such as ziplines, teleporters, or gaps that can be jumped across.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink3D.Enabled">
            <summary>
            <para>Whether this link is currently active. If <c>false</c>, <see cref="M:Godot.NavigationServer3D.MapGetPath(Godot.Rid,Godot.Vector3,Godot.Vector3,System.Boolean,System.UInt32)"/> will ignore this link.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink3D.Bidirectional">
            <summary>
            <para>Whether this link can be traveled in both directions or only from <see cref="P:Godot.NavigationLink3D.StartPosition"/> to <see cref="P:Godot.NavigationLink3D.EndPosition"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink3D.NavigationLayers">
            <summary>
            <para>A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with <see cref="M:Godot.NavigationServer3D.MapGetPath(Godot.Rid,Godot.Vector3,Godot.Vector3,System.Boolean,System.UInt32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink3D.StartPosition">
            <summary>
            <para>Starting position of the link.</para>
            <para>This position will search out the nearest polygon in the navigation mesh to attach to.</para>
            <para>The distance the link will search is controlled by <see cref="M:Godot.NavigationServer3D.MapSetLinkConnectionRadius(Godot.Rid,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink3D.EndPosition">
            <summary>
            <para>Ending position of the link.</para>
            <para>This position will search out the nearest polygon in the navigation mesh to attach to.</para>
            <para>The distance the link will search is controlled by <see cref="M:Godot.NavigationServer3D.MapSetLinkConnectionRadius(Godot.Rid,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink3D.EnterCost">
            <summary>
            <para>When pathfinding enters this link from another regions navigation mesh the <see cref="P:Godot.NavigationLink3D.EnterCost"/> value is added to the path distance for determining the shortest path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationLink3D.TravelCost">
            <summary>
            <para>When pathfinding moves along the link the traveled distance is multiplied with <see cref="P:Godot.NavigationLink3D.TravelCost"/> for determining the shortest path.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationLink3D.SetNavigationLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.NavigationLink3D.NavigationLayers"/> bitmask, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationLink3D.GetNavigationLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.NavigationLink3D.NavigationLayers"/> bitmask is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationLink3D.SetGlobalStartPosition(Godot.Vector3)">
            <summary>
            <para>Sets the <see cref="P:Godot.NavigationLink3D.StartPosition"/> that is relative to the link from a global <c>position</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationLink3D.GetGlobalStartPosition">
            <summary>
            <para>Returns the <see cref="P:Godot.NavigationLink3D.StartPosition"/> that is relative to the link as a global position.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationLink3D.SetGlobalEndPosition(Godot.Vector3)">
            <summary>
            <para>Sets the <see cref="P:Godot.NavigationLink3D.EndPosition"/> that is relative to the link from a global <c>position</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationLink3D.GetGlobalEndPosition">
            <summary>
            <para>Returns the <see cref="P:Godot.NavigationLink3D.EndPosition"/> that is relative to the link as a global position.</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.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.ParsedGeometryType.MeshInstances">
            <summary>
            <para>Parses mesh instances as geometry. This includes <see cref="T:Godot.MeshInstance3D"/>, <see cref="T:Godot.CsgShape3D"/>, and <see cref="T:Godot.GridMap"/> nodes.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationMesh.ParsedGeometryType.StaticColliders">
            <summary>
            <para>Parses <see cref="T:Godot.StaticBody3D"/> 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.SourceGeometryMode.RootNodeChildren">
            <summary>
            <para>Scans the child nodes of the root node 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><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> 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.VerticesPerPolygon">
            <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.SetCollisionMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.NavigationMesh.GeometryCollisionMask"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMesh.GetCollisionMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.NavigationMesh.GeometryCollisionMask"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</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>
            <para><b>Note:</b> The given <c>mesh</c> must be of type <see cref="F:Godot.Mesh.PrimitiveType.Triangles"/> and have an index array.</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.NavigationRegion3D"/>. 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.MeshInstance3D"/>s to <see cref="T:Godot.CsgShape3D"/>s or various <see cref="T:Godot.CollisionObject3D"/>s, some operations to collect geometry data can trigger <see cref="T:Godot.RenderingServer"/> and <see cref="T:Godot.PhysicsServer3D"/> 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 number 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.NavigationRegion3D"/> nodes.</para>
            <para><b>Note:</b> 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>navigationMesh</c> by parsing child nodes under the provided <c>rootNode</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>navigationMesh</c> resource.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationObstacle2D">
            <summary>
            <para>2D Obstacle used in navigation to constrain avoidance controlled agents outside or inside an area. The obstacle needs a navigation map and outline vertices defined to work correctly.</para>
            <para>If the obstacle's vertices are winded in clockwise order, avoidance agents will be pushed in by the obstacle, otherwise, avoidance agents will be pushed out. Outlines must not cross or overlap.</para>
            <para>Obstacles are <b>not</b> a replacement for a (re)baked navigation mesh. Obstacles <b>don't</b> change the resulting path from the pathfinding, obstacles only affect the navigation avoidance agent movement by altering the suggested velocity of the avoidance agent.</para>
            <para>Obstacles using vertices can warp to a new position but should not moved every frame as each move requires a rebuild of the avoidance map.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle2D.Velocity">
            <summary>
            <para>Sets the wanted velocity for the obstacle so other agent's can better predict the obstacle if it is moved with a velocity regularly (every frame) instead of warped to a new position. Does only affect avoidance for the obstacles <see cref="P:Godot.NavigationObstacle2D.Radius"/>. Does nothing for the obstacles static vertices.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle2D.Radius">
            <summary>
            <para>Sets the avoidance radius for the obstacle.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle2D.Vertices">
            <summary>
            <para>The outline vertices of the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out. Outlines can not be crossed or overlap. Should the vertices using obstacle be warped to a new position agent's can not predict this movement and may get trapped inside the obstacle.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle2D.AvoidanceLayers">
            <summary>
            <para>A bitfield determining the avoidance layers for this obstacle. Agent's with a matching bit on the their avoidance mask will avoid this obstacle.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle2D.GetObstacleRid">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of this obstacle on the <see cref="T:Godot.NavigationServer2D"/>. This <see cref="T:Godot.Rid"/> is used for the static avoidance obstacle component which shape is defined by <see cref="P:Godot.NavigationObstacle2D.Vertices"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle2D.GetAgentRid">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of this agent on the <see cref="T:Godot.NavigationServer2D"/>. This <see cref="T:Godot.Rid"/> is used for the moving avoidance "obstacle" component (using a fake avoidance agent) which size is defined by <see cref="P:Godot.NavigationObstacle2D.Radius"/> and velocity set by using <see cref="P:Godot.NavigationObstacle2D.Velocity"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle2D.SetNavigationMap(Godot.Rid)">
            <summary>
            <para>Sets the <see cref="T:Godot.Rid"/> of the navigation map this NavigationObstacle node should use and also updates the <c>obstacle</c> on the NavigationServer.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle2D.GetNavigationMap">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of the navigation map for this NavigationObstacle node. This function returns always the map set on the NavigationObstacle node and not the map of the abstract obstacle on the NavigationServer. If the obstacle map is changed directly with the NavigationServer API the NavigationObstacle node will not be aware of the map change. Use <see cref="M:Godot.NavigationObstacle2D.SetNavigationMap(Godot.Rid)"/> to change the navigation map for the NavigationObstacle and also update the obstacle on the NavigationServer.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle2D.SetAvoidanceLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.NavigationObstacle2D.AvoidanceLayers"/> bitmask, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle2D.GetAvoidanceLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.NavigationObstacle2D.AvoidanceLayers"/> bitmask is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationObstacle3D">
            <summary>
            <para>3D Obstacle used in navigation to constrain avoidance controlled agents outside or inside an area. The obstacle needs a navigation map and outline vertices defined to work correctly.</para>
            <para>If the obstacle's vertices are winded in clockwise order, avoidance agents will be pushed in by the obstacle, otherwise, avoidance agents will be pushed out. Outlines must not cross or overlap.</para>
            <para>Obstacles are <b>not</b> a replacement for a (re)baked navigation mesh. Obstacles <b>don't</b> change the resulting path from the pathfinding, obstacles only affect the navigation avoidance agent movement by altering the suggested velocity of the avoidance agent.</para>
            <para>Obstacles using vertices can warp to a new position but should not moved every frame as each move requires a rebuild of the avoidance map.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle3D.Velocity">
            <summary>
            <para>Sets the wanted velocity for the obstacle so other agent's can better predict the obstacle if it is moved with a velocity regularly (every frame) instead of warped to a new position. Does only affect avoidance for the obstacles <see cref="P:Godot.NavigationObstacle3D.Radius"/>. Does nothing for the obstacles static vertices.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle3D.Radius">
            <summary>
            <para>Sets the avoidance radius for the obstacle.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle3D.Height">
            <summary>
            <para>Sets the obstacle height used in 2D avoidance. 2D avoidance using agent's ignore obstacles that are below or above them.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle3D.Vertices">
            <summary>
            <para>The outline vertices of the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out. Outlines can not be crossed or overlap. Should the vertices using obstacle be warped to a new position agent's can not predict this movement and may get trapped inside the obstacle.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle3D.AvoidanceLayers">
            <summary>
            <para>A bitfield determining the avoidance layers for this obstacle. Agent's with a matching bit on the their avoidance mask will avoid this obstacle.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle3D.Use3DAvoidance">
            <summary>
            <para>If <c>true</c> the obstacle affects 3D avoidance using agent's with obstacle <see cref="P:Godot.NavigationObstacle3D.Radius"/>.</para>
            <para>If <c>false</c> the obstacle affects 2D avoidance using agent's with both obstacle <see cref="P:Godot.NavigationObstacle3D.Vertices"/> as well as obstacle <see cref="P:Godot.NavigationObstacle3D.Radius"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle3D.GetObstacleRid">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of this obstacle on the <see cref="T:Godot.NavigationServer3D"/>. This <see cref="T:Godot.Rid"/> is used for the static avoidance obstacle component which shape is defined by <see cref="P:Godot.NavigationObstacle3D.Vertices"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle3D.GetAgentRid">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of this agent on the <see cref="T:Godot.NavigationServer3D"/>. This <see cref="T:Godot.Rid"/> is used for the moving avoidance "obstacle" component (using a fake avoidance agent) which size is defined by <see cref="P:Godot.NavigationObstacle3D.Radius"/> and velocity set by using <see cref="P:Godot.NavigationObstacle3D.Velocity"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle3D.SetNavigationMap(Godot.Rid)">
            <summary>
            <para>Sets the <see cref="T:Godot.Rid"/> of the navigation map this NavigationObstacle node should use and also updates the <c>obstacle</c> on the NavigationServer.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle3D.GetNavigationMap">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of the navigation map for this NavigationObstacle node. This function returns always the map set on the NavigationObstacle node and not the map of the abstract obstacle on the NavigationServer. If the obstacle map is changed directly with the NavigationServer API the NavigationObstacle node will not be aware of the map change. Use <see cref="M:Godot.NavigationObstacle3D.SetNavigationMap(Godot.Rid)"/> to change the navigation map for the NavigationObstacle and also update the obstacle on the NavigationServer.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle3D.SetAvoidanceLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.NavigationObstacle3D.AvoidanceLayers"/> bitmask, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle3D.GetAvoidanceLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.NavigationObstacle3D.AvoidanceLayers"/> bitmask is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationPathQueryParameters2D">
            <summary>
            <para>By changing various properties of this object, such as the start and target position, you can configure path queries to the <see cref="T:Godot.NavigationServer2D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters2D.PathfindingAlgorithmEnum.Astar">
            <summary>
            <para>The path query uses the default A* pathfinding algorithm.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters2D.PathPostProcessing.Corridorfunnel">
            <summary>
            <para>Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navigation mesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters2D.PathPostProcessing.Edgecentered">
            <summary>
            <para>Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters2D.PathMetadataFlags.None">
            <summary>
            <para>Don't include any additional metadata about the returned path.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters2D.PathMetadataFlags.Types">
            <summary>
            <para>Include the type of navigation primitive (region or link) that each point of the path goes through.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters2D.PathMetadataFlags.Rids">
            <summary>
            <para>Include the <see cref="T:Godot.Rid"/>s of the regions and links that each point of the path goes through.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters2D.PathMetadataFlags.Owners">
            <summary>
            <para>Include the <c>ObjectID</c>s of the <see cref="T:Godot.GodotObject"/>s which manage the regions and links each point of the path goes through.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters2D.PathMetadataFlags.All">
            <summary>
            <para>Include all available metadata about the returned path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters2D.Map">
            <summary>
            <para>The navigation <c>map</c> <see cref="T:Godot.Rid"/> used in the path query.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters2D.StartPosition">
            <summary>
            <para>The pathfinding start position in global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters2D.TargetPosition">
            <summary>
            <para>The pathfinding target position in global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters2D.NavigationLayers">
            <summary>
            <para>The navigation layers the query will use (as a bitmask).</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters2D.PathfindingAlgorithm">
            <summary>
            <para>The pathfinding algorithm used in the path query.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters2D.PathPostprocessing">
            <summary>
            <para>The path postprocessing applied to the raw path corridor found by the <see cref="P:Godot.NavigationPathQueryParameters2D.PathfindingAlgorithm"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters2D.MetadataFlags">
            <summary>
            <para>Additional information to include with the navigation path.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationPathQueryParameters3D">
            <summary>
            <para>By changing various properties of this object, such as the start and target position, you can configure path queries to the <see cref="T:Godot.NavigationServer3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters3D.PathfindingAlgorithmEnum.Astar">
            <summary>
            <para>The path query uses the default A* pathfinding algorithm.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters3D.PathPostProcessing.Corridorfunnel">
            <summary>
            <para>Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navigation mesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters3D.PathPostProcessing.Edgecentered">
            <summary>
            <para>Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters3D.PathMetadataFlags.None">
            <summary>
            <para>Don't include any additional metadata about the returned path.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters3D.PathMetadataFlags.Types">
            <summary>
            <para>Include the type of navigation primitive (region or link) that each point of the path goes through.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters3D.PathMetadataFlags.Rids">
            <summary>
            <para>Include the <see cref="T:Godot.Rid"/>s of the regions and links that each point of the path goes through.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters3D.PathMetadataFlags.Owners">
            <summary>
            <para>Include the <c>ObjectID</c>s of the <see cref="T:Godot.GodotObject"/>s which manage the regions and links each point of the path goes through.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryParameters3D.PathMetadataFlags.All">
            <summary>
            <para>Include all available metadata about the returned path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters3D.Map">
            <summary>
            <para>The navigation <c>map</c> <see cref="T:Godot.Rid"/> used in the path query.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters3D.StartPosition">
            <summary>
            <para>The pathfinding start position in global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters3D.TargetPosition">
            <summary>
            <para>The pathfinding target position in global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters3D.NavigationLayers">
            <summary>
            <para>The navigation layers the query will use (as a bitmask).</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters3D.PathfindingAlgorithm">
            <summary>
            <para>The pathfinding algorithm used in the path query.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters3D.PathPostprocessing">
            <summary>
            <para>The path postprocessing applied to the raw path corridor found by the <see cref="P:Godot.NavigationPathQueryParameters3D.PathfindingAlgorithm"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryParameters3D.MetadataFlags">
            <summary>
            <para>Additional information to include with the navigation path.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationPathQueryResult2D">
            <summary>
            <para>This class stores the result of a 2D navigation path query from the <see cref="T:Godot.NavigationServer2D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryResult2D.PathSegmentType.Region">
            <summary>
            <para>This segment of the path goes through a region.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryResult2D.PathSegmentType.Link">
            <summary>
            <para>This segment of the path goes through a link.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryResult2D.Path">
            <summary>
            <para>The resulting path array from the navigation query. All path array positions are in global coordinates. Without customized query parameters this is the same path as returned by <see cref="M:Godot.NavigationServer2D.MapGetPath(Godot.Rid,Godot.Vector2,Godot.Vector2,System.Boolean,System.UInt32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryResult2D.PathTypes">
            <summary>
            <para>The type of navigation primitive (region or link) that each point of the path goes through.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryResult2D.PathRids">
            <summary>
            <para>The <see cref="T:Godot.Rid"/>s of the regions and links that each point of the path goes through.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryResult2D.PathOwnerIds">
            <summary>
            <para>The <c>ObjectID</c>s of the <see cref="T:Godot.GodotObject"/>s which manage the regions and links each point of the path goes through.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPathQueryResult2D.Reset">
            <summary>
            <para>Reset the result object to its initial state. This is useful to reuse the object across multiple queries.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationPathQueryResult3D">
            <summary>
            <para>This class stores the result of a 3D navigation path query from the <see cref="T:Godot.NavigationServer3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryResult3D.PathSegmentType.Region">
            <summary>
            <para>This segment of the path goes through a region.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationPathQueryResult3D.PathSegmentType.Link">
            <summary>
            <para>This segment of the path goes through a link.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryResult3D.Path">
            <summary>
            <para>The resulting path array from the navigation query. All path array positions are in global coordinates. Without customized query parameters this is the same path as returned by <see cref="M:Godot.NavigationServer3D.MapGetPath(Godot.Rid,Godot.Vector3,Godot.Vector3,System.Boolean,System.UInt32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryResult3D.PathTypes">
            <summary>
            <para>The type of navigation primitive (region or link) that each point of the path goes through.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryResult3D.PathRids">
            <summary>
            <para>The <see cref="T:Godot.Rid"/>s of the regions and links that each point of the path goes through.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPathQueryResult3D.PathOwnerIds">
            <summary>
            <para>The <c>ObjectID</c>s of the <see cref="T:Godot.GodotObject"/>s which manage the regions and links each point of the path goes through.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPathQueryResult3D.Reset">
            <summary>
            <para>Reset the result object to its initial state. This is useful to reuse the object across multiple queries.</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 = new NavigationPolygon();
            var outline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) };
            polygon.AddOutline(outline);
            polygon.MakePolygonsFromOutlines();
            GetNode&lt;NavigationRegion2D&gt;("NavigationRegion2D").NavigationPolygon = polygon;
            </code></para>
            <para>Using <see cref="M:Godot.NavigationPolygon.AddPolygon(System.Int32[])"/> and indices of the vertices array.</para>
            <para><code>
            var polygon = new NavigationPolygon();
            var vertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) };
            polygon.Vertices = vertices;
            var indices = new int[] { 0, 1, 2, 3 };
            polygon.AddPolygon(indices);
            GetNode&lt;NavigationRegion2D&gt;("NavigationRegion2D").NavigationPolygon = 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.GetNavigationMesh">
            <summary>
            <para>Returns the <see cref="T:Godot.NavigationMesh"/> resulting from this navigation polygon. This navigation mesh can be used to update the navigation mesh of a region with the <see cref="M:Godot.NavigationServer3D.RegionSetNavigationMesh(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.NavigationRegion2D">
            <summary>
            <para>A traversable 2D region based on a <see cref="T:Godot.NavigationPolygon"/> that <see cref="T:Godot.NavigationAgent2D"/>s can use for pathfinding.</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.NavigationServer2D.MapSetEdgeConnectionMargin(Godot.Rid,System.Single)"/>.</para>
            <para><b>Note:</b> Overlapping two regions' navigation polygons is not enough for connecting two regions. They must share a similar edge.</para>
            <para>The pathfinding cost of entering a region from another region can be controlled with the <see cref="P:Godot.NavigationRegion2D.EnterCost"/> value.</para>
            <para><b>Note:</b> 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.NavigationRegion2D.TravelCost"/> multiplier.</para>
            <para><b>Note:</b> This node caches changes to its properties, so if you make changes to the underlying region <see cref="T:Godot.Rid"/> in <see cref="T:Godot.NavigationServer2D"/>, they will not be reflected in this node's properties.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion2D.NavigationPolygon">
            <summary>
            <para>The <see cref="T:Godot.NavigationPolygon"/> resource to use.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion2D.Enabled">
            <summary>
            <para>Determines if the <see cref="T:Godot.NavigationRegion2D"/> is enabled or disabled.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion2D.UseEdgeConnections">
            <summary>
            <para>If enabled the navigation region will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion2D.NavigationLayers">
            <summary>
            <para>A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with <see cref="M:Godot.NavigationServer2D.MapGetPath(Godot.Rid,Godot.Vector2,Godot.Vector2,System.Boolean,System.UInt32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion2D.EnterCost">
            <summary>
            <para>When pathfinding enters this region's navigation mesh from another regions navigation mesh the <c>enter_cost</c> value is added to the path distance for determining the shortest path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion2D.TravelCost">
            <summary>
            <para>When pathfinding moves inside this region's navigation mesh the traveled distances are multiplied with <c>travel_cost</c> for determining the shortest path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion2D.ConstrainAvoidance">
            <summary>
            <para>If <c>true</c> constraints avoidance agent's with an avoidance mask bit that matches with a bit of the <see cref="P:Godot.NavigationRegion2D.AvoidanceLayers"/> to the navigation polygon. Due to each navigation polygon outline creating an obstacle and each polygon edge creating an avoidance line constrain keep the navigation polygon shape as simple as possible for performance.</para>
            <para><b>Experimental:</b> This is an experimental feature and should not be used in production as agent's can get stuck on the navigation polygon corners and edges especially at high frame rate.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion2D.AvoidanceLayers">
            <summary>
            <para>A bitfield determining all avoidance layers for the avoidance constrain.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationRegion2D.SetNavigationLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.NavigationRegion2D.NavigationLayers"/> bitmask, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationRegion2D.GetNavigationLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.NavigationRegion2D.NavigationLayers"/> bitmask is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationRegion2D.SetAvoidanceLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.NavigationRegion2D.AvoidanceLayers"/> bitmask, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationRegion2D.GetAvoidanceLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.NavigationRegion2D.AvoidanceLayers"/> bitmask is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationRegion2D.GetRegionRid">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of this region on the <see cref="T:Godot.NavigationServer2D"/>. Combined with <see cref="M:Godot.NavigationServer2D.MapGetClosestPointOwner(Godot.Rid,Godot.Vector2)"/> can be used to identify the <see cref="T:Godot.NavigationRegion2D"/> closest to a point on the merged navigation map.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationRegion3D">
            <summary>
            <para>A traversable 3D region based on a <see cref="T:Godot.NavigationMesh"/> that <see cref="T:Godot.NavigationAgent3D"/>s can use for pathfinding.</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.NavigationServer3D.MapSetEdgeConnectionMargin(Godot.Rid,System.Single)"/>.</para>
            <para><b>Note:</b> Overlapping two regions' navigation meshes 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.NavigationRegion3D.EnterCost"/> value.</para>
            <para><b>Note:</b> 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.NavigationRegion3D.TravelCost"/> multiplier.</para>
            <para><b>Note:</b> This node caches changes to its properties, so if you make changes to the underlying region <see cref="T:Godot.Rid"/> in <see cref="T:Godot.NavigationServer3D"/>, they will not be reflected in this node's properties.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion3D.NavigationMesh">
            <summary>
            <para>The <see cref="T:Godot.NavigationMesh"/> resource to use.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion3D.Enabled">
            <summary>
            <para>Determines if the <see cref="T:Godot.NavigationRegion3D"/> is enabled or disabled.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion3D.UseEdgeConnections">
            <summary>
            <para>If enabled the navigation region will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion3D.NavigationLayers">
            <summary>
            <para>A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with <see cref="M:Godot.NavigationServer3D.MapGetPath(Godot.Rid,Godot.Vector3,Godot.Vector3,System.Boolean,System.UInt32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion3D.EnterCost">
            <summary>
            <para>When pathfinding enters this region's navigation mesh from another regions navigation mesh the <c>enter_cost</c> value is added to the path distance for determining the shortest path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationRegion3D.TravelCost">
            <summary>
            <para>When pathfinding moves inside this region's navigation mesh the traveled distances are multiplied with <c>travel_cost</c> for determining the shortest path.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationRegion3D.SetNavigationLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.NavigationRegion3D.NavigationLayers"/> bitmask, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationRegion3D.GetNavigationLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.NavigationRegion3D.NavigationLayers"/> bitmask is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationRegion3D.GetRegionRid">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of this region on the <see cref="T:Godot.NavigationServer3D"/>. Combined with <see cref="M:Godot.NavigationServer3D.MapGetClosestPointOwner(Godot.Rid,Godot.Vector3)"/> can be used to identify the <see cref="T:Godot.NavigationRegion3D"/> closest to a point on the merged navigation map.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationRegion3D.BakeNavigationMesh(System.Boolean)">
            <summary>
            <para>Bakes the <see cref="T:Godot.NavigationMesh"/>. If <c>onThread</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 Web with threads disabled).</para>
            </summary>
        </member>
        <member name="E:Godot.NavigationRegion3D.NavigationMeshChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationRegion3D.NavigationMeshChanged"/> event of a <see cref="T:Godot.NavigationRegion3D"/> class.
            </summary>
            <summary>
            <para>Notifies when the <see cref="T:Godot.NavigationMesh"/> has changed.</para>
            </summary>
        </member>
        <member name="E:Godot.NavigationRegion3D.BakeFinished">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationRegion3D.BakeFinished"/> event of a <see cref="T:Godot.NavigationRegion3D"/> class.
            </summary>
            <summary>
            <para>Notifies when the navigation mesh bake operation is completed.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationServer2D">
            <summary>
            <para>NavigationServer2D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from <see cref="T:Godot.AStar2D"/> or <see cref="T:Godot.AStarGrid2D"/>.</para>
            <para>Maps are made up of regions, which are made of navigation polygons. Together, they define the traversable areas in the 2D world.</para>
            <para><b>Note:</b> Most <see cref="T:Godot.NavigationServer2D"/> 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 scene tree 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 <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.NavigationServer2D.RegionSetNavigationLayers(Godot.Rid,System.UInt32)"/>, which then can be checked upon when requesting a path with <see cref="M:Godot.NavigationServer2D.MapGetPath(Godot.Rid,Godot.Vector2,Godot.Vector2,System.Boolean,System.UInt32)"/>. This can be used to allow or deny certain areas for some 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><b>Note:</b> The collision avoidance system ignores regions. Using the modified velocity directly may move an agent outside of the traversable 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.NavigationServer2D.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.NavigationServer2D.MapCreate">
            <summary>
            <para>Create a new map.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.MapSetActive(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets the map active.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.MapIsActive(Godot.Rid)">
            <summary>
            <para>Returns true if the map is active.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.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.NavigationServer2D.MapGetCellSize(Godot.Rid)">
            <summary>
            <para>Returns the map cell size.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.MapSetUseEdgeConnections(Godot.Rid,System.Boolean)">
            <summary>
            <para>Set the navigation <c>map</c> edge connection use. If <c>enabled</c> the navigation map allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.MapGetUseEdgeConnections(Godot.Rid)">
            <summary>
            <para>Returns whether the navigation <c>map</c> allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.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.NavigationServer2D.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.NavigationServer2D.MapSetLinkConnectionRadius(Godot.Rid,System.Single)">
            <summary>
            <para>Set the map's link connection radius used to connect links to navigation polygons.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.MapGetLinkConnectionRadius(Godot.Rid)">
            <summary>
            <para>Returns the link connection radius of the map. This distance is the maximum range any link will search for navigation mesh polygons to connect to.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.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>navigationLayers</c> is a bitmask of all region navigation layers that are allowed to be in the path.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.MapGetClosestPoint(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Returns the point closest to the provided <c>toPoint</c> on the navigation mesh surface.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.MapGetClosestPointOwner(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Returns the owner region RID for the point returned by <see cref="M:Godot.NavigationServer2D.MapGetClosestPoint(Godot.Rid,Godot.Vector2)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.MapGetLinks(Godot.Rid)">
            <summary>
            <para>Returns all navigation link <see cref="T:Godot.Rid"/>s that are currently assigned to the requested navigation <c>map</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.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.NavigationServer2D.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.NavigationServer2D.MapGetObstacles(Godot.Rid)">
            <summary>
            <para>Returns all navigation obstacle <see cref="T:Godot.Rid"/>s that are currently assigned to the requested navigation <c>map</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.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><b>Note:</b> 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.NavigationServer2D.QueryPath(Godot.NavigationPathQueryParameters2D,Godot.NavigationPathQueryResult2D)">
            <summary>
            <para>Queries a path in a given navigation map. Start and target position and other parameters are defined through <see cref="T:Godot.NavigationPathQueryParameters2D"/>. Updates the provided <see cref="T:Godot.NavigationPathQueryResult2D"/> result object with the path among other results requested by the query.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.RegionCreate">
            <summary>
            <para>Creates a new region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.RegionSetUseEdgeConnections(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>enabled</c> the navigation <c>region</c> will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.RegionGetUseEdgeConnections(Godot.Rid)">
            <summary>
            <para>Returns whether the navigation <c>region</c> is set to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.RegionSetEnterCost(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <c>enterCost</c> for this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.RegionGetEnterCost(Godot.Rid)">
            <summary>
            <para>Returns the enter cost of this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.RegionSetTravelCost(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <c>travelCost</c> for this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.RegionGetTravelCost(Godot.Rid)">
            <summary>
            <para>Returns the travel cost of this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.RegionSetOwnerId(Godot.Rid,System.UInt64)">
            <summary>
            <para>Set the <c>ObjectID</c> of the object which manages this region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.RegionGetOwnerId(Godot.Rid)">
            <summary>
            <para>Returns the <c>ObjectID</c> of the object which manages this region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.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><b>Note:</b> 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.NavigationServer2D.RegionSetMap(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the map for the region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.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.NavigationServer2D.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.NavigationServer2D.MapGetPath(Godot.Rid,Godot.Vector2,Godot.Vector2,System.Boolean,System.UInt32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.RegionGetNavigationLayers(Godot.Rid)">
            <summary>
            <para>Returns the region's navigation layers.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.RegionSetTransform(Godot.Rid,Godot.Transform2D)">
            <summary>
            <para>Sets the global transformation for the region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.RegionSetNavigationPolygon(Godot.Rid,Godot.NavigationPolygon)">
            <summary>
            <para>Sets the <c>navigationPolygon</c> for the region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.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.NavigationServer2D.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.NavigationServer2D.RegionGetConnectionsCount(Godot.Rid)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.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.NavigationServer2D.RegionGetConnectionsCount(Godot.Rid)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkCreate">
            <summary>
            <para>Create a new link between two positions on a map.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkSetMap(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the navigation map <see cref="T:Godot.Rid"/> for the link.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkGetMap(Godot.Rid)">
            <summary>
            <para>Returns the navigation map <see cref="T:Godot.Rid"/> the requested <c>link</c> is currently assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkSetBidirectional(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets whether this <c>link</c> can be travelled in both directions.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkIsBidirectional(Godot.Rid)">
            <summary>
            <para>Returns whether this <c>link</c> can be travelled in both directions.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkSetNavigationLayers(Godot.Rid,System.UInt32)">
            <summary>
            <para>Set the links's navigation layers. This allows selecting links from a path request (when using <see cref="M:Godot.NavigationServer2D.MapGetPath(Godot.Rid,Godot.Vector2,Godot.Vector2,System.Boolean,System.UInt32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkGetNavigationLayers(Godot.Rid)">
            <summary>
            <para>Returns the navigation layers for this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkSetStartPosition(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Sets the entry position for this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkGetStartPosition(Godot.Rid)">
            <summary>
            <para>Returns the starting position of this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkSetEndPosition(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Sets the exit position for the <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkGetEndPosition(Godot.Rid)">
            <summary>
            <para>Returns the ending position of this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkSetEnterCost(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <c>enterCost</c> for this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkGetEnterCost(Godot.Rid)">
            <summary>
            <para>Returns the enter cost of this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkSetTravelCost(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <c>travelCost</c> for this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkGetTravelCost(Godot.Rid)">
            <summary>
            <para>Returns the travel cost of this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkSetOwnerId(Godot.Rid,System.UInt64)">
            <summary>
            <para>Set the <c>ObjectID</c> of the object which manages this link.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.LinkGetOwnerId(Godot.Rid)">
            <summary>
            <para>Returns the <c>ObjectID</c> of the object which manages this link.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentCreate">
            <summary>
            <para>Creates the agent.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentSetAvoidanceEnabled(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>enabled</c> is <c>true</c> the specified <c>agent</c> uses avoidance.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentGetAvoidanceEnabled(Godot.Rid)">
            <summary>
            <para>Return <c>true</c> if the specified <c>agent</c> uses avoidance.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentSetMap(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Puts the agent in the map.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.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.NavigationServer2D.AgentSetNeighborDistance(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.NavigationServer2D.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.NavigationServer2D.AgentSetTimeHorizonAgents(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. A too high value will slow down agents movement considerably. Must be positive.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentSetTimeHorizonObstacles(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 static avoidance obstacles. The larger this number, the sooner this agent will respond to the presence of static avoidance obstacles, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentSetRadius(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the radius of the agent.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentSetMaxSpeed(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the maximum speed of the agent. Must be positive.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentSetVelocityForced(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Replaces the internal velocity in the collision avoidance simulation with <c>velocity</c> for the specified <c>agent</c>. When an agent is teleported to a new position far away this function should be used in the same frame. If called frequently this function can get agents stuck.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentSetVelocity(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Sets <c>velocity</c> as the new wanted velocity for the specified <c>agent</c>. The avoidance simulation will try to fulfil this velocity if possible but will modify it to avoid collision with other agent's and obstacles. When an agent is teleported to a new position far away use <see cref="M:Godot.NavigationServer2D.AgentSetVelocityForced(Godot.Rid,Godot.Vector2)"/> instead to reset the internal velocity state.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentSetPosition(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Sets the position of the agent in world space.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentIsMapChanged(Godot.Rid)">
            <summary>
            <para>Returns true if the map got changed the previous frame.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentSetAvoidanceCallback(Godot.Rid,Godot.Callable)">
            <summary>
            <para>Sets the callback <see cref="T:Godot.Callable"/> 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><b>Note:</b> 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.NavigationServer2D.AgentSetAvoidanceCallback(Godot.Rid,Godot.Callable)"/> again with an empty <see cref="T:Godot.Callable"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentSetAvoidanceLayers(Godot.Rid,System.UInt32)">
            <summary>
            <para>Set the agent's <c>avoidance_layers</c> bitmask.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentSetAvoidanceMask(Godot.Rid,System.UInt32)">
            <summary>
            <para>Set the agent's <c>avoidance_mask</c> bitmask.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.AgentSetAvoidancePriority(Godot.Rid,System.Single)">
            <summary>
            <para>Set the agent's <c>avoidance_priority</c> with a <c>priority</c> between 0.0 (lowest priority) to 1.0 (highest priority).</para>
            <para>The specified <c>agent</c> does not adjust the velocity for other agents that would match the <c>avoidance_mask</c> but have a lower <c> avoidance_priority</c>. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.ObstacleCreate">
            <summary>
            <para>Creates a new navigation obstacle.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.ObstacleSetMap(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the navigation map <see cref="T:Godot.Rid"/> for the obstacle.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.ObstacleGetMap(Godot.Rid)">
            <summary>
            <para>Returns the navigation map <see cref="T:Godot.Rid"/> the requested <c>obstacle</c> is currently assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.ObstacleSetPosition(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Sets the position of the obstacle in world space.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.ObstacleSetVertices(Godot.Rid,Godot.Vector2[])">
            <summary>
            <para>Sets the outline vertices for the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.FreeRid(Godot.Rid)">
            <summary>
            <para>Destroys the given RID.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.SetDebugEnabled(System.Boolean)">
            <summary>
            <para>If <c>true</c> enables debug mode on the NavigationServer.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer2D.GetDebugEnabled">
            <summary>
            <para>Returns <c>true</c> when the NavigationServer has debug enabled.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationServer2D.MapChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationServer2D.MapChanged"/> event of a <see cref="T:Godot.NavigationServer2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.NavigationServer2D.MapChanged">
            <summary>
            <para>Emitted when a navigation map is updated, when a region moves or is modified.</para>
            </summary>
        </member>
        <member name="E:Godot.NavigationServer2D.NavigationDebugChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationServer2D.NavigationDebugChanged"/> event of a <see cref="T:Godot.NavigationServer2D"/> class.
            </summary>
            <summary>
            <para>Emitted when navigation debug settings are changed. Only available in debug builds.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationServer3D">
            <summary>
            <para>NavigationServer2D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from <see cref="T:Godot.AStar3D"/>.</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><b>Note:</b> Most <see cref="T:Godot.NavigationServer3D"/> 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 scene tree 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 <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.NavigationServer3D.RegionSetNavigationLayers(Godot.Rid,System.UInt32)"/>, which then can be checked upon when requesting a path with <see cref="M:Godot.NavigationServer3D.MapGetPath(Godot.Rid,Godot.Vector3,Godot.Vector3,System.Boolean,System.UInt32)"/>. This can be used to allow or deny certain areas for some 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><b>Note:</b> The collision avoidance system ignores regions. Using the modified velocity directly may move an agent outside of the traversable 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="F:Godot.NavigationServer3D.ProcessInfo.ActiveMaps">
            <summary>
            <para>Constant to get the number of active navigation maps.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationServer3D.ProcessInfo.RegionCount">
            <summary>
            <para>Constant to get the number of active navigation regions.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationServer3D.ProcessInfo.AgentCount">
            <summary>
            <para>Constant to get the number of active navigation agents processing avoidance.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationServer3D.ProcessInfo.LinkCount">
            <summary>
            <para>Constant to get the number of active navigation links.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationServer3D.ProcessInfo.PolygonCount">
            <summary>
            <para>Constant to get the number of navigation mesh polygons.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationServer3D.ProcessInfo.EdgeCount">
            <summary>
            <para>Constant to get the number of navigation mesh polygon edges.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationServer3D.ProcessInfo.EdgeMergeCount">
            <summary>
            <para>Constant to get the number of navigation mesh polygon edges that were merged due to edge key overlap.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationServer3D.ProcessInfo.EdgeConnectionCount">
            <summary>
            <para>Constant to get the number of navigation mesh polygon edges that are considered connected by edge proximity.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationServer3D.ProcessInfo.EdgeFreeCount">
            <summary>
            <para>Constant to get the number of navigation mesh polygon edges that could not be merged but may be still connected by edge proximity or with links.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.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.NavigationServer3D.MapCreate">
            <summary>
            <para>Create a new map.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.MapSetActive(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets the map active.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.MapIsActive(Godot.Rid)">
            <summary>
            <para>Returns true if the map is active.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.MapSetUp(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Sets the map up direction.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.MapGetUp(Godot.Rid)">
            <summary>
            <para>Returns the map's up direction.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.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.NavigationServer3D.MapGetCellSize(Godot.Rid)">
            <summary>
            <para>Returns the map cell size.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.MapSetUseEdgeConnections(Godot.Rid,System.Boolean)">
            <summary>
            <para>Set the navigation <c>map</c> edge connection use. If <c>enabled</c> the navigation map allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.MapGetUseEdgeConnections(Godot.Rid)">
            <summary>
            <para>Returns true if the navigation <c>map</c> allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.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.NavigationServer3D.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.NavigationServer3D.MapSetLinkConnectionRadius(Godot.Rid,System.Single)">
            <summary>
            <para>Set the map's link connection radius used to connect links to navigation polygons.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.MapGetLinkConnectionRadius(Godot.Rid)">
            <summary>
            <para>Returns the link connection radius of the map. This distance is the maximum range any link will search for navigation mesh polygons to connect to.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.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>navigationLayers</c> is a bitmask of all region navigation layers that are allowed to be in the path.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.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.NavigationServer3D.MapGetClosestPoint(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Returns the point closest to the provided <c>toPoint</c> on the navigation mesh surface.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.MapGetClosestPointNormal(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Returns the normal for the point returned by <see cref="M:Godot.NavigationServer3D.MapGetClosestPoint(Godot.Rid,Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.MapGetClosestPointOwner(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Returns the owner region RID for the point returned by <see cref="M:Godot.NavigationServer3D.MapGetClosestPoint(Godot.Rid,Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.MapGetLinks(Godot.Rid)">
            <summary>
            <para>Returns all navigation link <see cref="T:Godot.Rid"/>s that are currently assigned to the requested navigation <c>map</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.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.NavigationServer3D.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.NavigationServer3D.MapGetObstacles(Godot.Rid)">
            <summary>
            <para>Returns all navigation obstacle <see cref="T:Godot.Rid"/>s that are currently assigned to the requested navigation <c>map</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.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><b>Note:</b> 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.NavigationServer3D.QueryPath(Godot.NavigationPathQueryParameters3D,Godot.NavigationPathQueryResult3D)">
            <summary>
            <para>Queries a path in a given navigation map. Start and target position and other parameters are defined through <see cref="T:Godot.NavigationPathQueryParameters3D"/>. Updates the provided <see cref="T:Godot.NavigationPathQueryResult3D"/> result object with the path among other results requested by the query.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.RegionCreate">
            <summary>
            <para>Creates a new region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.RegionSetUseEdgeConnections(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>enabled</c> the navigation <c>region</c> will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.RegionGetUseEdgeConnections(Godot.Rid)">
            <summary>
            <para>Returns true if the navigation <c>region</c> is set to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.RegionSetEnterCost(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <c>enterCost</c> for this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.RegionGetEnterCost(Godot.Rid)">
            <summary>
            <para>Returns the enter cost of this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.RegionSetTravelCost(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <c>travelCost</c> for this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.RegionGetTravelCost(Godot.Rid)">
            <summary>
            <para>Returns the travel cost of this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.RegionSetOwnerId(Godot.Rid,System.UInt64)">
            <summary>
            <para>Set the <c>ObjectID</c> of the object which manages this region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.RegionGetOwnerId(Godot.Rid)">
            <summary>
            <para>Returns the <c>ObjectID</c> of the object which manages this region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.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><b>Note:</b> 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.NavigationServer3D.RegionSetMap(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the map for the region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.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.NavigationServer3D.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.NavigationServer3D.MapGetPath(Godot.Rid,Godot.Vector3,Godot.Vector3,System.Boolean,System.UInt32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.RegionGetNavigationLayers(Godot.Rid)">
            <summary>
            <para>Returns the region's navigation layers.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.RegionSetTransform(Godot.Rid,Godot.Transform3D)">
            <summary>
            <para>Sets the global transformation for the region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.RegionSetNavigationMesh(Godot.Rid,Godot.NavigationMesh)">
            <summary>
            <para>Sets the navigation mesh for the region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.RegionBakeNavigationMesh(Godot.NavigationMesh,Godot.Node)">
            <summary>
            <para>Bakes the <c>navigationMesh</c> with bake source geometry collected starting from the <c>rootNode</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.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.NavigationServer3D.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.NavigationServer3D.RegionGetConnectionsCount(Godot.Rid)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.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.NavigationServer3D.RegionGetConnectionsCount(Godot.Rid)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkCreate">
            <summary>
            <para>Create a new link between two positions on a map.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkSetMap(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the navigation map <see cref="T:Godot.Rid"/> for the link.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkGetMap(Godot.Rid)">
            <summary>
            <para>Returns the navigation map <see cref="T:Godot.Rid"/> the requested <c>link</c> is currently assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkSetBidirectional(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets whether this <c>link</c> can be travelled in both directions.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkIsBidirectional(Godot.Rid)">
            <summary>
            <para>Returns whether this <c>link</c> can be travelled in both directions.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkSetNavigationLayers(Godot.Rid,System.UInt32)">
            <summary>
            <para>Set the links's navigation layers. This allows selecting links from a path request (when using <see cref="M:Godot.NavigationServer3D.MapGetPath(Godot.Rid,Godot.Vector3,Godot.Vector3,System.Boolean,System.UInt32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkGetNavigationLayers(Godot.Rid)">
            <summary>
            <para>Returns the navigation layers for this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkSetStartPosition(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Sets the entry position for this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkGetStartPosition(Godot.Rid)">
            <summary>
            <para>Returns the starting position of this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkSetEndPosition(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Sets the exit position for the <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkGetEndPosition(Godot.Rid)">
            <summary>
            <para>Returns the ending position of this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkSetEnterCost(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <c>enterCost</c> for this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkGetEnterCost(Godot.Rid)">
            <summary>
            <para>Returns the enter cost of this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkSetTravelCost(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <c>travelCost</c> for this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkGetTravelCost(Godot.Rid)">
            <summary>
            <para>Returns the travel cost of this <c>link</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkSetOwnerId(Godot.Rid,System.UInt64)">
            <summary>
            <para>Set the <c>ObjectID</c> of the object which manages this link.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.LinkGetOwnerId(Godot.Rid)">
            <summary>
            <para>Returns the <c>ObjectID</c> of the object which manages this link.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentCreate">
            <summary>
            <para>Creates the agent.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetAvoidanceEnabled(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>enabled</c> the provided <c>agent</c> calculates avoidance.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentGetAvoidanceEnabled(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if the provided <c>agent</c> has avoidance enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetUse3DAvoidance(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance is enabled.</para>
            <para>If <c>true</c> the agent calculates avoidance velocities in 3D for the xyz-axis, e.g. for games that take place in air, unterwater or space. The 3D using agent only avoids other 3D avoidance using agent's. The 3D using agent only reacts to radius based avoidance obstacles. The 3D using agent ignores any vertices based obstacles. The 3D using agent only avoids other 3D using agent's.</para>
            <para>If <c>false</c> the agent calculates avoidance velocities in 2D along the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D avoidance using agent's. The 2D using agent reacts to radius avoidance obstacles. The 2D using agent reacts to vertices based avoidance obstacles. The 2D using agent only avoids other 2D using agent's. 2D using agents will ignore other 2D using agents or obstacles that are below their current position or above their current position including the agents height in 2D avoidance.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentGetUse3DAvoidance(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if the provided <c>agent</c> uses avoidance in 3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z).</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetMap(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Puts the agent in the map.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.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.NavigationServer3D.AgentSetNeighborDistance(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.NavigationServer3D.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.NavigationServer3D.AgentSetTimeHorizonAgents(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. A too high value will slow down agents movement considerably. Must be positive.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetTimeHorizonObstacles(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 static avoidance obstacles. The larger this number, the sooner this agent will respond to the presence of static avoidance obstacles, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetRadius(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the radius of the agent.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetHeight(Godot.Rid,System.Single)">
            <summary>
            <para>Updates the provided <c>agent</c> <c>height</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetMaxSpeed(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the maximum speed of the agent. Must be positive.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetVelocityForced(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Replaces the internal velocity in the collision avoidance simulation with <c>velocity</c> for the specified <c>agent</c>. When an agent is teleported to a new position this function should be used in the same frame. If called frequently this function can get agents stuck.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetVelocity(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Sets <c>velocity</c> as the new wanted velocity for the specified <c>agent</c>. The avoidance simulation will try to fulfil this velocity if possible but will modify it to avoid collision with other agent's and obstacles. When an agent is teleported to a new position use <see cref="M:Godot.NavigationServer3D.AgentSetVelocityForced(Godot.Rid,Godot.Vector3)"/> as well to reset the internal simulation velocity.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetPosition(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Sets the position of the agent in world space.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentIsMapChanged(Godot.Rid)">
            <summary>
            <para>Returns true if the map got changed the previous frame.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetAvoidanceCallback(Godot.Rid,Godot.Callable)">
            <summary>
            <para>Sets the callback <see cref="T:Godot.Callable"/> 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><b>Note:</b> 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.NavigationServer3D.AgentSetAvoidanceCallback(Godot.Rid,Godot.Callable)"/> again with an empty <see cref="T:Godot.Callable"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetAvoidanceLayers(Godot.Rid,System.UInt32)">
            <summary>
            <para>Set the agent's <c>avoidance_layers</c> bitmask.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetAvoidanceMask(Godot.Rid,System.UInt32)">
            <summary>
            <para>Set the agent's <c>avoidance_mask</c> bitmask.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.AgentSetAvoidancePriority(Godot.Rid,System.Single)">
            <summary>
            <para>Set the agent's <c>avoidance_priority</c> with a <c>priority</c> between 0.0 (lowest priority) to 1.0 (highest priority).</para>
            <para>The specified <c>agent</c> does not adjust the velocity for other agents that would match the <c>avoidance_mask</c> but have a lower <c> avoidance_priority</c>. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.ObstacleCreate">
            <summary>
            <para>Creates a new obstacle.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.ObstacleSetMap(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Assigns the <c>obstacle</c> to a navigation map.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.ObstacleGetMap(Godot.Rid)">
            <summary>
            <para>Returns the navigation map <see cref="T:Godot.Rid"/> the requested <c>obstacle</c> is currently assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.ObstacleSetHeight(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <c>height</c> for the <c>obstacle</c>. In 3D agents will ignore obstacles that are above or below them while using 2D avoidance.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.ObstacleSetPosition(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Updates the <c>position</c> in world space for the <c>obstacle</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.ObstacleSetVertices(Godot.Rid,Godot.Vector3[])">
            <summary>
            <para>Sets the outline vertices for the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.ObstacleSetAvoidanceLayers(Godot.Rid,System.UInt32)">
            <summary>
            <para>Set the obstacles's <c>avoidance_layers</c> bitmask.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.FreeRid(Godot.Rid)">
            <summary>
            <para>Destroys the given RID.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.SetActive(System.Boolean)">
            <summary>
            <para>Control activation of this server.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.SetDebugEnabled(System.Boolean)">
            <summary>
            <para>If <c>true</c> enables debug mode on the NavigationServer.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.GetDebugEnabled">
            <summary>
            <para>Returns <c>true</c> when the NavigationServer has debug enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer3D.GetProcessInfo(Godot.NavigationServer3D.ProcessInfo)">
            <summary>
            <para>Returns information about the current state of the NavigationServer. See <see cref="T:Godot.NavigationServer3D.ProcessInfo"/> for a list of available states.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationServer3D.MapChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationServer3D.MapChanged"/> event of a <see cref="T:Godot.NavigationServer3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.NavigationServer3D.MapChanged">
            <summary>
            <para>Emitted when a navigation map is updated, when a region moves or is modified.</para>
            </summary>
        </member>
        <member name="E:Godot.NavigationServer3D.NavigationDebugChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationServer3D.NavigationDebugChanged"/> event of a <see cref="T:Godot.NavigationServer3D"/> class.
            </summary>
            <summary>
            <para>Emitted when navigation debug settings are changed. Only available in debug builds.</para>
            </summary>
        </member>
        <member name="E:Godot.NavigationServer3D.AvoidanceDebugChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NavigationServer3D.AvoidanceDebugChanged"/> event of a <see cref="T:Godot.NavigationServer3D"/> class.
            </summary>
            <summary>
            <para>Emitted when avoidance debug settings are changed. Only available in debug builds.</para>
            </summary>
        </member>
        <member name="T:Godot.NinePatchRect">
            <summary>
            <para>Also known as 9-slice panels, <see cref="T:Godot.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 edges horizontally or vertically, tiles the center on both axes, and leaves the corners unchanged.</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>
            </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>
            </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.Side,System.Int32)">
            <summary>
            <para>Sets the size of the margin on the specified <see cref="T:Godot.Side"/> to <c>value</c> pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.NinePatchRect.GetPatchMargin(Godot.Side)">
            <summary>
            <para>Returns the size of the margin on the specified <see cref="T:Godot.Side"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.NinePatchRect.TextureChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.NinePatchRect.TextureChanged"/> event of a <see cref="T:Godot.NinePatchRect"/> class.
            </summary>
            <summary>
            <para>Emitted when the node's texture changes.</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>
            <para><b>Note:</b> This property is edited in the inspector in degrees. If you want to use degrees in a script, use <see cref="P:Godot.Node2D.RotationDegrees"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.RotationDegrees">
            <summary>
            <para>Helper property to access <see cref="P:Godot.Node2D.Rotation"/> in degrees instead of radians.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.Scale">
            <summary>
            <para>The node's scale. Unscaled value: <c>(1, 1)</c>.</para>
            <para><b>Note:</b> Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.Skew">
            <summary>
            <para>Slants the node.</para>
            <para><b>Note:</b> Skew is X axis only.</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>Helper property to access <see cref="P:Godot.Node2D.GlobalRotation"/> in degrees instead of radians.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.GlobalScale">
            <summary>
            <para>Global scale.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.GlobalSkew">
            <summary>
            <para>Global skew in radians.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.GlobalTransform">
            <summary>
            <para>Global <see cref="T:Godot.Transform2D"/>.</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.Double)"/>'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.Double)"/>'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.Node3D">
            <summary>
            <para>Most basic 3D game object, with a <see cref="T:Godot.Transform3D"/> and visibility settings. All other 3D game objects inherit from Node3D. Use <see cref="T:Godot.Node3D"/> 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.Node3D"/> object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the <see cref="T:Godot.Node3D"/>'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the <see cref="T:Godot.Node3D"/> object itself is referred to as object-local coordinate system.</para>
            <para><b>Note:</b> Unless otherwise specified, all methods that have angle parameters must have angles specified as <i>radians</i>. To convert degrees to radians, use <c>@GlobalScope.deg_to_rad</c>.</para>
            <para><b>Note:</b> Be aware that "Spatial" nodes are now called "Node3D" starting with Godot 4. Any Godot 3.x references to "Spatial" nodes refer to "Node3D" in Godot 4.</para>
            </summary>
        </member>
        <member name="F:Godot.Node3D.NotificationTransformChanged">
            <summary>
            <para>Node3D 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.Node3D.NotificationTransformChanged"/> to work, users first need to ask for it, with <see cref="M:Godot.Node3D.SetNotifyTransform(System.Boolean)"/>. The notification is also sent if the node is in the editor context and it has at least one valid gizmo.</para>
            </summary>
        </member>
        <member name="F:Godot.Node3D.NotificationEnterWorld">
            <summary>
            <para>Node3D nodes receives this notification when they are registered to new <see cref="T:Godot.World3D"/> resource.</para>
            </summary>
        </member>
        <member name="F:Godot.Node3D.NotificationExitWorld">
            <summary>
            <para>Node3D nodes receives this notification when they are unregistered from current <see cref="T:Godot.World3D"/> resource.</para>
            </summary>
        </member>
        <member name="F:Godot.Node3D.NotificationVisibilityChanged">
            <summary>
            <para>Node3D nodes receives this notification when their visibility changes.</para>
            </summary>
        </member>
        <member name="F:Godot.Node3D.NotificationLocalTransformChanged">
            <summary>
            <para>Node3D nodes receives this notification when their local transform changes. This is not received when the transform of a parent node is changed.</para>
            <para>In order for <see cref="F:Godot.Node3D.NotificationLocalTransformChanged"/> to work, users first need to ask for it, with <see cref="M:Godot.Node3D.SetNotifyLocalTransform(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node3D.RotationEditModeEnum.Euler">
            <summary>
            <para>The rotation is edited using <see cref="T:Godot.Vector3"/> Euler angles.</para>
            </summary>
        </member>
        <member name="F:Godot.Node3D.RotationEditModeEnum.Quaternion">
            <summary>
            <para>The rotation is edited using a <see cref="T:Godot.Quaternion"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node3D.RotationEditModeEnum.Basis">
            <summary>
            <para>The rotation is edited using a <see cref="T:Godot.Basis"/>. In this mode, <see cref="P:Godot.Node3D.Scale"/> can't be edited separately.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.Transform">
            <summary>
            <para>Local space <see cref="T:Godot.Transform3D"/> of this node, with respect to the parent node.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.GlobalTransform">
            <summary>
            <para>World3D space (global) <see cref="T:Godot.Transform3D"/> of this node.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.Position">
            <summary>
            <para>Local position or translation of this node relative to the parent. This is equivalent to <c>transform.origin</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.Rotation">
            <summary>
            <para>Rotation part of the local transformation in radians, specified in terms of Euler angles. The angles construct a rotaton in the order specified by the <see cref="P:Godot.Node3D.RotationOrder"/> property.</para>
            <para><b>Note:</b> 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>
            <para><b>Note:</b> This property is edited in the inspector in degrees. If you want to use degrees in a script, use <see cref="P:Godot.Node3D.RotationDegrees"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.RotationDegrees">
            <summary>
            <para>Helper property to access <see cref="P:Godot.Node3D.Rotation"/> in degrees instead of radians.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.Quaternion">
            <summary>
            <para>Access to the node rotation as a <see cref="T:Godot.Quaternion"/>. This property is ideal for tweening complex rotations.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.Basis">
            <summary>
            <para>Direct access to the 3x3 basis of the <see cref="T:Godot.Transform3D"/> property.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.Scale">
            <summary>
            <para>Scale part of the local transformation.</para>
            <para><b>Note:</b> 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><b>Note:</b> Not all nodes are visually scaled by the <see cref="P:Godot.Node3D.Scale"/> property. For example, <see cref="T:Godot.Light3D"/>s are not visually affected by <see cref="P:Godot.Node3D.Scale"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.RotationEditMode">
            <summary>
            <para>Specify how rotation (and scale) will be presented in the editor.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.RotationOrder">
            <summary>
            <para>Specify the axis rotation order of the <see cref="P:Godot.Node3D.Rotation"/> property. The final orientation is constructed by rotating the Euler angles in the order specified by this property.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.TopLevel">
            <summary>
            <para>If <c>true</c>, the node will not inherit its transformations from its parent. Node transformations are only in global space.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.GlobalPosition">
            <summary>
            <para>Global position of this node. This is equivalent to <c>global_transform.origin</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.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><b>Note:</b> 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.Node3D.GlobalRotationDegrees">
            <summary>
            <para>Helper property to access <see cref="P:Godot.Node3D.GlobalRotation"/> in degrees instead of radians.</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.Visible">
            <summary>
            <para>If <c>true</c>, this node is drawn. The node is only visible if all of its ancestors are visible as well (in other words, <see cref="M:Godot.Node3D.IsVisibleInTree"/> must return <c>true</c>).</para>
            </summary>
        </member>
        <member name="P:Godot.Node3D.VisibilityParent">
            <summary>
            <para>Defines the visibility range parent for this node and its subtree. The visibility parent must be a GeometryInstance3D. Any visual instance will only be visible if the visibility parent (and all of its visibility ancestors) is hidden by being closer to the camera than its own <see cref="P:Godot.GeometryInstance3D.VisibilityRangeBegin"/>. Nodes hidden via the <see cref="P:Godot.Node3D.Visible"/> property are essentially removed from the visibility dependency tree, so dependent instances will not take the hidden node or its ancestors into account.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.GetParentNode3D">
            <summary>
            <para>Returns the parent <see cref="T:Godot.Node3D"/>, or an empty <see cref="T:Godot.GodotObject"/> if no parent exists or parent is not of type <see cref="T:Godot.Node3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.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.Node3D.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.Node3D.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.Node3D.GetWorld3D">
            <summary>
            <para>Returns the current <see cref="T:Godot.World3D"/> resource this <see cref="T:Godot.Node3D"/> node is registered to.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.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.Node3D.UpdateGizmos">
            <summary>
            <para>Updates all the <see cref="T:Godot.Node3DGizmo"/>s attached to this node.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.AddGizmo(Godot.Node3DGizmo)">
            <summary>
            <para>Attach a gizmo to this <c>Node3D</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.GetGizmos">
            <summary>
            <para>Returns all the gizmos attached to this <c>Node3D</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.ClearGizmos">
            <summary>
            <para>Clear all gizmos attached to this <c>Node3D</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.SetSubgizmoSelection(Godot.Node3DGizmo,System.Int32,Godot.Transform3D)">
            <summary>
            <para>Set subgizmo selection for this node in the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.ClearSubgizmoSelection">
            <summary>
            <para>Clears subgizmo selection for this node in the editor. Useful when subgizmo IDs become invalid after a property change.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.IsVisibleInTree">
            <summary>
            <para>Returns <c>true</c> if the node is present in the <see cref="T:Godot.SceneTree"/>, its <see cref="P:Godot.Node3D.Visible"/> property is <c>true</c> and all its ancestors are also visible. If any ancestor is hidden, this node will not be visible in the scene tree.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.Show">
            <summary>
            <para>Enables rendering of this node. Changes <see cref="P:Godot.Node3D.Visible"/> to <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.Hide">
            <summary>
            <para>Disables rendering of this node. Changes <see cref="P:Godot.Node3D.Visible"/> to <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.SetNotifyLocalTransform(System.Boolean)">
            <summary>
            <para>Sets whether the node notifies about its local transformation changes. <see cref="T:Godot.Node3D"/> will not propagate this by default.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.IsLocalTransformNotificationEnabled">
            <summary>
            <para>Returns whether node notifies about its local transformation changes. <see cref="T:Godot.Node3D"/> will not propagate this by default.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.SetNotifyTransform(System.Boolean)">
            <summary>
            <para>Sets whether the node notifies about its global and local transformation changes. <see cref="T:Godot.Node3D"/> 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.Node3D.IsTransformNotificationEnabled">
            <summary>
            <para>Returns whether the node notifies about its global and local transformation changes. <see cref="T:Godot.Node3D"/> will not propagate this by default.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.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.Node3D.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.Node3D.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.Node3D.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.Node3D.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.Node3D.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.Node3D.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.Node3D.RotateX(System.Single)">
            <summary>
            <para>Rotates the local transformation around the X axis by angle in radians.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.RotateY(System.Single)">
            <summary>
            <para>Rotates the local transformation around the Y axis by angle in radians.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.RotateZ(System.Single)">
            <summary>
            <para>Rotates the local transformation around the Z axis by angle in radians.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.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.Node3D.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.Transform3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.SetIdentity">
            <summary>
            <para>Reset all transformations for this node (sets its <see cref="T:Godot.Transform3D"/> to the identity matrix).</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.LookAt(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean)">
            <summary>
            <para>Rotates the node so that the local forward axis (-Z, <c>Vector3.FORWARD</c>) 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, which means that the node must be in the scene tree.</para>
            <para>If <c>useModelFront</c> is <c>true</c>, the +Z axis (asset front) is treated as forward (implies +X is left) and points toward the <c>target</c> position. By default, the -Z axis (camera forward) is treated as forward (implies +X is right).</para>
            </summary>
            <param name="up">If the parameter is null, then the default value is <c>new Vector3(0, 1, 0)</c>.</param>
        </member>
        <member name="M:Godot.Node3D.LookAtFromPosition(Godot.Vector3,Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean)">
            <summary>
            <para>Moves the node to the specified <c>position</c>, and then rotates the node to point toward the <c>target</c> as per <see cref="M:Godot.Node3D.LookAt(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean)"/>. Operations take place in global space.</para>
            </summary>
            <param name="up">If the parameter is null, then the default value is <c>new Vector3(0, 1, 0)</c>.</param>
        </member>
        <member name="M:Godot.Node3D.ToLocal(Godot.Vector3)">
            <summary>
            <para>Transforms <c>globalPoint</c> from world space to this node's local space.</para>
            </summary>
        </member>
        <member name="M:Godot.Node3D.ToGlobal(Godot.Vector3)">
            <summary>
            <para>Transforms <c>localPoint</c> from this node's local space to world space.</para>
            </summary>
        </member>
        <member name="E:Godot.Node3D.VisibilityChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Node3D.VisibilityChanged"/> event of a <see cref="T:Godot.Node3D"/> class.
            </summary>
            <summary>
            <para>Emitted when node visibility changes.</para>
            </summary>
        </member>
        <member name="T:Godot.Noise">
            <summary>
            <para>This class defines the interface for noise generation libraries to inherit from.</para>
            <para>A default get_seamless_noise() implementation is provided for libraries that do not provide seamless noise. This function requests a larger image from get_image(), reverses the quadrants of the image, then uses the strips of extra width to blend over the seams.</para>
            <para>Inheriting noise classes can optionally override this function to provide a more optimal algorithm.</para>
            </summary>
        </member>
        <member name="M:Godot.Noise.GetNoise1D(System.Single)">
            <summary>
            <para>Returns the 1D noise value at the given (x) coordinate.</para>
            </summary>
        </member>
        <member name="M:Godot.Noise.GetNoise2D(System.Single,System.Single)">
            <summary>
            <para>Returns the 2D noise value at the given position.</para>
            </summary>
        </member>
        <member name="M:Godot.Noise.GetNoise2Dv(Godot.Vector2)">
            <summary>
            <para>Returns the 2D noise value at the given position.</para>
            </summary>
        </member>
        <member name="M:Godot.Noise.GetNoise3D(System.Single,System.Single,System.Single)">
            <summary>
            <para>Returns the 3D noise value at the given position.</para>
            </summary>
        </member>
        <member name="M:Godot.Noise.GetNoise3Dv(Godot.Vector3)">
            <summary>
            <para>Returns the 3D noise value at the given position.</para>
            </summary>
        </member>
        <member name="M:Godot.Noise.GetImage(System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            <para>Returns an <see cref="T:Godot.Image"/> containing 2D noise values.</para>
            <para><b>Note:</b> With <c>normalize</c> set to <c>false</c>, the default implementation expects the noise generator to return values in the range <c>-1.0</c> to <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Noise.GetSeamlessImage(System.Int32,System.Int32,System.Boolean,System.Boolean,System.Single,System.Boolean)">
            <summary>
            <para>Returns an <see cref="T:Godot.Image"/> containing seamless 2D noise values.</para>
            <para><b>Note:</b> With <c>normalize</c> set to <c>false</c>, the default implementation expects the noise generator to return values in the range <c>-1.0</c> to <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Noise.GetImage3D(System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean)">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> of <see cref="T:Godot.Image"/>s containing 3D noise values for use with <see cref="M:Godot.ImageTexture3D.Create(Godot.Image.Format,System.Int32,System.Int32,System.Int32,System.Boolean,Godot.Collections.Array{Godot.Image})"/>.</para>
            <para><b>Note:</b> With <c>normalize</c> set to <c>false</c>, the default implementation expects the noise generator to return values in the range <c>-1.0</c> to <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Noise.GetSeamlessImage3D(System.Int32,System.Int32,System.Int32,System.Boolean,System.Single,System.Boolean)">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> of <see cref="T:Godot.Image"/>s containing seamless 3D noise values for use with <see cref="M:Godot.ImageTexture3D.Create(Godot.Image.Format,System.Int32,System.Int32,System.Int32,System.Boolean,Godot.Collections.Array{Godot.Image})"/>.</para>
            <para><b>Note:</b> With <c>normalize</c> set to <c>false</c>, the default implementation expects the noise generator to return values in the range <c>-1.0</c> to <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.NoiseTexture2D">
            <summary>
            <para>Uses <see cref="T:Godot.FastNoiseLite"/> or other libraries to fill the texture data of your desired size. <see cref="T:Godot.NoiseTexture2D"/> can also generate normal map textures.</para>
            <para>The class uses <see cref="T:Godot.GodotThread"/>s to generate the texture data internally, so <see cref="M:Godot.Texture2D.GetImage"/> 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 image and the generated byte data:</para>
            <para><code>
            var texture = NoiseTexture2D.new()
            texture.noise = FastNoiseLite.new()
            await texture.changed
            var image = texture.get_image()
            var data = image.get_data()
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture2D.Width">
            <summary>
            <para>Width of the generated texture (in pixels).</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture2D.Height">
            <summary>
            <para>Height of the generated texture (in pixels).</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture2D.Invert">
            <summary>
            <para>If <c>true</c>, inverts the noise texture. White becomes black, black becomes white.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture2D.In3DSpace">
            <summary>
            <para>Determines whether the noise image is calculated in 3D space. May result in reduced contrast.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture2D.GenerateMipmaps">
            <summary>
            <para>Determines whether mipmaps are generated for this texture. Enabling this results in less texture aliasing in the distance, at the cost of increasing memory usage by roughly 33% and making the noise texture generation take longer.</para>
            <para><b>Note:</b> <see cref="P:Godot.NoiseTexture2D.GenerateMipmaps"/> requires mipmap filtering to be enabled on the material using the <see cref="T:Godot.NoiseTexture2D"/> to have an effect.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture2D.Seamless">
            <summary>
            <para>If <c>true</c>, a seamless texture is requested from the <see cref="T:Godot.Noise"/> resource.</para>
            <para><b>Note:</b> Seamless noise textures may take longer to generate and/or can have a lower contrast compared to non-seamless noise depending on the used <see cref="T:Godot.Noise"/> resource. This is because some implementations use higher dimensions for generating seamless noise.</para>
            <para><b>Note:</b> The default <see cref="T:Godot.FastNoiseLite"/> implementation uses the fallback path for seamless generation. If using a <see cref="P:Godot.NoiseTexture2D.Width"/> or <see cref="P:Godot.NoiseTexture2D.Height"/> lower than the default, you may need to increase <see cref="P:Godot.NoiseTexture2D.SeamlessBlendSkirt"/> to make seamless blending more effective.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture2D.SeamlessBlendSkirt">
            <summary>
            <para>Used for the default/fallback implementation of the seamless texture generation. It determines the distance over which the seams are blended. High values may result in less details and contrast. See <see cref="T:Godot.Noise"/> for further details.</para>
            <para><b>Note:</b> If using a <see cref="P:Godot.NoiseTexture2D.Width"/> or <see cref="P:Godot.NoiseTexture2D.Height"/> lower than the default, you may need to increase <see cref="P:Godot.NoiseTexture2D.SeamlessBlendSkirt"/> to make seamless blending more effective.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture2D.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.NoiseTexture2D.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.NoiseTexture2D.Normalize">
            <summary>
            <para>If <c>true</c>, the noise image coming from the noise generator is normalized to the range <c>0.0</c> to <c>1.0</c>.</para>
            <para>Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture2D.ColorRamp">
            <summary>
            <para>A <see cref="T:Godot.Gradient"/> which is used to map the luminance of each pixel to a color value.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture2D.Noise">
            <summary>
            <para>The instance of the <see cref="T:Godot.Noise"/> object.</para>
            </summary>
        </member>
        <member name="T:Godot.NoiseTexture3D">
            <summary>
            <para>Uses <see cref="T:Godot.FastNoiseLite"/> or other libraries to fill the texture data of your desired size.</para>
            <para>The class uses <see cref="T:Godot.GodotThread"/>s to generate the texture data internally, so <see cref="M:Godot.Texture3D.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 image:</para>
            <para><code>
            var texture = NoiseTexture3D.new()
            texture.noise = FastNoiseLite.new()
            await texture.changed
            var data = texture.get_data()
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture3D.Width">
            <summary>
            <para>Width of the generated texture (in pixels).</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture3D.Height">
            <summary>
            <para>Height of the generated texture (in pixels).</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture3D.Depth">
            <summary>
            <para>Depth of the generated texture (in pixels).</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture3D.Invert">
            <summary>
            <para>If <c>true</c>, inverts the noise texture. White becomes black, black becomes white.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture3D.Seamless">
            <summary>
            <para>If <c>true</c>, a seamless texture is requested from the <see cref="T:Godot.Noise"/> resource.</para>
            <para><b>Note:</b> Seamless noise textures may take longer to generate and/or can have a lower contrast compared to non-seamless noise depending on the used <see cref="T:Godot.Noise"/> resource. This is because some implementations use higher dimensions for generating seamless noise.</para>
            <para><b>Note:</b> The default <see cref="T:Godot.FastNoiseLite"/> implementation uses the fallback path for seamless generation. If using a <see cref="P:Godot.NoiseTexture3D.Width"/>, <see cref="P:Godot.NoiseTexture3D.Height"/> or <see cref="P:Godot.NoiseTexture3D.Depth"/> lower than the default, you may need to increase <see cref="P:Godot.NoiseTexture3D.SeamlessBlendSkirt"/> to make seamless blending more effective.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture3D.SeamlessBlendSkirt">
            <summary>
            <para>Used for the default/fallback implementation of the seamless texture generation. It determines the distance over which the seams are blended. High values may result in less details and contrast. See <see cref="T:Godot.Noise"/> for further details.</para>
            <para><b>Note:</b> If using a <see cref="P:Godot.NoiseTexture3D.Width"/>, <see cref="P:Godot.NoiseTexture3D.Height"/> or <see cref="P:Godot.NoiseTexture3D.Depth"/> lower than the default, you may need to increase <see cref="P:Godot.NoiseTexture3D.SeamlessBlendSkirt"/> to make seamless blending more effective.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture3D.Normalize">
            <summary>
            <para>If <c>true</c>, the noise image coming from the noise generator is normalized to the range <c>0.0</c> to <c>1.0</c>.</para>
            <para>Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture3D.ColorRamp">
            <summary>
            <para>A <see cref="T:Godot.Gradient"/> which is used to map the luminance of each pixel to a color value.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture3D.Noise">
            <summary>
            <para>The instance of the <see cref="T:Godot.Noise"/> object.</para>
            </summary>
        </member>
        <member name="T:Godot.OrmMaterial3D">
            <summary>
            <para>ORMMaterial3D's properties are inherited from <see cref="T:Godot.BaseMaterial3D"/>. Unlike <see cref="T:Godot.StandardMaterial3D"/>, ORMMaterial3D uses a single texture for ambient occlusion, roughness and metallic maps, known as an ORM texture.</para>
            </summary>
        </member>
        <member name="T:Godot.OS">
            <summary>
            <para>This class wraps the most common functionalities for communicating with the host operating system, such as the video driver, delays, environment variables, execution of binaries, command line, etc.</para>
            <para><b>Note:</b> In Godot 4, <see cref="T:Godot.OS"/> functions related to window management were moved to the <see cref="T:Godot.DisplayServer"/> singleton.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.RenderingDriver.Vulkan">
            <summary>
            <para>The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically uses features from Vulkan 1.1 and 1.2 if available.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.RenderingDriver.Opengl3">
            <summary>
            <para>The OpenGL 3 rendering driver. It uses OpenGL 3.3 Core Profile on desktop platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on 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="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.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="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 initialized with <see cref="M:Godot.OS.OpenMidiInputs"/>.</para>
            <para><b>Note:</b> This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.OpenMidiInputs">
            <summary>
            <para>Initializes the singleton for the system MIDI driver.</para>
            <para><b>Note:</b> 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><b>Note:</b> This method is implemented on Linux, macOS and Windows.</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 <i>only</i> 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>@GlobalScope.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.GetProcessorCount">
            <summary>
            <para>Returns the number of <i>logical</i> CPU cores available on the host machine. On CPUs with HyperThreading enabled, this number will be greater than the number of <i>physical</i> 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><b>Note:</b> This method is only implemented on Windows, macOS, Linux and iOS. On Android, Web and UWP, <see cref="M:Godot.OS.GetProcessorName"/> returns an empty string.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetSystemFonts">
            <summary>
            <para>Returns list of font family names available.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetSystemFontPath(System.String,System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Returns path to the system font file with <c>fontName</c> and style. Returns empty string if no matching fonts found.</para>
            <para>The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy".</para>
            <para><b>Note:</b> Returned font might have different style if the requested style is not available.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetSystemFontPathForText(System.String,System.String,System.String,System.String,System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Returns an array of the system substitute font file paths, which are similar to the font with <c>fontName</c> and style for the specified text, locale and script. Returns empty array if no matching fonts found.</para>
            <para>The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy".</para>
            <para><b>Note:</b> Depending on OS, it's not guaranteed that any of the returned fonts will be suitable for rendering specified text. Fonts should be loaded and checked in the order they are returned, and the first suitable one used.</para>
            <para><b>Note:</b> Returned fonts might have different style if the requested style is not available or belong to a different font family.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetExecutablePath">
            <summary>
            <para>Returns the path to the current engine executable.</para>
            <para><b>Note:</b> On macOS, always use <see cref="M:Godot.OS.CreateInstance(System.String[])"/> instead of relying on executable path.</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 <i>blocking</i>, 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><b>Note:</b> This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.Execute(System.String,System.String[],Godot.Collections.Array,System.Boolean,System.Boolean)">
            <summary>
            <para>Executes a command. The file specified in <c>path</c> must exist and be executable. Platform path resolution will be used. The <c>arguments</c> are used in the given order, separated by spaces, and wrapped in quotes. If an <c>output</c> <see cref="T:Godot.Collections.Array"/> is provided, the complete shell output of the process will be appended as a single <see cref="T:System.String"/> element in <c>output</c>. If <c>readStderr</c> is <c>true</c>, the output to the standard error stream will be included too.</para>
            <para>On Windows, if <c>openConsole</c> is <c>true</c> and the process is a console app, a new terminal window will be opened. This is ignored on other platforms.</para>
            <para>If the command is successfully executed, the method will return the exit code of the command, or <c>-1</c> if it fails.</para>
            <para><b>Note:</b> The Godot thread will pause its execution until the executed command terminates. Use <see cref="T:Godot.GodotThread"/> to create a separate thread that will not pause the Godot thread, or use <see cref="M:Godot.OS.CreateProcess(System.String,System.String[],System.Boolean)"/> to create a completely independent process.</para>
            <para>For example, to retrieve a list of the working directory's contents:</para>
            <para><code>
            var output = new Godot.Collections.Array();
            int exitCode = OS.Execute("ls", new string[] {"-l", "/tmp"}, output);
            </code></para>
            <para>If you wish to access a shell built-in or execute a composite command, a platform-specific shell can be invoked. For example:</para>
            <para><code>
            var output = new Godot.Collections.Array();
            OS.Execute("CMD.exe", new string[] {"/C", "cd %TEMP% &amp;&amp; dir"}, output);
            </code></para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Linux, macOS and Windows.</para>
            <para><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> 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>
            <para><b>Note:</b> On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.CreateProcess(System.String,System.String[],System.Boolean)">
            <summary>
            <para>Creates a new process that runs independently of Godot. It will not terminate if Godot terminates. The path specified in <c>path</c> must exist and be executable file or macOS .app bundle. Platform path resolution will be used. The <c>arguments</c> are used in the given order and separated by a space.</para>
            <para>On Windows, if <c>openConsole</c> is <c>true</c> and the process is a console app, a new terminal window will be opened. This is ignored on other platforms.</para>
            <para>If the process creation succeeds, the method will return the new 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 creation fails, the method will return <c>-1</c>.</para>
            <para>For example, running another instance of the project:</para>
            <para><code>
            var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});
            </code></para>
            <para>See <see cref="M:Godot.OS.Execute(System.String,System.String[],Godot.Collections.Array,System.Boolean,System.Boolean)"/> if you wish to run an external command and retrieve the results.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Linux, macOS and Windows.</para>
            <para><b>Note:</b> On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export or system .app bundle, system .app bundles will ignore arguments.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.CreateInstance(System.String[])">
            <summary>
            <para>Creates a new instance of Godot that runs independently. The <c>arguments</c> are used in the given order and separated by a space.</para>
            <para>If the process creation succeeds, the method will return the new 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 creation fails, the method will return <c>-1</c>.</para>
            <para><b>Note:</b> This method is implemented on Android, iOS, Linux, macOS and Windows.</para>
            </summary>
        </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[],Godot.Collections.Array,System.Boolean,System.Boolean)"/> in non-blocking mode. See also <see cref="M:Godot.OS.Crash(System.String)"/>.</para>
            <para><b>Note:</b> This method can also be used to kill processes that were not spawned by the game.</para>
            <para><b>Note:</b> 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><b>Note:</b> Use <c>String.uri_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><b>Note:</b> This method is implemented on Android, iOS, Web, Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.ShellShowInFileManager(System.String,System.Boolean)">
            <summary>
            <para>Requests the OS to open the file manager, then navigate to the given <c>fileOrDirPath</c> and select the target file or folder.</para>
            <para>If <c>fileOrDirPath</c> is a valid directory path, and <c>openFolder</c> is <c>true</c>, the method will open the file manager and enter the target folder without selecting anything.</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><b>Note:</b> Currently this method is only implemented on Windows. On other platforms, it will fallback to <see cref="M:Godot.OS.ShellOpen(System.String)"/> with a directory path for <c>fileOrDirPath</c>.</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.CreateProcess(System.String,System.String[],System.Boolean)"/>.</para>
            <para><b>Note:</b> 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><b>Note:</b> This method is implemented on Android, iOS, Linux, macOS and 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><b>Note:</b> 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.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><b>Note:</b> 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[],Godot.Collections.Array,System.Boolean,System.Boolean)"/> after running <see cref="M:Godot.OS.SetEnvironment(System.String,System.String)"/>. The environment variable will <i>not</i> persist to processes run after the Godot process was terminated.</para>
            <para><b>Note:</b> Environment variable names are case-sensitive on all platforms except Windows. The <c>variable</c> name cannot be empty or include the <c>=</c> character. On Windows, there is a 32767 characters limit for the combined length of <c>variable</c>, <c>value</c>, and the <c>=</c> and null terminator characters that will be registered in the environment block.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.UnsetEnvironment(System.String)">
            <summary>
            <para>Removes the environment <c>variable</c> from the current environment, if it exists. The environment variable will be removed for the Godot process and any process executed with <see cref="M:Godot.OS.Execute(System.String,System.String[],Godot.Collections.Array,System.Boolean,System.Boolean)"/> after running <see cref="M:Godot.OS.UnsetEnvironment(System.String)"/>. The removal of the environment variable will <i>not</i> persist to processes run after the Godot process was terminated.</para>
            <para><b>Note:</b> Environment variable names are case-sensitive on all platforms except Windows. The <c>variable</c> name cannot be empty or include the <c>=</c> character.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetName">
            <summary>
            <para>Returns the name of the host OS.</para>
            <para>On Windows, this is <c>"Windows"</c> or <c>"UWP"</c> if exported on Universal Windows Platform.</para>
            <para>On macOS, this is <c>"macOS"</c>.</para>
            <para>On Linux-based operating systems, this is <c>"Linux"</c>.</para>
            <para>On BSD-based operating systems, this is <c>"FreeBSD"</c>, <c>"NetBSD"</c>, <c>"OpenBSD"</c>, or <c>"BSD"</c> as a fallback.</para>
            <para>On Android, this is <c>"Android"</c>.</para>
            <para>On iOS, this is <c>"iOS"</c>.</para>
            <para>On the web, this is <c>"Web"</c>.</para>
            <para><b>Note:</b> Custom builds of the engine may support additional platforms, such as consoles, yielding other return values.</para>
            <para><code>
            switch (OS.GetName())
            {
                case "Windows":
                case "UWP":
                    GD.Print("Windows");
                    break;
                case "macOS":
                    GD.Print("macOS");
                    break;
                case "Linux":
                case "FreeBSD":
                case "NetBSD":
                case "OpenBSD"
                case "BSD":
                    GD.Print("Linux/BSD");
                    break;
                case "Android":
                    GD.Print("Android");
                    break;
                case "iOS":
                    GD.Print("iOS");
                    break;
                case "Web":
                    GD.Print("Web");
                    break;
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetDistributionName">
            <summary>
            <para>Returns the name of the distribution for Linux and BSD platforms (e.g. Ubuntu, Manjaro, OpenBSD, etc.).</para>
            <para>Returns the same value as <see cref="M:Godot.OS.GetName"/> for stock Android ROMs, but attempts to return the custom ROM name for popular Android derivatives such as LineageOS.</para>
            <para>Returns the same value as <see cref="M:Godot.OS.GetName"/> for other platforms.</para>
            <para><b>Note:</b> This method is not supported on the web platform. It returns an empty string.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetVersion">
            <summary>
            <para>Returns the exact production and build version of the operating system. This is different from the branded version used in marketing. This helps to distinguish between different releases of operating systems, including minor versions, and insider and custom builds.</para>
            <para>For Windows, the major and minor version are returned, as well as the build number. For example, the returned string can look like <c>10.0.9926</c> for a build of Windows 10, and it can look like <c>6.1.7601</c> for a build of Windows 7 SP1.</para>
            <para>For rolling distributions, such as Arch Linux, an empty string is returned.</para>
            <para>For macOS and iOS, the major and minor version are returned, as well as the patch number.</para>
            <para>For UWP, the device family version is returned.</para>
            <para>For Android, the SDK version and the incremental build number are returned. If it's a custom ROM, it attempts to return its version instead.</para>
            <para><b>Note:</b> This method is not supported on the web platform. It returns an empty string.</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/run/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 = new Godot.Collections.Dictionary();
            foreach (var argument in OS.GetCmdlineArgs())
            {
                if (argument.Find("=") &gt; -1)
                {
                    string[] keyValue = argument.Split("=");
                    arguments[keyValue[0].LStrip("--")] = keyValue[1];
                }
                else
                {
                    // Options without an argument will be present in the dictionary,
                    // with the value set to an empty string.
                    arguments[keyValue[0].LStrip("--")] = "";
                }
            }
            </code></para>
            <para><b>Note:</b> Passing custom user arguments directly is not recommended, as the engine may discard or modify them. Instead, the best way is to use the standard UNIX double dash (<c>--</c>) and then pass custom arguments, which the engine itself will ignore. These can be read via <see cref="M:Godot.OS.GetCmdlineUserArgs"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetCmdlineUserArgs">
            <summary>
            <para>Similar to <see cref="M:Godot.OS.GetCmdlineArgs"/>, but this returns the user arguments (any argument passed after the double dash <c>--</c> or double plus <c>++</c> argument). These are left untouched by Godot for the user. <c>++</c> can be used in situations where <c>--</c> is intercepted by another program (such as <c>startx</c>).</para>
            <para>For example, in the command line below, <c>--fullscreen</c> will not be returned in <see cref="M:Godot.OS.GetCmdlineUserArgs"/> and <c>--level 1</c> will only be returned in <see cref="M:Godot.OS.GetCmdlineUserArgs"/>:</para>
            <para><code>
            godot --fullscreen -- --level 1
            # Or:
            godot --fullscreen ++ --level 1
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetVideoAdapterDriverInfo">
            <summary>
            <para>Returns the video adapter driver name and version for the user's currently active graphics card. See also <see cref="M:Godot.RenderingServer.GetVideoAdapterApiVersion"/>.</para>
            <para>The first element holds the driver name, such as <c>nvidia</c>, <c>amdgpu</c>, etc.</para>
            <para>The second element holds the driver version. For e.g. the <c>nvidia</c> driver on a Linux/BSD platform, the version is in the format <c>510.85.02</c>. For Windows, the driver's format is <c>31.0.15.1659</c>.</para>
            <para><b>Note:</b> This method is only supported on the platforms Linux/BSD and Windows when not running in headless mode. It returns an empty array on other platforms.</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.NotificationWMCloseRequest"/>. 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><b>Note:</b> 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><b>Note:</b> If the project process crashes or is <i>killed</i> 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 <c>Array.Empty&lt;string&gt;()</c>.</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.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><b>Note:</b> <see cref="M:Godot.OS.DelayUsec(System.Int32)"/> is a <i>blocking</i> way to delay code execution. To delay code execution in a non-blocking way, see <see cref="M:Godot.SceneTree.CreateTimer(System.Double,System.Boolean,System.Boolean,System.Boolean)"/>. Awaiting with <see cref="M:Godot.SceneTree.CreateTimer(System.Double,System.Boolean,System.Boolean,System.Boolean)"/> will delay the execution of code placed below the <c>await</c> without affecting the rest of the project (or editor, for <see cref="!:Godot.EditorPlugin"/>s and <see cref="!:Godot.EditorScript"/>s).</para>
            <para><b>Note:</b> 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><b>Note:</b> <see cref="M:Godot.OS.DelayMsec(System.Int32)"/> is a <i>blocking</i> way to delay code execution. To delay code execution in a non-blocking way, see <see cref="M:Godot.SceneTree.CreateTimer(System.Double,System.Boolean,System.Boolean,System.Boolean)"/>. Awaiting with <see cref="M:Godot.SceneTree.CreateTimer(System.Double,System.Boolean,System.Boolean,System.Boolean)"/> will delay the execution of code placed below the <c>await</c> without affecting the rest of the project (or editor, for <see cref="!:Godot.EditorPlugin"/>s and <see cref="!:Godot.EditorScript"/>s).</para>
            <para><b>Note:</b> 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.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.GetModelName">
            <summary>
            <para>Returns the model name of the current device.</para>
            <para><b>Note:</b> This method is implemented on Android and iOS. Returns <c>"GenericDevice"</c> on unsupported platforms.</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 Web 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 the <c>--verbose</c> or <c>-v</c> command line argument, or if <c>ProjectSettings.debug/settings/stdout/verbose_stdout</c> is <c>true</c>. See also <c>@GlobalScope.print_verbose</c>.</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 <i>debug</i> 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 <i>release</i> 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("template")</c> instead.</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.GetMemoryInfo">
            <summary>
            <para>Returns the <see cref="T:Godot.Collections.Dictionary"/> with the following keys:</para>
            <para><c>"physical"</c> - total amount of usable physical memory, in bytes or <c>-1</c> if unknown. This value can be slightly less than the actual physical memory amount, since it does not include memory reserved by kernel and devices.</para>
            <para><c>"free"</c> - amount of physical memory, that can be immediately allocated without disk access or other costly operation, in bytes or <c>-1</c> if unknown. The process might be able to allocate more physical memory, but such allocation will require moving inactive pages to disk and can take some time.</para>
            <para><c>"available"</c> - amount of memory, that can be allocated without extending the swap file(s), in bytes or <c>-1</c> if unknown. This value include both physical memory and swap.</para>
            <para><c>"stack"</c> - size of the current thread stack, in bytes or <c>-1</c> if unknown.</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.DirAccess.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 projects.</para>
            <para><b>Note:</b> If the user has disabled the recycle bin on their system, the file will be permanently deleted instead.</para>
            <para><code>
            var fileToRemove = "user://slot1.save";
            OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));
            </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 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>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 Linux and BSD, 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 Android and iOS, this is a sandboxed directory in either internal or external storage, depending on the user's configuration.</para>
            <para>On the web, this is a virtual directory managed by the browser.</para>
            <para>If the project name is empty, <c>[project_name]</c> falls back to <c>[unnamed project]</c>.</para>
            <para>Not to be confused with <see cref="M:Godot.OS.GetDataDir"/>, which returns the <i>global</i> (non-project-specific) user home 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><b>Note:</b> This method is implemented on Android, Linux, macOS and Windows.</para>
            <para><b>Note:</b> 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 <i>global</i> user configuration directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the <c>XDG_CONFIG_HOME</c> environment variable before starting the project. See <a href="$DOCS_URL/tutorials/io/data_paths.html">File paths in Godot projects</a> in the documentation for more information. See also <see cref="M:Godot.OS.GetCacheDir"/> and <see cref="M:Godot.OS.GetDataDir"/>.</para>
            <para>Not to be confused with <see cref="M:Godot.OS.GetUserDataDir"/>, which returns the <i>project-specific</i> user data path.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetDataDir">
            <summary>
            <para>Returns the <i>global</i> user data directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the <c>XDG_DATA_HOME</c> environment variable before starting the project. See <a href="$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 <i>project-specific</i> user data path.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetCacheDir">
            <summary>
            <para>Returns the <i>global</i> cache data directory according to the operating system's standards. On the Linux/BSD platform, 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 <i>project-specific</i> 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><b>Note:</b> 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><b>Note:</b> Returns an empty string on Web and UWP, as this method isn't implemented on those platforms yet.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetKeycodeString(Godot.Key)">
            <summary>
            <para>Returns the given keycode as a string (e.g. Return values: <c>"Escape"</c>, <c>"Shift+Escape"</c>).</para>
            <para>See also <see cref="P:Godot.InputEventKey.Keycode"/> and <see cref="M:Godot.InputEventKey.GetKeycodeWithModifiers"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.IsKeycodeUnicode(System.Int64)">
            <summary>
            <para>Returns <c>true</c> if the input keycode corresponds to a Unicode character.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.FindKeycodeFromString(System.String)">
            <summary>
            <para>Returns the keycode 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.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><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> Tag names are case-sensitive.</para>
            <para><b>Note:</b> On the web platform, one of the following additional tags is defined to indicate host platform: <c>web_android</c>, <c>web_ios</c>, <c>web_linuxbsd</c>, <c>web_macos</c>, or <c>web_windows</c>.</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><b>Note:</b> This method is implemented only 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><b>Note:</b> This method is implemented only on Android.</para>
            </summary>
        </member>
        <member name="T:Godot.Occluder3D">
            <summary>
            <para><see cref="T:Godot.Occluder3D"/> stores an occluder shape that can be used by the engine's occlusion culling system.</para>
            <para>See <see cref="T:Godot.OccluderInstance3D"/>'s documentation for instructions on setting up occlusion culling.</para>
            </summary>
        </member>
        <member name="M:Godot.Occluder3D.GetVertices">
            <summary>
            <para>Returns the occluder shape's vertex positions.</para>
            </summary>
        </member>
        <member name="M:Godot.Occluder3D.GetIndices">
            <summary>
            <para>Returns the occluder shape's vertex indices.</para>
            </summary>
        </member>
        <member name="T:Godot.OccluderInstance3D">
            <summary>
            <para>Occlusion culling can improve rendering performance in closed/semi-open areas by hiding geometry that is occluded by other objects.</para>
            <para>The occlusion culling system is mostly static. <see cref="T:Godot.OccluderInstance3D"/>s can be moved or hidden at run-time, but doing so will trigger a background recomputation that can take several frames. It is recommended to only move <see cref="T:Godot.OccluderInstance3D"/>s sporadically (e.g. for procedural generation purposes), rather than doing so every frame.</para>
            <para>The occlusion culling system works by rendering the occluders on the CPU in parallel using <a href="https://www.embree.org/">Embree</a>, drawing the result to a low-resolution buffer then using this to cull 3D nodes individually. In the 3D editor, you can preview the occlusion culling buffer by choosing <b>Perspective &gt; Debug Advanced... &gt; Occlusion Culling Buffer</b> in the top-left corner of the 3D viewport. The occlusion culling buffer quality can be adjusted in the Project Settings.</para>
            <para><b>Baking:</b> Select an <see cref="T:Godot.OccluderInstance3D"/> node, then use the <b>Bake Occluders</b> button at the top of the 3D editor. Only opaque materials will be taken into account; transparent materials (alpha-blended or alpha-tested) will be ignored by the occluder generation.</para>
            <para><b>Note:</b> Occlusion culling is only effective if <c>ProjectSettings.rendering/occlusion_culling/use_occlusion_culling</c> is <c>true</c>. Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it. Large open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges (<see cref="P:Godot.GeometryInstance3D.VisibilityRangeBegin"/> and <see cref="P:Godot.GeometryInstance3D.VisibilityRangeEnd"/>) compared to occlusion culling.</para>
            </summary>
        </member>
        <member name="P:Godot.OccluderInstance3D.Occluder">
            <summary>
            <para>The occluder resource for this <see cref="T:Godot.OccluderInstance3D"/>. You can generate an occluder resource by selecting an <see cref="T:Godot.OccluderInstance3D"/> node then using the <b>Bake Occluders</b> button at the top of the editor.</para>
            <para>You can also draw your own 2D occluder polygon by adding a new <see cref="T:Godot.PolygonOccluder3D"/> resource to the <see cref="P:Godot.OccluderInstance3D.Occluder"/> property in the Inspector.</para>
            <para>Alternatively, you can select a primitive occluder to use: <see cref="T:Godot.QuadOccluder3D"/>, <see cref="T:Godot.BoxOccluder3D"/> or <see cref="T:Godot.SphereOccluder3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.OccluderInstance3D.BakeMask">
            <summary>
            <para>The visual layers to account for when baking for occluders. Only <see cref="T:Godot.MeshInstance3D"/>s whose <see cref="P:Godot.VisualInstance3D.Layers"/> match with this <see cref="P:Godot.OccluderInstance3D.BakeMask"/> will be included in the generated occluder mesh. By default, all objects with <i>opaque</i> materials are taken into account for the occluder baking.</para>
            <para>To improve performance and avoid artifacts, it is recommended to exclude dynamic objects, small objects and fixtures from the baking process by moving them to a separate visual layer and excluding this layer in <see cref="P:Godot.OccluderInstance3D.BakeMask"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.OccluderInstance3D.BakeSimplificationDistance">
            <summary>
            <para>The simplification distance to use for simplifying the generated occluder polygon (in 3D units). Higher values result in a less detailed occluder mesh, which improves performance but reduces culling accuracy.</para>
            <para>The occluder geometry is rendered on the CPU, so it is important to keep its geometry as simple as possible. Since the buffer is rendered at a low resolution, less detailed occluder meshes generally still work well. The default value is fairly aggressive, so you may have to decrase it if you run into false negatives (objects being occluded even though they are visible by the camera). A value of <c>0.01</c> will act conservatively, and will keep geometry <i>perceptually</i> unaffected in the occlusion culling buffer. Depending on the scene, a value of <c>0.01</c> may still simplify the mesh noticeably compared to disabling simplification entirely.</para>
            <para>Setting this to <c>0.0</c> disables simplification entirely, but vertices in the exact same position will still be merged. The mesh will also be re-indexed to reduce both the number of vertices and indices.</para>
            <para><b>Note:</b> This uses the <a href="https://meshoptimizer.org/">meshoptimizer</a> library under the hood, similar to LOD generation.</para>
            </summary>
        </member>
        <member name="M:Godot.OccluderInstance3D.SetBakeMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.OccluderInstance3D.BakeMask"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.OccluderInstance3D.GetBakeMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.OccluderInstance3D.BakeMask"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</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><b>Note:</b> The returned value is a copy of the underlying array, rather than a reference.</para>
            </summary>
        </member>
        <member name="T:Godot.OfflineMultiplayerPeer">
            <summary>
            <para>This is the default <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> for the <see cref="P:Godot.Node.Multiplayer"/>. It mimics the behavior of a server with no peers connected.</para>
            <para>This means that the <see cref="T:Godot.SceneTree"/> will act as the multiplayer authority by default. Calls to <see cref="M:Godot.MultiplayerApi.IsServer"/> will return <c>true</c>, and calls to <see cref="M:Godot.MultiplayerApi.GetUniqueId"/> will return <see cref="F:Godot.MultiplayerPeer.TargetPeerServer"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.OggPacketSequence">
            <summary>
            <para>A sequence of Ogg packets.</para>
            </summary>
        </member>
        <member name="P:Godot.OggPacketSequence.PacketData">
            <summary>
            <para>Contains the raw packets that make up this OggPacketSequence.</para>
            </summary>
        </member>
        <member name="P:Godot.OggPacketSequence.GranulePositions">
            <summary>
            <para>Contains the granule positions for each page in this packet sequence.</para>
            </summary>
        </member>
        <member name="P:Godot.OggPacketSequence.SamplingRate">
            <summary>
            <para>Holds sample rate information about this sequence. Must be set by another class that actually understands the codec.</para>
            </summary>
        </member>
        <member name="M:Godot.OggPacketSequence.GetLength">
            <summary>
            <para>The length of this stream, in seconds.</para>
            </summary>
        </member>
        <member name="T:Godot.OmniLight3D">
            <summary>
            <para>An Omnidirectional light is a type of <see cref="T:Godot.Light3D"/> 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><b>Note:</b> When using the Mobile rendering method, only 8 omni lights can be displayed on each mesh resource. Attempting to display more than 8 omni lights on a single mesh resource will result in omni lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 omni lights can be displayed on each mesh resource by default, but this can be increased by adjusting <c>ProjectSettings.rendering/limits/opengl/max_lights_per_object</c>.</para>
            <para><b>Note:</b> When using the Mobile or Compatibility rendering methods, omni lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, <see cref="P:Godot.GeometryInstance3D.ExtraCullMargin"/> must be increased on the mesh. Otherwise, the light may not be visible on the mesh.</para>
            </summary>
        </member>
        <member name="F:Godot.OmniLight3D.ShadowMode.DualParaboloid">
            <summary>
            <para>Shadows are rendered to a dual-paraboloid texture. Faster than <see cref="F:Godot.OmniLight3D.ShadowMode.Cube"/>, but lower-quality.</para>
            </summary>
        </member>
        <member name="F:Godot.OmniLight3D.ShadowMode.Cube">
            <summary>
            <para>Shadows are rendered to a cubemap. Slower than <see cref="F:Godot.OmniLight3D.ShadowMode.DualParaboloid"/>, but higher-quality.</para>
            </summary>
        </member>
        <member name="P:Godot.OmniLight3D.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.OmniLight3D.OmniAttenuation"/> in use. No matter the <see cref="P:Godot.OmniLight3D.OmniAttenuation"/> in use, the light will never reach anything outside this radius.</para>
            <para><b>Note:</b> <see cref="P:Godot.OmniLight3D.OmniRange"/> is not affected by <see cref="P:Godot.Node3D.Scale"/> (the light's scale or its parent's scale).</para>
            </summary>
        </member>
        <member name="P:Godot.OmniLight3D.OmniAttenuation">
            <summary>
            <para>The light's attenuation (drop-off) curve. A number of presets are available in the <b>Inspector</b> by right-clicking the curve. Zero and negative values are allowed but can produce unusual effects.</para>
            <para><b>Note:</b> Very high <see cref="P:Godot.OmniLight3D.OmniAttenuation"/> values (typically above 10) can impact performance negatively if the light is made to use a larger <see cref="P:Godot.OmniLight3D.OmniRange"/> to compensate. This is because culling opportunities will become less common and shading costs will be increased (as the light will cover more pixels on screen while resulting in the same amount of brightness). To improve performance, use the lowest <see cref="P:Godot.OmniLight3D.OmniAttenuation"/> value possible for the visuals you're trying to achieve.</para>
            </summary>
        </member>
        <member name="P:Godot.OmniLight3D.OmniShadowMode">
            <summary>
            <para>See <see cref="T:Godot.OmniLight3D.ShadowMode"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.OpenXRAction">
            <summary>
            <para>This resource defines an OpenXR action. Actions can be used both for inputs (buttons/joystick/trigger/etc) and outputs (haptics).</para>
            <para>OpenXR performs automatic conversion between action type and input type whenever possible. An analog trigger bound to a boolean action will thus return <c>false</c> if the trigger is depressed and <c>true</c> if pressed fully.</para>
            <para>Actions are not directly bound to specific devices, instead OpenXR recognizes a limited number of top level paths that identify devices by usage. We can restrict which devices an action can be bound to by these top level paths. For instance an action that should only be used for hand held controllers can have the top level paths "/user/hand/left" and "/user/hand/right" associated with them. See the <a href="https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-reserved">reserved path section in the OpenXR specification</a> for more info on the top level paths.</para>
            <para>Note that the name of the resource is used to register the action with.</para>
            </summary>
        </member>
        <member name="F:Godot.OpenXRAction.ActionTypeEnum.Bool">
            <summary>
            <para>This action provides a boolean value.</para>
            </summary>
        </member>
        <member name="F:Godot.OpenXRAction.ActionTypeEnum.Float">
            <summary>
            <para>This action provides a float value between <c>0.0</c> and <c>1.0</c> for any analog input such as triggers.</para>
            </summary>
        </member>
        <member name="F:Godot.OpenXRAction.ActionTypeEnum.Vector2">
            <summary>
            <para>This action provides a <see cref="T:Godot.Vector2"/> value and can be bound to embedded trackpads and joysticks.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRAction.LocalizedName">
            <summary>
            <para>The localized description of this action.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRAction.ActionType">
            <summary>
            <para>The type of action.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRAction.ToplevelPaths">
            <summary>
            <para>A collections of toplevel paths to which this action can be bound.</para>
            </summary>
        </member>
        <member name="T:Godot.OpenXRActionMap">
            <summary>
            <para>OpenXR uses an action system similar to Godots Input map system to bind inputs and outputs on various types of XR controllers to named actions. OpenXR specifies more detail on these inputs and outputs than Godot supports.</para>
            <para>Another important distinction is that OpenXR offers no control over these bindings. The bindings we register are suggestions, it is up to the XR runtime to offer users the ability to change these bindings. This allows the XR runtime to fill in the gaps if new hardware becomes available.</para>
            <para>The action map therefore needs to be loaded at startup and can't be changed afterwards. This resource is a container for the entire action map.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRActionMap.ActionSets">
            <summary>
            <para>Collection of <see cref="T:Godot.OpenXRActionSet"/>s that are part of this action map.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRActionMap.InteractionProfiles">
            <summary>
            <para>Collection of <see cref="T:Godot.OpenXRInteractionProfile"/>s that are part of this action map.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionMap.GetActionSetCount">
            <summary>
            <para>Retrieve the number of actions sets in our action map.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionMap.FindActionSet(System.String)">
            <summary>
            <para>Retrieve an action set by name.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionMap.GetActionSet(System.Int32)">
            <summary>
            <para>Retrieve the action set at this index.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionMap.AddActionSet(Godot.OpenXRActionSet)">
            <summary>
            <para>Add an action set.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionMap.RemoveActionSet(Godot.OpenXRActionSet)">
            <summary>
            <para>Remove an action set.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionMap.GetInteractionProfileCount">
            <summary>
            <para>Retrieve the number of interaction profiles in our action map.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionMap.FindInteractionProfile(System.String)">
            <summary>
            <para>Find an interaction profile by its name (path).</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionMap.GetInteractionProfile(System.Int32)">
            <summary>
            <para>Get the interaction profile at this index.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionMap.AddInteractionProfile(Godot.OpenXRInteractionProfile)">
            <summary>
            <para>Add an interaction profile.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionMap.RemoveInteractionProfile(Godot.OpenXRInteractionProfile)">
            <summary>
            <para>Remove an interaction profile.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionMap.CreateDefaultActionSets">
            <summary>
            <para>Setup this action set with our default actions.</para>
            </summary>
        </member>
        <member name="T:Godot.OpenXRActionSet">
            <summary>
            <para>Action sets in OpenXR define a collection of actions that can be activated in unison. This allows games to easily change between different states that require different inputs or need to reinterpret inputs. For instance we could have an action set that is active when a menu is open, an action set that is active when the player is freely walking around and an action set that is active when the player is controlling a vehicle.</para>
            <para>Action sets can contain the same action with the same name, if such action sets are active at the same time the action set with the highest priority defines which binding is active.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRActionSet.LocalizedName">
            <summary>
            <para>The localized name of this action set.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRActionSet.Priority">
            <summary>
            <para>The priority for this action set.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRActionSet.Actions">
            <summary>
            <para>Collection of actions for this action set.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionSet.GetActionCount">
            <summary>
            <para>Retrieve the number of actions in our action set.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionSet.AddAction(Godot.OpenXRAction)">
            <summary>
            <para>Add an action to this action set.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRActionSet.RemoveAction(Godot.OpenXRAction)">
            <summary>
            <para>Remove an action from this action set.</para>
            </summary>
        </member>
        <member name="T:Godot.OpenXRHand">
            <summary>
            <para>This node enables OpenXR's hand tracking functionality. The node should be a child node of an <see cref="T:Godot.XROrigin3D"/> node, tracking will update its position to where the player's actual hand is positioned. This node also updates the skeleton of a properly skinned hand model. The hand mesh should be a child node of this node.</para>
            </summary>
        </member>
        <member name="F:Godot.OpenXRHand.Hands.Left">
            <summary>
            <para>Tracking the player's left hand.</para>
            </summary>
        </member>
        <member name="F:Godot.OpenXRHand.Hands.Right">
            <summary>
            <para>Tracking the player's right hand.</para>
            </summary>
        </member>
        <member name="F:Godot.OpenXRHand.Hands.Max">
            <summary>
            <para>Maximum supported hands.</para>
            </summary>
        </member>
        <member name="F:Godot.OpenXRHand.MotionRangeEnum.Unobstructed">
            <summary>
            <para>When player grips, hand skeleton will form a full fist.</para>
            </summary>
        </member>
        <member name="F:Godot.OpenXRHand.MotionRangeEnum.ConformToController">
            <summary>
            <para>When player grips, hand skeleton conforms to the controller the player is holding.</para>
            </summary>
        </member>
        <member name="F:Godot.OpenXRHand.MotionRangeEnum.Max">
            <summary>
            <para>Maximum supported motion ranges.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRHand.Hand">
            <summary>
            <para>Specifies whether this node tracks the left or right hand of the player.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRHand.MotionRange">
            <summary>
            <para>Set the motion range (if supported) limiting the hand motion.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRHand.HandSkeleton">
            <summary>
            <para>Set a <see cref="T:Godot.Skeleton3D"/> node for which the pose positions will be updated.</para>
            </summary>
        </member>
        <member name="T:Godot.OpenXRIPBinding">
            <summary>
            <para>This binding resource binds an <see cref="T:Godot.OpenXRAction"/> to inputs or outputs. As most controllers have left hand and right versions that are handled by the same interaction profile we can specify multiple bindings. For instance an action "Fire" could be bound to both "/user/hand/left/input/trigger" and "/user/hand/right/input/trigger".</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRIPBinding.Action">
            <summary>
            <para><see cref="T:Godot.OpenXRAction"/> that is bound to these paths.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRIPBinding.Paths">
            <summary>
            <para>Paths that define the inputs or outputs bound on the device.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRIPBinding.GetPathCount">
            <summary>
            <para>Get the number of input/output paths in this binding.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRIPBinding.HasPath(System.String)">
            <summary>
            <para>Returns <c>true</c> if this input/output path is part of this binding.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRIPBinding.AddPath(System.String)">
            <summary>
            <para>Add an input/output path to this binding.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRIPBinding.RemovePath(System.String)">
            <summary>
            <para>Removes this input/output path from this binding.</para>
            </summary>
        </member>
        <member name="T:Godot.OpenXRInteractionProfile">
            <summary>
            <para>This object stores suggested bindings for an interaction profile. Interaction profiles define the meta data for a tracked XR device such as an XR controller.</para>
            <para>For more information see the <a href="https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-interaction-profiles">interaction profiles info in the OpenXR specification</a>.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRInteractionProfile.InteractionProfilePath">
            <summary>
            <para>The interaction profile path identifying the XR device.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRInteractionProfile.Bindings">
            <summary>
            <para>Action bindings for this interaction profile.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRInteractionProfile.GetBindingCount">
            <summary>
            <para>Get the number of bindings in this interaction profile.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRInteractionProfile.GetBinding(System.Int32)">
            <summary>
            <para>Retrieve the binding at this index.</para>
            </summary>
        </member>
        <member name="T:Godot.OpenXRInterface">
            <summary>
            <para>The OpenXR interface allows Godot to interact with OpenXR runtimes and make it possible to create XR experiences and games.</para>
            <para>Due to the needs of OpenXR this interface works slightly different than other plugin based XR interfaces. It needs to be initialized when Godot starts. You need to enable OpenXR, settings for this can be found in your games project settings under the XR heading. You do need to mark a viewport for use with XR in order for Godot to know which render result should be output to the headset.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRInterface.DisplayRefreshRate">
            <summary>
            <para>The display refresh rate for the current HMD. Only functional if this feature is supported by the OpenXR runtime and after the interface has been initialized.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenXRInterface.RenderTargetSizeMultiplier">
            <summary>
            <para>The render size multiplier for the current HMD. Must be set before the interface has been initialized.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRInterface.IsActionSetActive(System.String)">
            <summary>
            <para>Returns <c>true</c> if the given action set is active.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRInterface.SetActionSetActive(System.String,System.Boolean)">
            <summary>
            <para>Sets the given action set as active or inactive.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRInterface.GetActionSets">
            <summary>
            <para>Returns a list of action sets registered with Godot (loaded from the action map at runtime).</para>
            </summary>
        </member>
        <member name="M:Godot.OpenXRInterface.GetAvailableDisplayRefreshRates">
            <summary>
            <para>Returns display refresh rates supported by the current HMD. Only returned if this feature is supported by the OpenXR runtime and after the interface has been initialized.</para>
            </summary>
        </member>
        <member name="E:Godot.OpenXRInterface.SessionBegun">
            <summary>
            Represents the method that handles the <see cref="E:Godot.OpenXRInterface.SessionBegun"/> event of a <see cref="T:Godot.OpenXRInterface"/> class.
            </summary>
            <summary>
            <para>Informs our OpenXR session has been started.</para>
            </summary>
        </member>
        <member name="E:Godot.OpenXRInterface.SessionStopping">
            <summary>
            Represents the method that handles the <see cref="E:Godot.OpenXRInterface.SessionStopping"/> event of a <see cref="T:Godot.OpenXRInterface"/> class.
            </summary>
            <summary>
            <para>Informs our OpenXR session is stopping.</para>
            </summary>
        </member>
        <member name="E:Godot.OpenXRInterface.SessionFocussed">
            <summary>
            Represents the method that handles the <see cref="E:Godot.OpenXRInterface.SessionFocussed"/> event of a <see cref="T:Godot.OpenXRInterface"/> class.
            </summary>
            <summary>
            <para>Informs our OpenXR session now has focus.</para>
            </summary>
        </member>
        <member name="E:Godot.OpenXRInterface.SessionVisible">
            <summary>
            Represents the method that handles the <see cref="E:Godot.OpenXRInterface.SessionVisible"/> event of a <see cref="T:Godot.OpenXRInterface"/> class.
            </summary>
            <summary>
            <para>Informs our OpenXR session is now visible (output is being sent to the HMD).</para>
            </summary>
        </member>
        <member name="E:Godot.OpenXRInterface.PoseRecentered">
            <summary>
            Represents the method that handles the <see cref="E:Godot.OpenXRInterface.PoseRecentered"/> event of a <see cref="T:Godot.OpenXRInterface"/> class.
            </summary>
            <summary>
            <para>Informs the user queued a recenter of the player position.</para>
            </summary>
        </member>
        <member name="T:Godot.OptimizedTranslation">
            <summary>
            <para>An optimized translation, used by default for CSV Translations. Uses real-time compressed translations, which results in very small dictionaries.</para>
            </summary>
        </member>
        <member name="M:Godot.OptimizedTranslation.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.OptionButton">
            <summary>
            <para><see cref="T:Godot.OptionButton"/> is a type of button that brings up a dropdown with selectable 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>
            <para><b>Note:</b> Properties <see cref="P:Godot.Button.Text"/> and <see cref="P:Godot.Button.Icon"/> are automatically set based on the selected item. They shouldn't be changed manually.</para>
            <para><b>Note:</b> The ID values used for items are limited to 32 bits, not full 64 bits of <see cref="T:System.Int32"/>. This has a range of <c>-2^32</c> to <c>2^32 - 1</c>, i.e. <c>-2147483648</c> to <c>2147483647</c>.</para>
            <para><b>Note:</b> The ID values used for items are 32-bit, unlike <see cref="T:System.Int32"/> which is always 64-bit. They go from <c>-2147483648</c> to <c>2147483647</c>.</para>
            <para><b>Note:</b> The <see cref="P:Godot.Button.Text"/> and <see cref="P:Godot.Button.Icon"/> properties are set automatically based on the selected item. They shouldn't be changed manually.</para>
            </summary>
        </member>
        <member name="P:Godot.OptionButton.ItemCount">
            <summary>
            <para>The number of items to select from.</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="P:Godot.OptionButton.FitToLongestItem">
            <summary>
            <para>If <c>true</c>, minimum size will be determined by the longest item's text, instead of the currently selected one's.</para>
            <para><b>Note:</b> For performance reasons, the minimum size doesn't update immediately when adding, removing or modifying items.</para>
            </summary>
        </member>
        <member name="P:Godot.OptionButton.AllowReselect">
            <summary>
            <para>If <c>true</c>, the currently selected item can be selected again.</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.Texture2D,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.Texture2D)">
            <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,Godot.Variant)">
            <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.IsItemSeparator(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item at index <c>idx</c> is marked as a separator.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.AddSeparator(System.String)">
            <summary>
            <para>Adds a separator to the list of items. Separators help to group items, and can optionally be given a <c>text</c> header. A separator also gets an index assigned, and is appended at the end of the item list.</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,Godot.Variant)"/>.</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><b>Warning:</b> 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.Window.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.ShowPopup">
            <summary>
            <para>Adjusts popup position and sizing for the <see cref="T:Godot.OptionButton"/>, then shows the <see cref="T:Godot.PopupMenu"/>. Prefer this over using <c>get_popup().popup()</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.HasSelectableItems">
            <summary>
            <para>Returns <c>true</c> if this button contains at least one item which is not disabled, or marked as a separator.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.GetSelectableItem(System.Boolean)">
            <summary>
            <para>Returns the index of the first item which is not disabled, or marked as a separator. If <c>fromLast</c> is <c>true</c>, the items will be searched in reverse order.</para>
            <para>Returns <c>-1</c> if no item is found.</para>
            </summary>
        </member>
        <member name="T:Godot.OptionButton.ItemSelectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.OptionButton.ItemSelected"/> event of a <see cref="T:Godot.OptionButton"/> class.
            </summary>
        </member>
        <member name="E:Godot.OptionButton.ItemSelected">
            <summary>
            <para>Emitted when the current item has been changed by the user. The index of the item selected is passed as argument.</para>
            <para><see cref="P:Godot.OptionButton.AllowReselect"/> must be enabled to reselect an item.</para>
            </summary>
        </member>
        <member name="T:Godot.OptionButton.ItemFocusedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.OptionButton.ItemFocused"/> event of a <see cref="T:Godot.OptionButton"/> class.
            </summary>
        </member>
        <member name="E:Godot.OptionButton.ItemFocused">
            <summary>
            <para>Emitted when the user navigates to an item using the <c>ProjectSettings.input/ui_up</c> or <c>ProjectSettings.input/ui_down</c> input actions. The index of the item selected is passed as argument.</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 = new PCKPacker();
            packer.PckStart("test.pck");
            packer.AddFile("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,System.String,System.Boolean)">
            <summary>
            <para>Creates a new PCK file with the name <c>pckName</c>. The <c>.pck</c> file extension isn't added automatically, so it should be part of <c>pckName</c> (even though it's not required).</para>
            </summary>
        </member>
        <member name="M:Godot.PckPacker.AddFile(System.String,System.String,System.Boolean)">
            <summary>
            <para>Adds the <c>sourcePath</c> file to the current PCK package at the <c>pckPath</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,System.Boolean)"/> 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.PackedDataContainer">
            <summary>
            <para><see cref="T:Godot.PackedDataContainer"/> can be used to efficiently store data from untyped containers. The data is packed into raw bytes and can be saved to file. Only <see cref="T:Godot.Collections.Array"/> and <see cref="T:Godot.Collections.Dictionary"/> can be stored this way.</para>
            <para>You can retrieve the data by iterating on the container, which will work as if iterating on the packed data itself. If the packed container is a <see cref="T:Godot.Collections.Dictionary"/>, the data can be retrieved by key names (<see cref="T:System.String"/>/<see cref="T:Godot.StringName"/> only).</para>
            <para><code>
            var data = { "key": "value", "another_key": 123, "lock": Vector2() }
            var packed = PackedDataContainer.new()
            packed.pack(data)
            ResourceSaver.save(packed, "packed_data.res")
            </code></para>
            <para><code>
            var container = load("packed_data.res")
            for key in container:
                prints(key, container[key])
            
            # Prints:
            # key value
            # lock (0, 0)
            # another_key 123
            </code></para>
            <para>Nested containers will be packed recursively. While iterating, they will be returned as <see cref="T:Godot.PackedDataContainerRef"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PackedDataContainer.Pack(Godot.Variant)">
            <summary>
            <para>Packs the given container into a binary representation. The <c>value</c> must be either <see cref="T:Godot.Collections.Array"/> or <see cref="T:Godot.Collections.Dictionary"/>, any other type will result in invalid data error.</para>
            <para><b>Note:</b> Subsequent calls to this method will overwrite the existing data.</para>
            </summary>
        </member>
        <member name="M:Godot.PackedDataContainer.Size">
            <summary>
            <para>Returns the size of the packed container (see <c>Array.size</c> and <c>Dictionary.size</c>).</para>
            </summary>
        </member>
        <member name="T:Godot.PackedDataContainerRef">
            <summary>
            <para>When packing nested containers using <see cref="T:Godot.PackedDataContainer"/>, they are recursively packed into <see cref="T:Godot.PackedDataContainerRef"/> (only applies to <see cref="T:Godot.Collections.Array"/> and <see cref="T:Godot.Collections.Dictionary"/>). Their data can be retrieved the same way as from <see cref="T:Godot.PackedDataContainer"/>.</para>
            <para><code>
            var packed = PackedDataContainer.new()
            packed.pack([1, 2, 3, ["abc", "def"], 4, 5, 6])
            
            for element in packed:
                if element is PackedDataContainerRef:
                    for subelement in element:
                        print("::", subelement)
                else:
                    print(element)
            
            # Prints:
            # 1
            # 2
            # 3
            # ::abc
            # ::def
            # 4
            # 5
            # 6
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.PackedDataContainerRef.Size">
            <summary>
            <para>Returns the size of the packed container (see <c>Array.size</c> and <c>Dictionary.size</c>).</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>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</para>
            </summary>
        </member>
        <member name="P:Godot.PacketPeer.EncodeBufferMaxSize">
            <summary>
            <para>Maximum buffer size allowed when encoding <see cref="T:Godot.Variant"/>s. Raise this value to support heavier memory allocations.</para>
            <para>The <see cref="M:Godot.PacketPeer.PutVar(Godot.Variant,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 <see cref="T:Godot.Variant"/>. If the <see cref="T:Godot.Variant"/> 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="M:Godot.PacketPeer.GetVar(System.Boolean)">
            <summary>
            <para>Gets a Variant. If <c>allowObjects</c> is <c>true</c>, decoding objects is allowed.</para>
            <para>Internally, this uses the same decoding mechanism as the <c>@GlobalScope.bytes_to_var</c> method.</para>
            <para><b>Warning:</b> 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(Godot.Variant,System.Boolean)">
            <summary>
            <para>Sends a <see cref="T:Godot.Variant"/> as a packet. If <c>fullObjects</c> is <c>true</c>, encoding objects is allowed (and can potentially include code).</para>
            <para>Internally, this uses the same encoding mechanism as the <c>@GlobalScope.var_to_bytes</c> method.</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><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</para>
            <para><b>Warning:</b> 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.String,Godot.TlsOptions)">
            <summary>
            <para>Connects a <c>packetPeer</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)"/>). You can optionally specify the <c>clientOptions</c> to be used while verifying the TLS connections. See <see cref="M:Godot.TlsOptions.Client(Godot.X509Certificate,System.String)"/> and <see cref="M:Godot.TlsOptions.ClientUnsafe(Godot.X509Certificate)"/>.</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>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</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 <see cref="T:Godot.Variant"/>s.</para>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUdp.Bind(System.Int32,System.String,System.Int32)">
            <summary>
            <para>Binds this <see cref="T:Godot.PacketPeerUdp"/> to the specified <c>port</c> and <c>bindAddress</c> with a buffer size <c>recvBufSize</c>, allowing it to receive incoming packets.</para>
            <para>If <c>bindAddress</c> is set to <c>"*"</c> (default), the peer will be bound on all available addresses (both IPv4 and IPv6).</para>
            <para>If <c>bindAddress</c> is set to <c>"0.0.0.0"</c> (for IPv4) or <c>"::"</c> (for IPv6), the peer will be bound to all available addresses matching that IP type.</para>
            <para>If <c>bindAddress</c> is set to any valid address (e.g. <c>"192.168.1.101"</c>, <c>"::1"</c>, etc), the peer will only be bound to 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 <see cref="T:Godot.PacketPeerUdp"/>'s underlying UDP socket.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUdp.Wait">
            <summary>
            <para>Waits for a packet to arrive on the bound address. See <see cref="M:Godot.PacketPeerUdp.Bind(System.Int32,System.String,System.Int32)"/>.</para>
            <para><b>Note:</b> <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>
            var socket = new PacketPeerUDP();
            // Server
            socket.SetDestAddress("127.0.0.1", 789);
            socket.PutPacket("Time to stop".ToAsciiBuffer());
            
            // Client
            while (socket.Wait() == OK)
            {
                string data = socket.GetPacket().GetStringFromASCII();
                if (data == "Time to stop")
                {
                    return;
                }
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUdp.IsBound">
            <summary>
            <para>Returns whether this <see cref="T:Godot.PacketPeerUdp"/> is bound to an address and can receive packets.</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(Godot.Variant,System.Boolean)"/> or <see cref="M:Godot.PacketPeer.PutPacket(System.Byte[])"/> as usual. See also <see cref="T:Godot.UdpServer"/>.</para>
            <para><b>Note:</b> Connecting to the remote peer does not help to protect from malicious attacks like IP spoofing, etc. Think about using an encryption technique like TLS or DTLS if you feel like your application is transferring sensitive information.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUdp.IsSocketConnected">
            <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.GetLocalPort">
            <summary>
            <para>Returns the local port to which this peer is bound.</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><b>Note:</b> <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><b>Note:</b> 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>multicastAddress</c> using the interface identified by <c>interfaceName</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><b>Note:</b> 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>interfaceName</c> from the multicast group specified by <c>multicastAddress</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.Panel">
            <summary>
            <para><see cref="T:Godot.Panel"/> is a GUI control that displays a <see cref="T:Godot.StyleBox"/>. See also <see cref="T:Godot.PanelContainer"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.PanelContainer">
            <summary>
            <para>A container that keeps its child controls within the area of a <see cref="T:Godot.StyleBox"/>. Useful for giving controls an outline.</para>
            </summary>
        </member>
        <member name="T:Godot.PanoramaSkyMaterial">
            <summary>
            <para>A resource referenced in a <see cref="T:Godot.Sky"/> that is used to draw a background. The Panorama sky material functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cubemap.</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 cubemap to an equirectangular sky map.</para>
            </summary>
        </member>
        <member name="P:Godot.PanoramaSkyMaterial.Panorama">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> to be applied to the <see cref="T:Godot.PanoramaSkyMaterial"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PanoramaSkyMaterial.Filter">
            <summary>
            <para>A boolean value to determine if the background texture should be filtered or not.</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>
            <para><b>Note:</b> Each <see cref="T:Godot.ParallaxBackground"/> is drawn on one specific <see cref="T:Godot.Viewport"/> and cannot be shared between multiple <see cref="T:Godot.Viewport"/>s, see <see cref="P:Godot.CanvasLayer.CustomViewport"/>. When using multiple <see cref="T:Godot.Viewport"/>s, for example in a split-screen game, you need create an individual <see cref="T:Godot.ParallaxBackground"/> for each <see cref="T:Godot.Viewport"/> you want it to be drawn on.</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><b>Note:</b> 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.Texture2D"/> repeating. Useful for creating an infinite scrolling background. If an axis is set to <c>0</c>, the <see cref="T:Godot.Texture2D"/> will not be repeated.</para>
            <para>If the length of the viewport axis is bigger than twice the repeated axis size, it will not repeat infinitely, as the parallax layer only draws 2 instances of the texture at any given time.</para>
            <para><b>Note:</b> Despite its name, the texture will not be mirrored, it will simply be repeated.</para>
            </summary>
        </member>
        <member name="T:Godot.ParticleProcessMaterial">
            <summary>
            <para>ParticleProcessMaterial defines particle properties and behavior. It is used in the <c>process_material</c> of <see cref="T:Godot.GpuParticles3D"/> and <see cref="T:Godot.GpuParticles2D"/> 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>Particle animation is available only in <see cref="T:Godot.GpuParticles2D"/>. To use it, attach a <see cref="T:Godot.CanvasItemMaterial"/>, with <see cref="P:Godot.CanvasItemMaterial.ParticlesAnimation"/> enabled, to the particles node.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.InitialLinearVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)"/> to set initial velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.AngularVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)"/> to set angular velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.OrbitVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)"/> to set orbital velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.LinearAccel">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)"/> to set linear acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.RadialAccel">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)"/> to set radial acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.TangentialAccel">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)"/> to set tangential acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.Damping">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)"/> to set damping properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.Angle">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)"/> to set angle properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.Scale">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)"/> to set scale properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.HueVariation">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)"/> to set hue variation properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.AnimSpeed">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)"/> to set animation speed properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.AnimOffset">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)"/> to set animation offset properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.ParticleProcessMaterial.Parameter"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.TurbVelInfluence">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/> and <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/> to set the turbulence minimum und maximum influence on each particles velocity.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.TurbInitDisplacement">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)"/> and <see cref="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)"/> to set the turbulence minimum and maximum displacement of the particles spawn position.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.Parameter.TurbInfluenceOverLife">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)"/> to set the turbulence influence over the particles life time.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.ParticleFlags.AlignYToVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParticleFlag(Godot.ParticleProcessMaterial.ParticleFlags,System.Boolean)"/> to set <see cref="P:Godot.ParticleProcessMaterial.ParticleFlagAlignY"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.ParticleFlags.RotateY">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParticleFlag(Godot.ParticleProcessMaterial.ParticleFlags,System.Boolean)"/> to set <see cref="P:Godot.ParticleProcessMaterial.ParticleFlagRotateY"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.ParticleFlags.DisableZ">
            <summary>
            <para>Use with <see cref="M:Godot.ParticleProcessMaterial.SetParticleFlag(Godot.ParticleProcessMaterial.ParticleFlags,System.Boolean)"/> to set <see cref="P:Godot.ParticleProcessMaterial.ParticleFlagDisableZ"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.ParticleFlags.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.ParticleProcessMaterial.ParticleFlags"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Point">
            <summary>
            <para>All particles will be emitted from a single point.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Sphere">
            <summary>
            <para>Particles will be emitted in the volume of a sphere.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.SphereSurface">
            <summary>
            <para>Particles will be emitted on the surface of a sphere.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Box">
            <summary>
            <para>Particles will be emitted in the volume of a box.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Points">
            <summary>
            <para>Particles will be emitted at a position determined by sampling a random point on the <see cref="P:Godot.ParticleProcessMaterial.EmissionPointTexture"/>. Particle color will be modulated by <see cref="P:Godot.ParticleProcessMaterial.EmissionColorTexture"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.DirectedPoints">
            <summary>
            <para>Particles will be emitted at a position determined by sampling a random point on the <see cref="P:Godot.ParticleProcessMaterial.EmissionPointTexture"/>. Particle velocity and rotation will be set based on <see cref="P:Godot.ParticleProcessMaterial.EmissionNormalTexture"/>. Particle color will be modulated by <see cref="P:Godot.ParticleProcessMaterial.EmissionColorTexture"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Ring">
            <summary>
            <para>Particles will be emitted in a ring or cylinder.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.ParticleProcessMaterial.EmissionShapeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.SubEmitterModeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.ParticleProcessMaterial.SubEmitterModeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.CollisionModeEnum.Disabled">
            <summary>
            <para>No collision for particles. Particles will go through <see cref="T:Godot.GpuParticlesCollision3D"/> nodes.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.CollisionModeEnum.Rigid">
            <summary>
            <para><see cref="T:Godot.RigidBody3D"/>-style collision for particles using <see cref="T:Godot.GpuParticlesCollision3D"/> nodes.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.CollisionModeEnum.HideOnContact">
            <summary>
            <para>Hide particles instantly when colliding with a <see cref="T:Godot.GpuParticlesCollision3D"/> node. This can be combined with a subemitter that uses the <see cref="F:Godot.ParticleProcessMaterial.CollisionModeEnum.Rigid"/> collision mode to "replace" the parent particle with the subemitter on impact.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticleProcessMaterial.CollisionModeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.ParticleProcessMaterial.CollisionModeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.LifetimeRandomness">
            <summary>
            <para>Particle lifetime randomness ratio. The lifetime will be multiplied by a value interpolated between <c>1.0</c> and a random number less than one. For example a random ratio of <c>0.4</c> would scale the original lifetime between <c>0.4-1.0</c> of its original value.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.EmissionShape">
            <summary>
            <para>Particles will be emitted inside this region. Use <see cref="T:Godot.ParticleProcessMaterial.EmissionShapeEnum"/> constants for values.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.EmissionSphereRadius">
            <summary>
            <para>The sphere's radius if <c>emission_shape</c> is set to <see cref="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Sphere"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.EmissionBoxExtents">
            <summary>
            <para>The box's extents if <c>emission_shape</c> is set to <see cref="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Box"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.EmissionPointTexture">
            <summary>
            <para>Particles will be emitted at positions determined by sampling this texture at a random position. Used with <see cref="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Points"/> and <see cref="F:Godot.ParticleProcessMaterial.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.ParticleProcessMaterial.EmissionNormalTexture">
            <summary>
            <para>Particle velocity and rotation will be set by sampling this texture at the same point as the <see cref="P:Godot.ParticleProcessMaterial.EmissionPointTexture"/>. Used only in <see cref="F:Godot.ParticleProcessMaterial.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.ParticleProcessMaterial.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.ParticleProcessMaterial.EmissionPointTexture"/>.</para>
            <para><b>Note:</b> <see cref="P:Godot.ParticleProcessMaterial.EmissionColorTexture"/> multiplies the particle mesh's vertex colors. To have a visible effect on a <see cref="T:Godot.BaseMaterial3D"/>, <see cref="P:Godot.BaseMaterial3D.VertexColorUseAsAlbedo"/> <i>must</i> 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. Otherwise, <see cref="P:Godot.ParticleProcessMaterial.EmissionColorTexture"/> will have no visible effect.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.EmissionPointCount">
            <summary>
            <para>The number of emission points if <c>emission_shape</c> is set to <see cref="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Points"/> or <see cref="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.DirectedPoints"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.EmissionRingAxis">
            <summary>
            <para>The axis of the ring when using the emitter <see cref="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.EmissionRingHeight">
            <summary>
            <para>The height of the ring when using the emitter <see cref="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.EmissionRingRadius">
            <summary>
            <para>The radius of the ring when using the emitter <see cref="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.EmissionRingInnerRadius">
            <summary>
            <para>The inner radius of the ring when using the emitter <see cref="F:Godot.ParticleProcessMaterial.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.ParticleFlagAlignY">
            <summary>
            <para>Align Y axis of particle with the direction of its velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.ParticleFlagRotateY">
            <summary>
            <para>If <c>true</c>, particles rotate around Y axis by <see cref="P:Godot.ParticleProcessMaterial.AngleMin"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.ParticleFlagDisableZ">
            <summary>
            <para>If <c>true</c>, particles will not move on the z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.Direction">
            <summary>
            <para>Unit vector specifying the particles' emission direction.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.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.ParticleProcessMaterial.Flatness">
            <summary>
            <para>Amount of <see cref="P:Godot.ParticleProcessMaterial.Spread"/> along the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.Gravity">
            <summary>
            <para>Gravity applied to every particle.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.InitialVelocityMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.ParticleProcessMaterial.InitialVelocityMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.InitialVelocityMax">
            <summary>
            <para>Maximum initial velocity magnitude for each particle. Direction comes from <see cref="P:Godot.ParticleProcessMaterial.Direction"/> and <see cref="P:Godot.ParticleProcessMaterial.Spread"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.AngularVelocityMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.ParticleProcessMaterial.AngularVelocityMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.AngularVelocityMax">
            <summary>
            <para>Maximum initial angular velocity (rotation speed) applied to each particle in <i>degrees</i> per second.</para>
            <para>Only applied when <see cref="P:Godot.ParticleProcessMaterial.ParticleFlagDisableZ"/> or <see cref="P:Godot.ParticleProcessMaterial.ParticleFlagRotateY"/> are <c>true</c> or the <see cref="T:Godot.BaseMaterial3D"/> being used to draw the particle is using <see cref="F:Godot.BaseMaterial3D.BillboardModeEnum.Particles"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.AngularVelocityCurve">
            <summary>
            <para>Each particle's angular velocity (rotation speed) will vary along this <see cref="T:Godot.CurveTexture"/> over its lifetime.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.OrbitVelocityMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.ParticleProcessMaterial.OrbitVelocityMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.OrbitVelocityMax">
            <summary>
            <para>Maximum orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.</para>
            <para>Only available when <see cref="P:Godot.ParticleProcessMaterial.ParticleFlagDisableZ"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.OrbitVelocityCurve">
            <summary>
            <para>Each particle's orbital velocity will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.LinearAccelMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.ParticleProcessMaterial.LinearAccelMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.LinearAccelMax">
            <summary>
            <para>Maximum linear acceleration applied to each particle in the direction of motion.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.LinearAccelCurve">
            <summary>
            <para>Each particle's linear acceleration will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.RadialAccelMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.ParticleProcessMaterial.RadialAccelMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.RadialAccelMax">
            <summary>
            <para>Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.RadialAccelCurve">
            <summary>
            <para>Each particle's radial acceleration will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.TangentialAccelMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.ParticleProcessMaterial.TangentialAccelMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.TangentialAccelMax">
            <summary>
            <para>Maximum 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.ParticleProcessMaterial.TangentialAccelCurve">
            <summary>
            <para>Each particle's tangential acceleration will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.DampingMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.ParticleProcessMaterial.DampingMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.DampingMax">
            <summary>
            <para>The maximum rate at which particles lose velocity. For example value of <c>100</c> means that the particle will go from <c>100</c> velocity to <c>0</c> in <c>1</c> second.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.DampingCurve">
            <summary>
            <para>Damping will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.AngleMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.ParticleProcessMaterial.AngleMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.AngleMax">
            <summary>
            <para>Maximum initial rotation applied to each particle, in degrees.</para>
            <para>Only applied when <see cref="P:Godot.ParticleProcessMaterial.ParticleFlagDisableZ"/> or <see cref="P:Godot.ParticleProcessMaterial.ParticleFlagRotateY"/> are <c>true</c> or the <see cref="T:Godot.BaseMaterial3D"/> being used to draw the particle is using <see cref="F:Godot.BaseMaterial3D.BillboardModeEnum.Particles"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.AngleCurve">
            <summary>
            <para>Each particle's rotation will be animated along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.ScaleMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.ParticleProcessMaterial.ScaleMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.ScaleMax">
            <summary>
            <para>Maximum initial scale applied to each particle.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.ScaleCurve">
            <summary>
            <para>Each particle's scale will vary along this <see cref="T:Godot.CurveTexture"/>. If a <see cref="T:Godot.CurveXyzTexture"/> is supplied instead, the scale will be separated per-axis.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.Color">
            <summary>
            <para>Each particle's initial color. If the <see cref="T:Godot.GpuParticles2D"/>'s <c>texture</c> is defined, it will be multiplied by this color.</para>
            <para><b>Note:</b> <see cref="P:Godot.ParticleProcessMaterial.Color"/> multiplies the particle mesh's vertex colors. To have a visible effect on a <see cref="T:Godot.BaseMaterial3D"/>, <see cref="P:Godot.BaseMaterial3D.VertexColorUseAsAlbedo"/> <i>must</i> 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. Otherwise, <see cref="P:Godot.ParticleProcessMaterial.Color"/> will have no visible effect.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.ColorRamp">
            <summary>
            <para>Each particle's color will vary along this <see cref="T:Godot.GradientTexture1D"/> over its lifetime (multiplied with <see cref="P:Godot.ParticleProcessMaterial.Color"/>).</para>
            <para><b>Note:</b> <see cref="P:Godot.ParticleProcessMaterial.ColorRamp"/> multiplies the particle mesh's vertex colors. To have a visible effect on a <see cref="T:Godot.BaseMaterial3D"/>, <see cref="P:Godot.BaseMaterial3D.VertexColorUseAsAlbedo"/> <i>must</i> 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. Otherwise, <see cref="P:Godot.ParticleProcessMaterial.ColorRamp"/> will have no visible effect.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.ColorInitialRamp">
            <summary>
            <para>Each particle's initial color will vary along this <see cref="T:Godot.GradientTexture1D"/> (multiplied with <see cref="P:Godot.ParticleProcessMaterial.Color"/>).</para>
            <para><b>Note:</b> <see cref="P:Godot.ParticleProcessMaterial.ColorInitialRamp"/> multiplies the particle mesh's vertex colors. To have a visible effect on a <see cref="T:Godot.BaseMaterial3D"/>, <see cref="P:Godot.BaseMaterial3D.VertexColorUseAsAlbedo"/> <i>must</i> 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. Otherwise, <see cref="P:Godot.ParticleProcessMaterial.ColorInitialRamp"/> will have no visible effect.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.HueVariationMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.ParticleProcessMaterial.HueVariationMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.HueVariationMax">
            <summary>
            <para>Maximum initial hue variation applied to each particle. It will shift the particle color's hue.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.HueVariationCurve">
            <summary>
            <para>Each particle's hue will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.TurbulenceEnabled">
            <summary>
            <para>If <c>true</c>, enables turbulence for the particle system. Turbulence can be used to vary particle movement according to its position (based on a 3D noise pattern). In 3D, <see cref="T:Godot.GpuParticlesAttractorVectorField3D"/> with <see cref="T:Godot.NoiseTexture3D"/> can be used as an alternative to turbulence that works in world space and with multiple particle systems reacting in the same way.</para>
            <para><b>Note:</b> Enabling turbulence has a high performance cost on the GPU. Only enable turbulence on a few particle systems at once at most, and consider disabling it when targeting mobile/web platforms.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.TurbulenceNoiseStrength">
            <summary>
            <para>The turbulence noise strength. Increasing this will result in a stronger, more contrasting, flow pattern.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.TurbulenceNoiseScale">
            <summary>
            <para>This value controls the overall scale/frequency of the turbulence noise pattern.</para>
            <para>A small scale will result in smaller features with more detail while a high scale will result in smoother noise with larger features.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.TurbulenceNoiseSpeed">
            <summary>
            <para>A scrolling velocity for the turbulence field. This sets a directional trend for the pattern to move in over time.</para>
            <para>The default value of <c>Vector3(0, 0, 0)</c> turns off the scrolling.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.TurbulenceNoiseSpeedRandom">
            <summary>
            <para>The in-place rate of change of the turbulence field. This defines how quickly the noise pattern varies over time.</para>
            <para>A value of 0.0 will result in a fixed pattern.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.TurbulenceInfluenceMin">
            <summary>
            <para>Minimum turbulence influence on each particle.</para>
            <para>The actual amount of turbulence influence on each particle is calculated as a random value between <see cref="P:Godot.ParticleProcessMaterial.TurbulenceInfluenceMin"/> and <see cref="P:Godot.ParticleProcessMaterial.TurbulenceInfluenceMax"/> and multiplied by the amount of turbulence influence from <see cref="P:Godot.ParticleProcessMaterial.TurbulenceInfluenceOverLife"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.TurbulenceInfluenceMax">
            <summary>
            <para>Maximum turbulence influence on each particle.</para>
            <para>The actual amount of turbulence influence on each particle is calculated as a random value between <see cref="P:Godot.ParticleProcessMaterial.TurbulenceInfluenceMin"/> and <see cref="P:Godot.ParticleProcessMaterial.TurbulenceInfluenceMax"/> and multiplied by the amount of turbulence influence from <see cref="P:Godot.ParticleProcessMaterial.TurbulenceInfluenceOverLife"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.TurbulenceInitialDisplacementMin">
            <summary>
            <para>Minimum displacement of each particle's spawn position by the turbulence.</para>
            <para>The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between <see cref="P:Godot.ParticleProcessMaterial.TurbulenceInitialDisplacementMin"/> and <see cref="P:Godot.ParticleProcessMaterial.TurbulenceInitialDisplacementMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.TurbulenceInitialDisplacementMax">
            <summary>
            <para>Maximum displacement of each particle's spawn position by the turbulence.</para>
            <para>The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between <see cref="P:Godot.ParticleProcessMaterial.TurbulenceInitialDisplacementMin"/> and <see cref="P:Godot.ParticleProcessMaterial.TurbulenceInitialDisplacementMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.TurbulenceInfluenceOverLife">
            <summary>
            <para>Each particle's amount of turbulence will be influenced along this <see cref="T:Godot.CurveTexture"/> over its life time.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.AnimSpeedMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.ParticleProcessMaterial.AnimSpeedMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.AnimSpeedMax">
            <summary>
            <para>Maximum particle animation speed. Animation speed of <c>1</c> means that the particles will make full <c>0</c> to <c>1</c> offset cycle during lifetime, <c>2</c> means <c>2</c> cycles etc.</para>
            <para>With animation speed greater than <c>1</c>, remember to enable <see cref="P:Godot.CanvasItemMaterial.ParticlesAnimLoop"/> property if you want the animation to repeat.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.AnimSpeedCurve">
            <summary>
            <para>Each particle's animation speed will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.AnimOffsetMin">
            <summary>
            <para>Minimum equivalent of <see cref="P:Godot.ParticleProcessMaterial.AnimOffsetMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.AnimOffsetMax">
            <summary>
            <para>Maximum animation offset that corresponds to frame index in the texture. <c>0</c> is the first frame, <c>1</c> is the last one. See <see cref="P:Godot.CanvasItemMaterial.ParticlesAnimation"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.AnimOffsetCurve">
            <summary>
            <para>Each particle's animation offset will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.SubEmitterAmountAtCollision">
            <summary>
            <para>Sub particle amount on collision.</para>
            <para>Maximum amount set in the sub particles emitter.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.AttractorInteractionEnabled">
            <summary>
            <para>True if the interaction with particle attractors is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.CollisionMode">
            <summary>
            <para>The particles' collision mode.</para>
            <para><b>Note:</b> 3D Particles can only collide with <see cref="T:Godot.GpuParticlesCollision3D"/> nodes, not <see cref="T:Godot.PhysicsBody3D"/> nodes. To make particles collide with various objects, you can add <see cref="T:Godot.GpuParticlesCollision3D"/> nodes as children of <see cref="T:Godot.PhysicsBody3D"/> nodes.</para>
            <para><b>Note:</b> 2D Particles can only collide with <see cref="T:Godot.LightOccluder2D"/> nodes, not <see cref="T:Godot.PhysicsBody2D"/> nodes.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.CollisionFriction">
            <summary>
            <para>The particles' friction. Values range from <c>0</c> (frictionless) to <c>1</c> (maximum friction). Only effective if <see cref="P:Godot.ParticleProcessMaterial.CollisionMode"/> is <see cref="F:Godot.ParticleProcessMaterial.CollisionModeEnum.Rigid"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.CollisionBounce">
            <summary>
            <para>The particles' bounciness. Values range from <c>0</c> (no bounce) to <c>1</c> (full bounciness). Only effective if <see cref="P:Godot.ParticleProcessMaterial.CollisionMode"/> is <see cref="F:Godot.ParticleProcessMaterial.CollisionModeEnum.Rigid"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticleProcessMaterial.CollisionUseScale">
            <summary>
            <para>Should collision take scale into account.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticleProcessMaterial.SetParamMin(Godot.ParticleProcessMaterial.Parameter,System.Single)">
            <summary>
            <para>Sets the minimum value range for the given parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticleProcessMaterial.GetParamMin(Godot.ParticleProcessMaterial.Parameter)">
            <summary>
            <para>Returns the minimum value range for the given parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticleProcessMaterial.SetParamMax(Godot.ParticleProcessMaterial.Parameter,System.Single)">
            <summary>
            <para>Sets the maximum value range for the given parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticleProcessMaterial.GetParamMax(Godot.ParticleProcessMaterial.Parameter)">
            <summary>
            <para>Returns the maximum value range for the given parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticleProcessMaterial.SetParamTexture(Godot.ParticleProcessMaterial.Parameter,Godot.Texture2D)">
            <summary>
            <para>Sets the <see cref="T:Godot.Texture2D"/> for the specified <see cref="T:Godot.ParticleProcessMaterial.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticleProcessMaterial.GetParamTexture(Godot.ParticleProcessMaterial.Parameter)">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture2D"/> used by the specified parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticleProcessMaterial.SetParticleFlag(Godot.ParticleProcessMaterial.ParticleFlags,System.Boolean)">
            <summary>
            <para>If <c>true</c>, enables the specified particle flag. See <see cref="T:Godot.ParticleProcessMaterial.ParticleFlags"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticleProcessMaterial.GetParticleFlag(Godot.ParticleProcessMaterial.ParticleFlags)">
            <summary>
            <para>Returns <c>true</c> if the specified particle flag is enabled. See <see cref="T:Godot.ParticleProcessMaterial.ParticleFlags"/> for options.</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><b>Note:</b> 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.Path3D">
            <summary>
            <para>Can have <see cref="T:Godot.PathFollow3D"/> child nodes moving along the <see cref="T:Godot.Curve3D"/>. See <see cref="T:Godot.PathFollow3D"/> 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.PathFollow3D"/>). As such, the curve should usually start with a zero vector <c>(0, 0, 0)</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Path3D.Curve">
            <summary>
            <para>A <see cref="T:Godot.Curve3D"/> describing the path.</para>
            </summary>
        </member>
        <member name="E:Godot.Path3D.CurveChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Path3D.CurveChanged"/> event of a <see cref="T:Godot.Path3D"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="P:Godot.Path3D.Curve"/> changes.</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 the <see cref="P:Godot.PathFollow2D.Progress"/> in this node.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow2D.Progress">
            <summary>
            <para>The distance along the path, in pixels. Changing this value sets this node's position to a point within the path.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow2D.ProgressRatio">
            <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 progress 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.Rotates">
            <summary>
            <para>If <c>true</c>, this node rotates to follow the path, with the +X direction facing forward on the path.</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="T:Godot.PathFollow3D">
            <summary>
            <para>This node takes its parent <see cref="T:Godot.Path3D"/>, 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 the <see cref="P:Godot.PathFollow3D.Progress"/> in this node.</para>
            </summary>
        </member>
        <member name="F:Godot.PathFollow3D.RotationModeEnum.None">
            <summary>
            <para>Forbids the PathFollow3D to rotate.</para>
            </summary>
        </member>
        <member name="F:Godot.PathFollow3D.RotationModeEnum.Y">
            <summary>
            <para>Allows the PathFollow3D to rotate in the Y axis only.</para>
            </summary>
        </member>
        <member name="F:Godot.PathFollow3D.RotationModeEnum.Xy">
            <summary>
            <para>Allows the PathFollow3D to rotate in both the X, and Y axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PathFollow3D.RotationModeEnum.Xyz">
            <summary>
            <para>Allows the PathFollow3D to rotate in any axis.</para>
            </summary>
        </member>
        <member name="F:Godot.PathFollow3D.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.Path3D"/>'s <see cref="P:Godot.Curve3D.UpVectorEnabled"/> property to be set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow3D.Progress">
            <summary>
            <para>The distance from the first vertex, measured in 3D units along the path. Changing this value sets this node's position to a point within the path.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow3D.ProgressRatio">
            <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 progress within the path, as the progress supplied is multiplied internally by the path's length.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow3D.HOffset">
            <summary>
            <para>The node's offset along the curve.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow3D.VOffset">
            <summary>
            <para>The node's offset perpendicular to the curve.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow3D.RotationMode">
            <summary>
            <para>Allows or forbids rotation on one or more axes, depending on the <see cref="T:Godot.PathFollow3D.RotationModeEnum"/> constants being used.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow3D.UseModelFront">
            <summary>
            <para>If <c>true</c>, the node moves on the travel path with orienting the +Z axis as forward. See also <c>Vector3.FORWARD</c> and <c>Vector3.MODEL_FRONT</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow3D.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.Path3D"/> 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.PathFollow3D.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.PathFollow3D.TiltEnabled">
            <summary>
            <para>If <c>true</c>, the tilt property of <see cref="T:Godot.Curve3D"/> takes effect.</para>
            </summary>
        </member>
        <member name="M:Godot.PathFollow3D.CorrectPosture(Godot.Transform3D,Godot.PathFollow3D.RotationModeEnum)">
            <summary>
            <para>Correct the <c>transform</c>. <c>rotationMode</c> implicitly specifies how posture (forward, up and sideway direction) is calculated.</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 <b>Monitor</b> tab in the editor's <b>Debugger</b> 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>You can add custom monitors using the <see cref="M:Godot.Performance.AddCustomMonitor(Godot.StringName,Godot.Callable,Godot.Collections.Array)"/> method. Custom monitors are available in <b>Monitor</b> tab in the editor's <b>Debugger</b> panel together with built-in monitors.</para>
            <para><b>Note:</b> Some of the built-in monitors are only available in debug mode and will always return <c>0</c> when used in a project exported in release mode.</para>
            <para><b>Note:</b> Some of the built-in monitors are not updated in real-time for performance reasons, so there may be a delay of up to 1 second between changes.</para>
            <para><b>Note:</b> Custom monitors do not support negative values. Negative values are clamped to 0.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.TimeFps">
            <summary>
            <para>The number of frames rendered in the last second. This metric is only updated once per second, even if queried more often. <i>Higher is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.TimeProcess">
            <summary>
            <para>Time it took to complete one frame, in seconds. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.TimePhysicsProcess">
            <summary>
            <para>Time it took to complete one physics frame, in seconds. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.TimeNavigationProcess">
            <summary>
            <para>Time it took to complete one navigation step, in seconds. This includes navigation map updates as well as agent avoidance calculations. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.MemoryStatic">
            <summary>
            <para>Static memory currently used, in bytes. Not available in release builds. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.MemoryStaticMax">
            <summary>
            <para>Available static memory. Not available in release builds. <i>Lower is better.</i></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. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.ObjectCount">
            <summary>
            <para>Number of objects currently instantiated (including nodes). <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.ObjectResourceCount">
            <summary>
            <para>Number of resources currently used. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.ObjectNodeCount">
            <summary>
            <para>Number of nodes currently instantiated in the scene tree. This also includes the root node. <i>Lower is better.</i></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. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderTotalObjectsInFrame">
            <summary>
            <para>The total number of objects in the last rendered frame. This metric doesn't include culled objects (either via hiding nodes, frustum culling or occlusion culling). <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderTotalPrimitivesInFrame">
            <summary>
            <para>The total number of vertices or indices rendered in the last rendered frame. This metric doesn't include primitives from culled objects (either via hiding nodes, frustum culling or occlusion culling). Due to the depth prepass and shadow passes, the number of primitives is always higher than the actual number of vertices in the scene (typically double or triple the original vertex count). <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderTotalDrawCallsInFrame">
            <summary>
            <para>The total number of draw calls performed in the last rendered frame. This metric doesn't include culled objects (either via hiding nodes, frustum culling or occlusion culling), since they do not result in draw calls. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderVideoMemUsed">
            <summary>
            <para>The amount of video memory used (texture and vertex memory combined, in bytes). Since this metric also includes miscellaneous allocations, this value is always greater than the sum of <see cref="F:Godot.Performance.Monitor.RenderTextureMemUsed"/> and <see cref="F:Godot.Performance.Monitor.RenderBufferMemUsed"/>. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderTextureMemUsed">
            <summary>
            <para>The amount of texture memory used (in bytes). <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderBufferMemUsed">
            <summary>
            <para>The amount of render buffer memory used (in bytes). <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Physics2DActiveObjects">
            <summary>
            <para>Number of active <see cref="T:Godot.RigidBody2D"/> nodes in the game. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Physics2DCollisionPairs">
            <summary>
            <para>Number of collision pairs in the 2D physics engine. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Physics2DIslandCount">
            <summary>
            <para>Number of islands in the 2D physics engine. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Physics3DActiveObjects">
            <summary>
            <para>Number of active <see cref="T:Godot.RigidBody3D"/> and <see cref="T:Godot.VehicleBody3D"/> nodes in the game. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Physics3DCollisionPairs">
            <summary>
            <para>Number of collision pairs in the 3D physics engine. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Physics3DIslandCount">
            <summary>
            <para>Number of islands in the 3D physics engine. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.AudioOutputLatency">
            <summary>
            <para>Output latency of the <see cref="T:Godot.AudioServer"/>. <i>Lower is better.</i></para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.NavigationActiveMaps">
            <summary>
            <para>Number of active navigation maps in the <see cref="T:Godot.NavigationServer3D"/>. This also includes the two empty default navigation maps created by World2D and World3D.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.NavigationRegionCount">
            <summary>
            <para>Number of active navigation regions in the <see cref="T:Godot.NavigationServer3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.NavigationAgentCount">
            <summary>
            <para>Number of active navigation agents processing avoidance in the <see cref="T:Godot.NavigationServer3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.NavigationLinkCount">
            <summary>
            <para>Number of active navigation links in the <see cref="T:Godot.NavigationServer3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.NavigationPolygonCount">
            <summary>
            <para>Number of navigation mesh polygons in the <see cref="T:Godot.NavigationServer3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.NavigationEdgeCount">
            <summary>
            <para>Number of navigation mesh polygon edges in the <see cref="T:Godot.NavigationServer3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.NavigationEdgeMergeCount">
            <summary>
            <para>Number of navigation mesh polygon edges that were merged due to edge key overlap in the <see cref="T:Godot.NavigationServer3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.NavigationEdgeConnectionCount">
            <summary>
            <para>Number of polygon edges that are considered connected by edge proximity <see cref="T:Godot.NavigationServer3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.NavigationEdgeFreeCount">
            <summary>
            <para>Number of navigation mesh polygon edges that could not be merged in the <see cref="T:Godot.NavigationServer3D"/>. The edges still may be connected by edge proximity or with links.</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 built-in monitors. You should provide one of the <see cref="T:Godot.Performance.Monitor"/> constants as the argument, like this:</para>
            <para><code>
            GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // Prints the FPS to the console.
            </code></para>
            <para>See <see cref="M:Godot.Performance.GetCustomMonitor(Godot.StringName)"/> to query custom performance monitors' values.</para>
            </summary>
        </member>
        <member name="M:Godot.Performance.AddCustomMonitor(Godot.StringName,Godot.Callable,Godot.Collections.Array)">
            <summary>
            <para>Adds a custom monitor with the name <c>id</c>. You can specify the category of the monitor using slash delimiters in <c>id</c> (for example: <c>"Game/NumberOfNPCs"</c>). If there is more than one slash delimiter, then the default category is used. The default category is <c>"Custom"</c>. Prints an error if given <c>id</c> is already present.</para>
            <para><code>
            public override void _Ready()
            {
                var monitorValue = new Callable(this, MethodName.GetMonitorValue);
            
                // Adds monitor with name "MyName" to category "MyCategory".
                Performance.AddCustomMonitor("MyCategory/MyMonitor", monitorValue);
                // Adds monitor with name "MyName" to category "Custom".
                // Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid.
                Performance.AddCustomMonitor("MyMonitor", monitorValue);
            
                // Adds monitor with name "MyName" to category "Custom".
                // Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid.
                Performance.AddCustomMonitor("Custom/MyMonitor", monitorValue);
            
                // Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
                Performance.AddCustomMonitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitorValue);
            }
            
            public int GetMonitorValue()
            {
                return GD.Randi() % 25;
            }
            </code></para>
            <para>The debugger calls the callable to get the value of custom monitor. The callable must return a zero or positive integer or floating-point number.</para>
            <para>Callables are called with arguments supplied in argument array.</para>
            </summary>
        </member>
        <member name="M:Godot.Performance.RemoveCustomMonitor(Godot.StringName)">
            <summary>
            <para>Removes the custom monitor with given <c>id</c>. Prints an error if the given <c>id</c> is already absent.</para>
            </summary>
        </member>
        <member name="M:Godot.Performance.HasCustomMonitor(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if custom monitor with the given <c>id</c> is present, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.Performance.GetCustomMonitor(Godot.StringName)">
            <summary>
            <para>Returns the value of custom monitor with given <c>id</c>. The callable is called to get the value of custom monitor. See also <see cref="M:Godot.Performance.HasCustomMonitor(Godot.StringName)"/>. Prints an error if the given <c>id</c> is absent.</para>
            </summary>
        </member>
        <member name="M:Godot.Performance.GetMonitorModificationTime">
            <summary>
            <para>Returns the last tick in which custom monitor was added/removed (in microseconds since the engine started). This is set to <see cref="M:Godot.Time.GetTicksUsec"/> when the monitor is updated.</para>
            </summary>
        </member>
        <member name="M:Godot.Performance.GetCustomMonitorNames">
            <summary>
            <para>Returns the names of active custom monitors in an <see cref="T:Godot.Collections.Array"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicalBone2D">
            <summary>
            <para>The <see cref="T:Godot.PhysicalBone2D"/> node is a <see cref="T:Godot.RigidBody2D"/>-based node that can be used to make <see cref="T:Godot.Bone2D"/>s in a <see cref="T:Godot.Skeleton2D"/> react to physics.</para>
            <para><b>Note:</b> To make the <see cref="T:Godot.Bone2D"/>s visually follow the <see cref="T:Godot.PhysicalBone2D"/> node, use a <see cref="T:Godot.SkeletonModification2DPhysicalBones"/> modification on the <see cref="T:Godot.Skeleton2D"/> parent.</para>
            <para><b>Note:</b> The <see cref="T:Godot.PhysicalBone2D"/> node does not automatically create a <see cref="T:Godot.Joint2D"/> node to keep <see cref="T:Godot.PhysicalBone2D"/> nodes together. They must be created manually. For most cases, you want to use a <see cref="T:Godot.PinJoint2D"/> node. The <see cref="T:Godot.PhysicalBone2D"/> node will automatically configure the <see cref="T:Godot.Joint2D"/> node once it's been added as a child node.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone2D.Bone2DNodePath">
            <summary>
            <para>The <see cref="T:Godot.NodePath"/> to the <see cref="T:Godot.Bone2D"/> that this <see cref="T:Godot.PhysicalBone2D"/> isshould simulate.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone2D.Bone2DIndex">
            <summary>
            <para>The index of the <see cref="T:Godot.Bone2D"/> that this <see cref="T:Godot.PhysicalBone2D"/> should simulate.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone2D.AutoConfigureJoint">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.PhysicalBone2D"/> will automatically configure the first <see cref="T:Godot.Joint2D"/> child node. The automatic configuration is limited to setting up the node properties and positioning the <see cref="T:Godot.Joint2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone2D.SimulatePhysics">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.PhysicalBone2D"/> will start simulating using physics. If <c>false</c>, the <see cref="T:Godot.PhysicalBone2D"/> will follow the transform of the <see cref="T:Godot.Bone2D"/> node.</para>
            <para><b>Note:</b> To have the <see cref="T:Godot.Bone2D"/>s visually follow the <see cref="T:Godot.PhysicalBone2D"/>, use a <see cref="T:Godot.SkeletonModification2DPhysicalBones"/> modification on the <see cref="T:Godot.Skeleton2D"/> node with the <see cref="T:Godot.Bone2D"/> nodes.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone2D.FollowBoneWhenSimulating">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.PhysicalBone2D"/> will keep the transform of the bone it is bound to when simulating physics.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicalBone2D.GetJoint">
            <summary>
            <para>Returns the first <see cref="T:Godot.Joint2D"/> child node, if one exists. This is mainly a helper function to make it easier to get the <see cref="T:Godot.Joint2D"/> that the <see cref="T:Godot.PhysicalBone2D"/> is autoconfiguring.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicalBone2D.IsSimulatingPhysics">
            <summary>
            <para>Returns a boolean that indicates whether the <see cref="T:Godot.PhysicalBone2D"/> is running and simulating using the Godot 2D physics engine. When <c>true</c>, the PhysicalBone2D node is using physics.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicalBone3D">
            <summary>
            <para>The <see cref="T:Godot.PhysicalBone3D"/> node is a physics body that can be used to make bones in a <see cref="T:Godot.Skeleton3D"/> react to physics.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicalBone3D.DampMode.Combine">
            <summary>
            <para>In this mode, the body's damping value is added to any value set in areas or the default value.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicalBone3D.DampMode.Replace">
            <summary>
            <para>In this mode, the body's damping value replaces any value set in areas or the default value.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.JointType">
            <summary>
            <para>Sets the joint type. See <see cref="T:Godot.PhysicalBone3D.JointTypeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.JointOffset">
            <summary>
            <para>Sets the joint's transform.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.JointRotation">
            <summary>
            <para>Sets the joint's rotation in radians.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.BodyOffset">
            <summary>
            <para>Sets the body's transform.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.Mass">
            <summary>
            <para>The body's mass.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.Friction">
            <summary>
            <para>The body's friction, from <c>0</c> (frictionless) to <c>1</c> (max friction).</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.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.PhysicalBone3D.GravityScale">
            <summary>
            <para>This is multiplied by the global 3D gravity setting found in <b>Project &gt; Project Settings &gt; Physics &gt; 3d</b> to produce the body'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.PhysicalBone3D.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.PhysicalBone3D._IntegrateForces(Godot.PhysicsDirectBodyState3D)"/> function, if defined.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.LinearDampMode">
            <summary>
            <para>Defines how <see cref="P:Godot.PhysicalBone3D.LinearDamp"/> is applied. See <see cref="T:Godot.PhysicalBone3D.DampMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.LinearDamp">
            <summary>
            <para>Damps the body's movement. By default, the body will use the <b>Default Linear Damp</b> in <b>Project &gt; Project Settings &gt; Physics &gt; 3d</b> or any value override set by an <see cref="T:Godot.Area3D"/> the body is in. Depending on <see cref="P:Godot.PhysicalBone3D.LinearDampMode"/>, you can set <see cref="P:Godot.PhysicalBone3D.LinearDamp"/> to be added to or to replace the body's damping value.</para>
            <para>See <c>ProjectSettings.physics/3d/default_linear_damp</c> for more details about damping.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.AngularDampMode">
            <summary>
            <para>Defines how <see cref="P:Godot.PhysicalBone3D.AngularDamp"/> is applied. See <see cref="T:Godot.PhysicalBone3D.DampMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.AngularDamp">
            <summary>
            <para>Damps the body's rotation. By default, the body will use the <b>Default Angular Damp</b> in <b>Project &gt; Project Settings &gt; Physics &gt; 3d</b> or any value override set by an <see cref="T:Godot.Area3D"/> the body is in. Depending on <see cref="P:Godot.PhysicalBone3D.AngularDampMode"/>, you can set <see cref="P:Godot.PhysicalBone3D.AngularDamp"/> to be added to or to replace the body's damping value.</para>
            <para>See <c>ProjectSettings.physics/3d/default_angular_damp</c> for more details about damping.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.LinearVelocity">
            <summary>
            <para>The body's linear velocity in units per second. Can be used sporadically, but <b>don't set this every frame</b>, because physics may run in another thread and runs at a different granularity. Use <see cref="M:Godot.PhysicalBone3D._IntegrateForces(Godot.PhysicsDirectBodyState3D)"/> as your process loop for precise control of the body state.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.AngularVelocity">
            <summary>
            <para>The PhysicalBone3D's rotational velocity in <i>radians</i> per second.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalBone3D.CanSleep">
            <summary>
            <para>If <c>true</c>, the body is deactivated when there is no movement, so it will not take part in the simulation until it is awakened by an external force.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicalBone3D._IntegrateForces(Godot.PhysicsDirectBodyState3D)">
            <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.PhysicalBone3D.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.PhysicalBone3D.ApplyImpulse(Godot.Vector3,System.Nullable{Godot.Vector3})">
            <param name="position">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
        </member>
        <member name="T:Godot.PhysicalSkyMaterial">
            <summary>
            <para>The <see cref="T:Godot.PhysicalSkyMaterial"/> uses the Preetham analytic daylight model to draw a sky based on physical properties. This results in a substantially more realistic sky than the <see cref="T:Godot.ProceduralSkyMaterial"/>, but it is slightly slower and less flexible.</para>
            <para>The <see cref="T:Godot.PhysicalSkyMaterial"/> only supports one sun. The color, energy, and direction of the sun are taken from the first <see cref="T:Godot.DirectionalLight3D"/> in the scene tree.</para>
            <para>As it is based on a daylight model, the sky fades to black as the sunset ends. If you want a full day/night cycle, you will have to add a night sky by converting this to a <see cref="T:Godot.ShaderMaterial"/> and adding a night sky directly into the resulting shader.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalSkyMaterial.RayleighCoefficient">
            <summary>
            <para>Controls the strength of the <a href="https://en.wikipedia.org/wiki/Rayleigh_scattering">Rayleigh scattering</a>. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalSkyMaterial.RayleighColor">
            <summary>
            <para>Controls the <see cref="T:Godot.Color"/> of the <a href="https://en.wikipedia.org/wiki/Rayleigh_scattering">Rayleigh scattering</a>. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red <see cref="T:Godot.Color"/> results in a Mars-looking atmosphere with a corresponding blue sunset.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalSkyMaterial.MieCoefficient">
            <summary>
            <para>Controls the strength of <a href="https://en.wikipedia.org/wiki/Mie_scattering">Mie scattering</a> for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, Mie scattering results in a whitish color around the sun and horizon.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalSkyMaterial.MieEccentricity">
            <summary>
            <para>Controls the direction of the <a href="https://en.wikipedia.org/wiki/Mie_scattering">Mie scattering</a>. A value of <c>1</c> means that when light hits a particle it's passing through straight forward. A value of <c>-1</c> means that all light is scatter backwards.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalSkyMaterial.MieColor">
            <summary>
            <para>Controls the <see cref="T:Godot.Color"/> of the <a href="https://en.wikipedia.org/wiki/Mie_scattering">Mie scattering</a> effect. While not physically accurate, this allows for the creation of alien-looking planets.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalSkyMaterial.Turbidity">
            <summary>
            <para>Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalSkyMaterial.SunDiskScale">
            <summary>
            <para>Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalSkyMaterial.GroundColor">
            <summary>
            <para>Modulates the <see cref="T:Godot.Color"/> on the bottom half of the sky to represent the ground.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalSkyMaterial.EnergyMultiplier">
            <summary>
            <para>The sky's overall brightness multiplier. Higher values result in a brighter sky.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalSkyMaterial.UseDebanding">
            <summary>
            <para>If <c>true</c>, enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicalSkyMaterial.NightSky">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsBody2D">
            <summary>
            <para><see cref="T:Godot.PhysicsBody2D"/> is an abstract base class for 2D game objects affected by physics. All 2D physics bodies inherit from it.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody2D.MoveAndCollide(Godot.Vector2,System.Boolean,System.Single,System.Boolean)">
            <summary>
            <para>Moves the body along the vector <c>motion</c>. In order to be frame rate independent in <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> or <see cref="M:Godot.Node._Process(System.Double)"/>, <c>motion</c> should be computed using <c>delta</c>.</para>
            <para>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>testOnly</c> is <c>true</c>, the body does not move but the would-be collision information is given.</para>
            <para><c>safeMargin</c> is the extra margin used for collision recovery (see <see cref="P:Godot.CharacterBody2D.SafeMargin"/> for more details).</para>
            <para>If <c>recoveryAsCollision</c> is <c>true</c>, any depenetration from the recovery phase is also reported as a collision; this is used e.g. by <see cref="T:Godot.CharacterBody2D"/> for improving floor detection during floor snapping.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody2D.TestMove(Godot.Transform2D,Godot.Vector2,Godot.KinematicCollision2D,System.Single,System.Boolean)">
            <summary>
            <para>Checks for collisions without moving the body. In order to be frame rate independent in <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> or <see cref="M:Godot.Node._Process(System.Double)"/>, <c>motion</c> should be computed using <c>delta</c>.</para>
            <para>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>motion</c>. Returns <c>true</c> if a collision would stop the body from moving along the whole path.</para>
            <para><c>collision</c> is an optional object of type <see cref="T:Godot.KinematicCollision2D"/>, which contains additional information about the collision when stopped, or when touching another body along the motion.</para>
            <para><c>safeMargin</c> is the extra margin used for collision recovery (see <see cref="P:Godot.CharacterBody2D.SafeMargin"/> for more details).</para>
            <para>If <c>recoveryAsCollision</c> is <c>true</c>, any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would <i>touch</i> any other bodies.</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.PhysicsBody3D">
            <summary>
            <para><see cref="T:Godot.PhysicsBody3D"/> is an abstract base class for 3D game objects affected by physics. All 3D physics bodies inherit from it.</para>
            <para><b>Warning:</b> With a non-uniform scale, this node will likely not behave as expected. It is advised to keep its scale the same on all axes and adjust its collision shape(s) instead.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsBody3D.AxisLockLinearX">
            <summary>
            <para>Lock the body's linear movement in the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsBody3D.AxisLockLinearY">
            <summary>
            <para>Lock the body's linear movement in the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsBody3D.AxisLockLinearZ">
            <summary>
            <para>Lock the body's linear movement in the Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsBody3D.AxisLockAngularX">
            <summary>
            <para>Lock the body's rotation in the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsBody3D.AxisLockAngularY">
            <summary>
            <para>Lock the body's rotation in the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsBody3D.AxisLockAngularZ">
            <summary>
            <para>Lock the body's rotation in the Z axis.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody3D.MoveAndCollide(Godot.Vector3,System.Boolean,System.Single,System.Boolean,System.Int32)">
            <summary>
            <para>Moves the body along the vector <c>motion</c>. In order to be frame rate independent in <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> or <see cref="M:Godot.Node._Process(System.Double)"/>, <c>motion</c> should be computed using <c>delta</c>.</para>
            <para>The body will stop if it collides. Returns a <see cref="T:Godot.KinematicCollision3D"/>, which contains information about the collision when stopped, or when touching another body along the motion.</para>
            <para>If <c>testOnly</c> is <c>true</c>, the body does not move but the would-be collision information is given.</para>
            <para><c>safeMargin</c> is the extra margin used for collision recovery (see <see cref="P:Godot.CharacterBody3D.SafeMargin"/> for more details).</para>
            <para>If <c>recoveryAsCollision</c> is <c>true</c>, any depenetration from the recovery phase is also reported as a collision; this is used e.g. by <see cref="T:Godot.CharacterBody3D"/> for improving floor detection during floor snapping.</para>
            <para><c>maxCollisions</c> allows to retrieve more than one collision result.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody3D.TestMove(Godot.Transform3D,Godot.Vector3,Godot.KinematicCollision3D,System.Single,System.Boolean,System.Int32)">
            <summary>
            <para>Checks for collisions without moving the body. In order to be frame rate independent in <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> or <see cref="M:Godot.Node._Process(System.Double)"/>, <c>motion</c> should be computed using <c>delta</c>.</para>
            <para>Virtually sets the node's position, scale and rotation to that of the given <see cref="T:Godot.Transform3D"/>, then tries to move the body along the vector <c>motion</c>. Returns <c>true</c> if a collision would stop the body from moving along the whole path.</para>
            <para><c>collision</c> is an optional object of type <see cref="T:Godot.KinematicCollision3D"/>, which contains additional information about the collision when stopped, or when touching another body along the motion.</para>
            <para><c>safeMargin</c> is the extra margin used for collision recovery (see <see cref="P:Godot.CharacterBody3D.SafeMargin"/> for more details).</para>
            <para>If <c>recoveryAsCollision</c> is <c>true</c>, any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would <i>touch</i> any other bodies.</para>
            <para><c>maxCollisions</c> allows to retrieve more than one collision result.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody3D.SetAxisLock(Godot.PhysicsServer3D.BodyAxis,System.Boolean)">
            <summary>
            <para>Locks or unlocks the specified linear or rotational <c>axis</c> depending on the value of <c>lock</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody3D.GetAxisLock(Godot.PhysicsServer3D.BodyAxis)">
            <summary>
            <para>Returns <c>true</c> if the specified linear or rotational <c>axis</c> is locked.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody3D.GetCollisionExceptions">
            <summary>
            <para>Returns an array of nodes that were added as collision exceptions for this body.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody3D.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.PhysicsBody3D.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.PhysicsDirectBodyState2D">
            <summary>
            <para>Provides direct access to a physics body in the <see cref="T:Godot.PhysicsServer2D"/>, allowing safe changes to physics properties. This object is passed via the direct state callback of <see cref="T:Godot.RigidBody2D"/>, and is intended for changing the direct state of that body. See <see cref="M:Godot.RigidBody2D._IntegrateForces(Godot.PhysicsDirectBodyState2D)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState2D.Step">
            <summary>
            <para>The timestep (delta) used for the simulation.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState2D.InverseMass">
            <summary>
            <para>The inverse of the mass of the body.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState2D.InverseInertia">
            <summary>
            <para>The inverse of the inertia of the body.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState2D.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.PhysicsDirectBodyState2D.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.PhysicsDirectBodyState2D.TotalGravity">
            <summary>
            <para>The total gravity vector being currently applied to this body.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState2D.CenterOfMass">
            <summary>
            <para>The body's center of mass position relative to the body's center in the global coordinate system.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState2D.CenterOfMassLocal">
            <summary>
            <para>The body's center of mass position in the body's local coordinate system.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState2D.AngularVelocity">
            <summary>
            <para>The body's rotational velocity in <i>radians</i> per second.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState2D.LinearVelocity">
            <summary>
            <para>The body's linear velocity in pixels per second.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState2D.Sleeping">
            <summary>
            <para>If <c>true</c>, this body is currently sleeping (not active).</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState2D.Transform">
            <summary>
            <para>The body's transformation matrix.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.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.PhysicsDirectBodyState2D.ApplyCentralImpulse(Godot.Vector2)">
            <summary>
            <para>Applies a directional impulse without affecting rotation.</para>
            <para>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).</para>
            <para>This is equivalent to using <see cref="M:Godot.PhysicsDirectBodyState2D.ApplyImpulse(Godot.Vector2,System.Nullable{Godot.Vector2})"/> at the body's center of mass.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.ApplyTorqueImpulse(System.Single)">
            <summary>
            <para>Applies a rotational impulse to the body without affecting the position.</para>
            <para>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).</para>
            <para><b>Note:</b> <see cref="P:Godot.PhysicsDirectBodyState2D.InverseInertia"/> is required for this to work. To have <see cref="P:Godot.PhysicsDirectBodyState2D.InverseInertia"/>, an active <see cref="T:Godot.CollisionShape2D"/> must be a child of the node, or you can manually set <see cref="P:Godot.PhysicsDirectBodyState2D.InverseInertia"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.ApplyImpulse(Godot.Vector2,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Applies a positioned impulse to the body.</para>
            <para>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).</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.ApplyCentralForce(System.Nullable{Godot.Vector2})">
            <summary>
            <para>Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.</para>
            <para>This is equivalent to using <see cref="M:Godot.PhysicsDirectBodyState2D.ApplyForce(Godot.Vector2,System.Nullable{Godot.Vector2})"/> at the body's center of mass.</para>
            </summary>
            <param name="force">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.ApplyForce(Godot.Vector2,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.ApplyTorque(System.Single)">
            <summary>
            <para>Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.</para>
            <para><b>Note:</b> <see cref="P:Godot.PhysicsDirectBodyState2D.InverseInertia"/> is required for this to work. To have <see cref="P:Godot.PhysicsDirectBodyState2D.InverseInertia"/>, an active <see cref="T:Godot.CollisionShape2D"/> must be a child of the node, or you can manually set <see cref="P:Godot.PhysicsDirectBodyState2D.InverseInertia"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.AddConstantCentralForce(System.Nullable{Godot.Vector2})">
            <summary>
            <para>Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with <c>constant_force = Vector2(0, 0)</c>.</para>
            <para>This is equivalent to using <see cref="M:Godot.PhysicsDirectBodyState2D.AddConstantForce(Godot.Vector2,System.Nullable{Godot.Vector2})"/> at the body's center of mass.</para>
            </summary>
            <param name="force">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.AddConstantForce(Godot.Vector2,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Adds a constant positioned force to the body that keeps being applied over time until cleared with <c>constant_force = Vector2(0, 0)</c>.</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.AddConstantTorque(System.Single)">
            <summary>
            <para>Adds a constant rotational force without affecting position that keeps being applied over time until cleared with <c>constant_torque = 0</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.SetConstantForce(Godot.Vector2)">
            <summary>
            <para>Sets the body's total constant positional forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsDirectBodyState2D.AddConstantForce(Godot.Vector2,System.Nullable{Godot.Vector2})"/> and <see cref="M:Godot.PhysicsDirectBodyState2D.AddConstantCentralForce(System.Nullable{Godot.Vector2})"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.GetConstantForce">
            <summary>
            <para>Returns the body's total constant positional forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsDirectBodyState2D.AddConstantForce(Godot.Vector2,System.Nullable{Godot.Vector2})"/> and <see cref="M:Godot.PhysicsDirectBodyState2D.AddConstantCentralForce(System.Nullable{Godot.Vector2})"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.SetConstantTorque(System.Single)">
            <summary>
            <para>Sets the body's total constant rotational forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsDirectBodyState2D.AddConstantTorque(System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.GetConstantTorque">
            <summary>
            <para>Returns the body's total constant rotational forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsDirectBodyState2D.AddConstantTorque(System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.GetContactCount">
            <summary>
            <para>Returns the number of contacts this body has with other bodies.</para>
            <para><b>Note:</b> 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.PhysicsDirectBodyState2D.GetContactLocalPosition(System.Int32)">
            <summary>
            <para>Returns the position of the contact point on the body in the global coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.GetContactLocalNormal(System.Int32)">
            <summary>
            <para>Returns the local normal at the contact point.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.GetContactLocalShape(System.Int32)">
            <summary>
            <para>Returns the local shape index of the collision.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.GetContactLocalVelocityAtPosition(System.Int32)">
            <summary>
            <para>Returns the velocity vector at the body's contact point.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.GetContactCollider(System.Int32)">
            <summary>
            <para>Returns the collider's <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.GetContactColliderPosition(System.Int32)">
            <summary>
            <para>Returns the position of the contact point on the collider in the global coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.GetContactColliderId(System.Int32)">
            <summary>
            <para>Returns the collider's object id.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.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.PhysicsDirectBodyState2D.GetContactColliderShape(System.Int32)">
            <summary>
            <para>Returns the collider's shape index.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.GetContactColliderVelocityAtPosition(System.Int32)">
            <summary>
            <para>Returns the velocity vector at the collider's contact point.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.GetContactImpulse(System.Int32)">
            <summary>
            <para>Returns the impulse created by the contact.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.IntegrateForces">
            <summary>
            <para>Calls the built-in force integration code.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState2D.GetSpaceState">
            <summary>
            <para>Returns the current state of the space, useful for queries.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsDirectBodyState2DExtension">
            <summary>
            <para>This class extends <see cref="T:Godot.PhysicsDirectBodyState2D"/> by providing additional virtual methods that can be overridden. When these methods are overridden, they will be called instead of the internal methods of the physics server.</para>
            <para>Intended for use with GDExtension to create custom implementations of <see cref="T:Godot.PhysicsDirectBodyState2D"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsDirectBodyState3D">
            <summary>
            <para>Provides direct access to a physics body in the <see cref="T:Godot.PhysicsServer3D"/>, allowing safe changes to physics properties. This object is passed via the direct state callback of <see cref="T:Godot.RigidBody3D"/>, and is intended for changing the direct state of that body. See <see cref="M:Godot.RigidBody3D._IntegrateForces(Godot.PhysicsDirectBodyState3D)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState3D.Step">
            <summary>
            <para>The timestep (delta) used for the simulation.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState3D.InverseMass">
            <summary>
            <para>The inverse of the mass of the body.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState3D.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.PhysicsDirectBodyState3D.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.PhysicsDirectBodyState3D.InverseInertia">
            <summary>
            <para>The inverse of the inertia of the body.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState3D.InverseInertiaTensor">
            <summary>
            <para>The inverse of the inertia tensor of the body.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState3D.TotalGravity">
            <summary>
            <para>The total gravity vector being currently applied to this body.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState3D.CenterOfMass">
            <summary>
            <para>The body's center of mass position relative to the body's center in the global coordinate system.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState3D.CenterOfMassLocal">
            <summary>
            <para>The body's center of mass position in the body's local coordinate system.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState3D.AngularVelocity">
            <summary>
            <para>The body's rotational velocity in <i>radians</i> per second.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState3D.LinearVelocity">
            <summary>
            <para>The body's linear velocity in units per second.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState3D.Sleeping">
            <summary>
            <para>If <c>true</c>, this body is currently sleeping (not active).</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState3D.Transform">
            <summary>
            <para>The body's transformation matrix.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.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.PhysicsDirectBodyState3D.ApplyCentralImpulse(System.Nullable{Godot.Vector3})">
            <summary>
            <para>Applies a directional impulse without affecting rotation.</para>
            <para>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).</para>
            <para>This is equivalent to using <see cref="M:Godot.PhysicsDirectBodyState3D.ApplyImpulse(Godot.Vector3,System.Nullable{Godot.Vector3})"/> at the body's center of mass.</para>
            </summary>
            <param name="impulse">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.ApplyImpulse(Godot.Vector3,System.Nullable{Godot.Vector3})">
            <summary>
            <para>Applies a positioned impulse to the body.</para>
            <para>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).</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.ApplyTorqueImpulse(Godot.Vector3)">
            <summary>
            <para>Applies a rotational impulse to the body without affecting the position.</para>
            <para>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).</para>
            <para><b>Note:</b> <see cref="P:Godot.PhysicsDirectBodyState3D.InverseInertia"/> is required for this to work. To have <see cref="P:Godot.PhysicsDirectBodyState3D.InverseInertia"/>, an active <see cref="T:Godot.CollisionShape3D"/> must be a child of the node, or you can manually set <see cref="P:Godot.PhysicsDirectBodyState3D.InverseInertia"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.ApplyCentralForce(System.Nullable{Godot.Vector3})">
            <summary>
            <para>Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.</para>
            <para>This is equivalent to using <see cref="M:Godot.PhysicsDirectBodyState3D.ApplyForce(Godot.Vector3,System.Nullable{Godot.Vector3})"/> at the body's center of mass.</para>
            </summary>
            <param name="force">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.ApplyForce(Godot.Vector3,System.Nullable{Godot.Vector3})">
            <summary>
            <para>Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.ApplyTorque(Godot.Vector3)">
            <summary>
            <para>Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.</para>
            <para><b>Note:</b> <see cref="P:Godot.PhysicsDirectBodyState3D.InverseInertia"/> is required for this to work. To have <see cref="P:Godot.PhysicsDirectBodyState3D.InverseInertia"/>, an active <see cref="T:Godot.CollisionShape3D"/> must be a child of the node, or you can manually set <see cref="P:Godot.PhysicsDirectBodyState3D.InverseInertia"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.AddConstantCentralForce(System.Nullable{Godot.Vector3})">
            <summary>
            <para>Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with <c>constant_force = Vector3(0, 0, 0)</c>.</para>
            <para>This is equivalent to using <see cref="M:Godot.PhysicsDirectBodyState3D.AddConstantForce(Godot.Vector3,System.Nullable{Godot.Vector3})"/> at the body's center of mass.</para>
            </summary>
            <param name="force">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.AddConstantForce(Godot.Vector3,System.Nullable{Godot.Vector3})">
            <summary>
            <para>Adds a constant positioned force to the body that keeps being applied over time until cleared with <c>constant_force = Vector3(0, 0, 0)</c>.</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.AddConstantTorque(Godot.Vector3)">
            <summary>
            <para>Adds a constant rotational force without affecting position that keeps being applied over time until cleared with <c>constant_torque = Vector3(0, 0, 0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.SetConstantForce(Godot.Vector3)">
            <summary>
            <para>Sets the body's total constant positional forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsDirectBodyState3D.AddConstantForce(Godot.Vector3,System.Nullable{Godot.Vector3})"/> and <see cref="M:Godot.PhysicsDirectBodyState3D.AddConstantCentralForce(System.Nullable{Godot.Vector3})"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetConstantForce">
            <summary>
            <para>Returns the body's total constant positional forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsDirectBodyState3D.AddConstantForce(Godot.Vector3,System.Nullable{Godot.Vector3})"/> and <see cref="M:Godot.PhysicsDirectBodyState3D.AddConstantCentralForce(System.Nullable{Godot.Vector3})"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.SetConstantTorque(Godot.Vector3)">
            <summary>
            <para>Sets the body's total constant rotational forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsDirectBodyState3D.AddConstantTorque(Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetConstantTorque">
            <summary>
            <para>Returns the body's total constant rotational forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsDirectBodyState3D.AddConstantTorque(Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetContactCount">
            <summary>
            <para>Returns the number of contacts this body has with other bodies.</para>
            <para><b>Note:</b> By default, this returns 0 unless bodies are configured to monitor contacts. See <see cref="P:Godot.RigidBody3D.ContactMonitor"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetContactLocalPosition(System.Int32)">
            <summary>
            <para>Returns the position of the contact point on the body in the global coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetContactLocalNormal(System.Int32)">
            <summary>
            <para>Returns the local normal at the contact point.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetContactImpulse(System.Int32)">
            <summary>
            <para>Impulse created by the contact.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetContactLocalShape(System.Int32)">
            <summary>
            <para>Returns the local shape index of the collision.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetContactLocalVelocityAtPosition(System.Int32)">
            <summary>
            <para>Returns the linear velocity vector at the body's contact point.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetContactCollider(System.Int32)">
            <summary>
            <para>Returns the collider's <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetContactColliderPosition(System.Int32)">
            <summary>
            <para>Returns the position of the contact point on the collider in the global coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetContactColliderId(System.Int32)">
            <summary>
            <para>Returns the collider's object id.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetContactColliderObject(System.Int32)">
            <summary>
            <para>Returns the collider object.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetContactColliderShape(System.Int32)">
            <summary>
            <para>Returns the collider's shape index.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetContactColliderVelocityAtPosition(System.Int32)">
            <summary>
            <para>Returns the linear velocity vector at the collider's contact point.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.IntegrateForces">
            <summary>
            <para>Calls the built-in force integration code.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState3D.GetSpaceState">
            <summary>
            <para>Returns the current state of the space, useful for queries.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsDirectBodyState3DExtension">
            <summary>
            <para>This class extends <see cref="T:Godot.PhysicsDirectBodyState3D"/> by providing additional virtual methods that can be overridden. When these methods are overridden, they will be called instead of the internal methods of the physics server.</para>
            <para>Intended for use with GDExtension to create custom implementations of <see cref="T:Godot.PhysicsDirectBodyState3D"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsDirectSpaceState2D">
            <summary>
            <para>Provides direct access to a physics space in the <see cref="T:Godot.PhysicsServer2D"/>. It's used mainly to do queries against objects and areas residing in a given space.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState2D.IntersectPoint(Godot.PhysicsPointQueryParameters2D,System.Int32)">
            <summary>
            <para>Checks whether a point is inside any solid shape. Position and other parameters are defined through <see cref="T:Godot.PhysicsPointQueryParameters2D"/>. 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>maxResults</c> parameter, to reduce the processing time.</para>
            <para><b>Note:</b> <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>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState2D.IntersectRay(Godot.PhysicsRayQueryParameters2D)">
            <summary>
            <para>Intersects a ray in a given space. Ray position and other parameters are defined through <see cref="T:Godot.PhysicsRayQueryParameters2D"/>. 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, or <c>Vector2(0, 0)</c> if the ray starts inside the shape and <see cref="P:Godot.PhysicsRayQueryParameters2D.HitFromInside"/> is <c>true</c>.</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>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState2D.IntersectShape(Godot.PhysicsShapeQueryParameters2D,System.Int32)">
            <summary>
            <para>Checks the intersections of a shape, given through a <see cref="T:Godot.PhysicsShapeQueryParameters2D"/> 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>maxResults</c> parameter, to reduce the processing time.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState2D.CastMotion(Godot.PhysicsShapeQueryParameters2D)">
            <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.PhysicsShapeQueryParameters2D"/> 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><b>Note:</b> 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.PhysicsDirectSpaceState2D.CollideShape(Godot.PhysicsShapeQueryParameters2D,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.PhysicsDirectSpaceState2D.CollideShape(Godot.PhysicsShapeQueryParameters2D,System.Int32)">
            <summary>
            <para>Checks the intersections of a shape, given through a <see cref="T:Godot.PhysicsShapeQueryParameters2D"/> object, against the space. The resulting array contains a list of points where the shape intersects another. Like with <see cref="M:Godot.PhysicsDirectSpaceState2D.IntersectShape(Godot.PhysicsShapeQueryParameters2D,System.Int32)"/>, the number of returned results can be limited to save processing time.</para>
            <para>Returned points are a list of pairs of contact points. For each pair the first one is in the shape passed in <see cref="T:Godot.PhysicsShapeQueryParameters2D"/> object, second one is in the collided shape from the physics space.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState2D.GetRestInfo(Godot.PhysicsShapeQueryParameters2D)">
            <summary>
            <para>Checks the intersections of a shape, given through a <see cref="T:Godot.PhysicsShapeQueryParameters2D"/> 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><b>Note:</b> 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>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.PhysicsDirectSpaceState2DExtension">
            <summary>
            <para>This class extends <see cref="T:Godot.PhysicsDirectSpaceState2D"/> by providing additional virtual methods that can be overridden. When these methods are overridden, they will be called instead of the internal methods of the physics server.</para>
            <para>Intended for use with GDExtension to create custom implementations of <see cref="T:Godot.PhysicsDirectSpaceState2D"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsDirectSpaceState3D">
            <summary>
            <para>Provides direct access to a physics space in the <see cref="T:Godot.PhysicsServer3D"/>. It's used mainly to do queries against objects and areas residing in a given space.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState3D.IntersectPoint(Godot.PhysicsPointQueryParameters3D,System.Int32)">
            <summary>
            <para>Checks whether a point is inside any solid shape. Position and other parameters are defined through <see cref="T:Godot.PhysicsPointQueryParameters3D"/>. 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>maxResults</c> parameter, to reduce the processing time.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState3D.IntersectRay(Godot.PhysicsRayQueryParameters3D)">
            <summary>
            <para>Intersects a ray in a given space. Ray position and other parameters are defined through <see cref="T:Godot.PhysicsRayQueryParameters3D"/>. 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, or <c>Vector3(0, 0, 0)</c> if the ray starts inside the shape and <see cref="P:Godot.PhysicsRayQueryParameters3D.HitFromInside"/> is <c>true</c>.</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>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState3D.IntersectShape(Godot.PhysicsShapeQueryParameters3D,System.Int32)">
            <summary>
            <para>Checks the intersections of a shape, given through a <see cref="T:Godot.PhysicsShapeQueryParameters3D"/> 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>maxResults</c> parameter, to reduce the processing time.</para>
            <para><b>Note:</b> This method does not take into account the <c>motion</c> property of the object.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState3D.CastMotion(Godot.PhysicsShapeQueryParameters3D)">
            <summary>
            <para>Checks how far a <see cref="T:Godot.Shape3D"/> can move without colliding. All the parameters for the query, including the shape, are supplied through a <see cref="T:Godot.PhysicsShapeQueryParameters3D"/> 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><b>Note:</b> Any <see cref="T:Godot.Shape3D"/>s that the shape is already colliding with e.g. inside of, will be ignored. Use <see cref="M:Godot.PhysicsDirectSpaceState3D.CollideShape(Godot.PhysicsShapeQueryParameters3D,System.Int32)"/> to determine the <see cref="T:Godot.Shape3D"/>s that the shape is already colliding with.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState3D.CollideShape(Godot.PhysicsShapeQueryParameters3D,System.Int32)">
            <summary>
            <para>Checks the intersections of a shape, given through a <see cref="T:Godot.PhysicsShapeQueryParameters3D"/> object, against the space. The resulting array contains a list of points where the shape intersects another. Like with <see cref="M:Godot.PhysicsDirectSpaceState3D.IntersectShape(Godot.PhysicsShapeQueryParameters3D,System.Int32)"/>, the number of returned results can be limited to save processing time.</para>
            <para>Returned points are a list of pairs of contact points. For each pair the first one is in the shape passed in <see cref="T:Godot.PhysicsShapeQueryParameters3D"/> object, second one is in the collided shape from the physics space.</para>
            <para><b>Note:</b> This method does not take into account the <c>motion</c> property of the object.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState3D.GetRestInfo(Godot.PhysicsShapeQueryParameters3D)">
            <summary>
            <para>Checks the intersections of a shape, given through a <see cref="T:Godot.PhysicsShapeQueryParameters3D"/> 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.Area3D"/>, 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>
            <para><b>Note:</b> This method does not take into account the <c>motion</c> property of the object.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsDirectSpaceState3DExtension">
            <summary>
            <para>This class extends <see cref="T:Godot.PhysicsDirectSpaceState3D"/> by providing additional virtual methods that can be overridden. When these methods are overridden, they will be called instead of the internal methods of the physics server.</para>
            <para>Intended for use with GDExtension to create custom implementations of <see cref="T:Godot.PhysicsDirectSpaceState3D"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsMaterial">
            <summary>
            <para>Holds physics-related properties of a surface, namely its roughness and bounciness. This class is used to apply these properties to a physics body.</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.PhysicsPointQueryParameters2D">
            <summary>
            <para>By changing various properties of this object, such as the point position, you can configure the parameters for <see cref="M:Godot.PhysicsDirectSpaceState2D.IntersectPoint(Godot.PhysicsPointQueryParameters2D,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsPointQueryParameters2D.Position">
            <summary>
            <para>The position being queried for, in global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsPointQueryParameters2D.CanvasInstanceId">
            <summary>
            <para>If different from <c>0</c>, restricts the query to a specific canvas layer specified by its instance ID. See <see cref="M:Godot.GodotObject.GetInstanceId"/>.</para>
            <para>If <c>0</c>, restricts the query to the Viewport's default canvas layer.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsPointQueryParameters2D.CollisionMask">
            <summary>
            <para>The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsPointQueryParameters2D.Exclude">
            <summary>
            <para>The list of object <see cref="T:Godot.Rid"/>s that will be excluded from collisions. Use <see cref="M:Godot.CollisionObject2D.GetRid"/> to get the <see cref="T:Godot.Rid"/> associated with a <see cref="T:Godot.CollisionObject2D"/>-derived node.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsPointQueryParameters2D.CollideWithBodies">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.PhysicsBody2D"/>s into account.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsPointQueryParameters2D.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.Area2D"/>s into account.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsPointQueryParameters3D">
            <summary>
            <para>By changing various properties of this object, such as the point position, you can configure the parameters for <see cref="M:Godot.PhysicsDirectSpaceState3D.IntersectPoint(Godot.PhysicsPointQueryParameters3D,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsPointQueryParameters3D.Position">
            <summary>
            <para>The position being queried for, in global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsPointQueryParameters3D.CollisionMask">
            <summary>
            <para>The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See <a href="$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.PhysicsPointQueryParameters3D.Exclude">
            <summary>
            <para>The list of object <see cref="T:Godot.Rid"/>s that will be excluded from collisions. Use <see cref="M:Godot.CollisionObject3D.GetRid"/> to get the <see cref="T:Godot.Rid"/> associated with a <see cref="T:Godot.CollisionObject3D"/>-derived node.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsPointQueryParameters3D.CollideWithBodies">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.PhysicsBody3D"/>s into account.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsPointQueryParameters3D.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.Area3D"/>s into account.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsRayQueryParameters2D">
            <summary>
            <para>By changing various properties of this object, such as the ray position, you can configure the parameters for <see cref="M:Godot.PhysicsDirectSpaceState2D.IntersectRay(Godot.PhysicsRayQueryParameters2D)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsRayQueryParameters2D.From">
            <summary>
            <para>The starting point of the ray being queried for, in global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsRayQueryParameters2D.To">
            <summary>
            <para>The ending point of the ray being queried for, in global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsRayQueryParameters2D.CollisionMask">
            <summary>
            <para>The physics layers the query will detect (as a bitmask). By default, all collision layers are 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.PhysicsRayQueryParameters2D.Exclude">
            <summary>
            <para>The list of object <see cref="T:Godot.Rid"/>s that will be excluded from collisions. Use <see cref="M:Godot.CollisionObject2D.GetRid"/> to get the <see cref="T:Godot.Rid"/> associated with a <see cref="T:Godot.CollisionObject2D"/>-derived node.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsRayQueryParameters2D.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.PhysicsRayQueryParameters2D.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.Area2D"/>s into account.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsRayQueryParameters2D.HitFromInside">
            <summary>
            <para>If <c>true</c>, the query will detect a hit when starting inside shapes. In this case the collision normal will be <c>Vector2(0, 0)</c>. Does not affect concave polygon shapes.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsRayQueryParameters2D.Create(Godot.Vector2,Godot.Vector2,System.UInt32,Godot.Collections.Array{Godot.Rid})">
            <summary>
            <para>Returns a new, pre-configured <see cref="T:Godot.PhysicsRayQueryParameters2D"/> object. Use it to quickly create query parameters using the most common options.</para>
            <para><code>
            var query = PhysicsRayQueryParameters2D.create(global_position, global_position + Vector2(0, 100))
            var collision = get_world_2d().direct_space_state.intersect_ray(query)
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsRayQueryParameters3D">
            <summary>
            <para>By changing various properties of this object, such as the ray position, you can configure the parameters for <see cref="M:Godot.PhysicsDirectSpaceState3D.IntersectRay(Godot.PhysicsRayQueryParameters3D)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsRayQueryParameters3D.From">
            <summary>
            <para>The starting point of the ray being queried for, in global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsRayQueryParameters3D.To">
            <summary>
            <para>The ending point of the ray being queried for, in global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsRayQueryParameters3D.CollisionMask">
            <summary>
            <para>The physics layers the query will detect (as a bitmask). By default, all collision layers are 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.PhysicsRayQueryParameters3D.Exclude">
            <summary>
            <para>The list of object <see cref="T:Godot.Rid"/>s that will be excluded from collisions. Use <see cref="M:Godot.CollisionObject3D.GetRid"/> to get the <see cref="T:Godot.Rid"/> associated with a <see cref="T:Godot.CollisionObject3D"/>-derived node.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsRayQueryParameters3D.CollideWithBodies">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.PhysicsBody3D"/>s into account.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsRayQueryParameters3D.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.Area3D"/>s into account.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsRayQueryParameters3D.HitFromInside">
            <summary>
            <para>If <c>true</c>, the query will detect a hit when starting inside shapes. In this case the collision normal will be <c>Vector3(0, 0, 0)</c>. Does not affect concave polygon shapes or heightmap shapes.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsRayQueryParameters3D.HitBackFaces">
            <summary>
            <para>If <c>true</c>, the query will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsRayQueryParameters3D.Create(Godot.Vector3,Godot.Vector3,System.UInt32,Godot.Collections.Array{Godot.Rid})">
            <summary>
            <para>Returns a new, pre-configured <see cref="T:Godot.PhysicsRayQueryParameters3D"/> object. Use it to quickly create query parameters using the most common options.</para>
            <para><code>
            var query = PhysicsRayQueryParameters3D.create(position, position + Vector3(0, -10, 0))
            var collision = get_world_3d().direct_space_state.intersect_ray(query)
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsServer2D">
            <summary>
            <para>PhysicsServer2D is the server responsible for all 2D physics. It can directly create and manipulate all physics objects:</para>
            <para>- A <i>space</i> is a self-contained world for a physics simulation. It contains bodies, areas, and joints. Its state can be queried for collision and intersection information, and several parameters of the simulation can be modified.</para>
            <para>- A <i>shape</i> is a geometric shape such as a circle, a rectangle, a capsule, or a polygon. It can be used for collision detection by adding it to a body/area, possibly with an extra transformation relative to the body/area's origin. Bodies/areas can have multiple (transformed) shapes added to them, and a single shape can be added to bodies/areas multiple times with different local transformations.</para>
            <para>- A <i>body</i> is a physical object which can be in static, kinematic, or rigid mode. Its state (such as position and velocity) can be queried and updated. A force integration callback can be set to customize the body's physics.</para>
            <para>- An <i>area</i> is a region in space which can be used to detect bodies and areas entering and exiting it. A body monitoring callback can be set to report entering/exiting body shapes, and similarly an area monitoring callback can be set. Gravity and damping can be overridden within the area by setting area parameters.</para>
            <para>- A <i>joint</i> is a constraint, either between two bodies or on one body relative to a point. Parameters such as the joint bias and the rest length of a spring joint can be adjusted.</para>
            <para>Physics objects in <see cref="T:Godot.PhysicsServer2D"/> may be created and manipulated independently; they do not have to be tied to nodes in the scene tree.</para>
            <para><b>Note:</b> All the 2D physics nodes use the physics server internally. Adding a physics node to the scene tree will cause a corresponding physics object to be created in the physics server. A rigid body node registers a callback that updates the node's transform with the transform of the respective body object in the physics server (every physics update). An area node registers a callback to inform the area node about overlaps with the respective area object in the physics server. The raycast node queries the direct state of the relevant space in the physics server.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.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. The default value of this parameter is <c>ProjectSettings.physics/2d/solver/contact_recycle_radius</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.SpaceParameter.ContactMaxSeparation">
            <summary>
            <para>Constant to set/get the maximum distance a shape can be from another before they are considered separated and the contact is discarded. The default value of this parameter is <c>ProjectSettings.physics/2d/solver/contact_max_separation</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.SpaceParameter.ContactMaxAllowedPenetration">
            <summary>
            <para>Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision. The default value of this parameter is <c>ProjectSettings.physics/2d/solver/contact_max_allowed_penetration</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.SpaceParameter.ContactDefaultBias">
            <summary>
            <para>Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision. The default value of this parameter is <c>ProjectSettings.physics/2d/solver/default_contact_bias</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.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. The default value of this parameter is <c>ProjectSettings.physics/2d/sleep_threshold_linear</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.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. The default value of this parameter is <c>ProjectSettings.physics/2d/sleep_threshold_angular</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.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. The default value of this parameter is <c>ProjectSettings.physics/2d/time_before_sleep</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.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. The default value of this parameter is <c>ProjectSettings.physics/2d/solver/default_constraint_bias</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.SpaceParameter.SolverIterations">
            <summary>
            <para>Constant to set/get the number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance. The default value of this parameter is <c>ProjectSettings.physics/2d/solver/solver_iterations</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.ShapeType.WorldBoundary">
            <summary>
            <para>This is the constant for creating world boundary shapes. A world boundary shape is an <i>infinite</i> line with an origin point, and a normal. Thus, it can be used for front/behind checks.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.ShapeType.SeparationRay">
            <summary>
            <para>This is the constant for creating separation ray shapes. A separation ray is defined by a length and separates itself from what is touching its far endpoint. Useful for character controllers.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.ShapeType.Segment">
            <summary>
            <para>This is the constant for creating segment shapes. A segment shape is a <i>finite</i> line from a point A to a point B. It can be checked for intersections.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.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.PhysicsServer2D.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.PhysicsServer2D.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.PhysicsServer2D.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.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.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.PhysicsServer2D.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.PhysicsServer2D.AreaParameter.GravityOverrideMode">
            <summary>
            <para>Constant to set/get gravity override mode in an area. See <see cref="T:Godot.PhysicsServer2D.AreaSpaceOverrideMode"/> for possible values. The default value of this parameter is <see cref="F:Godot.PhysicsServer2D.AreaSpaceOverrideMode.Disabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.AreaParameter.Gravity">
            <summary>
            <para>Constant to set/get gravity strength in an area. The default value of this parameter is <c>9.80665</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.AreaParameter.GravityVector">
            <summary>
            <para>Constant to set/get gravity vector/center in an area. The default value of this parameter is <c>Vector2(0, -1)</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.AreaParameter.GravityIsPoint">
            <summary>
            <para>Constant to set/get whether the gravity vector of an area is a direction, or a center point. The default value of this parameter is <c>false</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.AreaParameter.GravityPointUnitDistance">
            <summary>
            <para>Constant to set/get the distance at which the gravity strength is equal to the gravity controlled by <see cref="F:Godot.PhysicsServer2D.AreaParameter.Gravity"/>. For example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/s², set the gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half the distance, 4x the gravity), and so on.</para>
            <para>The above is true only when the unit distance is a positive number. When the unit distance is set to 0.0, the gravity will be constant regardless of distance. The default value of this parameter is <c>0.0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.AreaParameter.LinearDampOverrideMode">
            <summary>
            <para>Constant to set/get linear damping override mode in an area. See <see cref="T:Godot.PhysicsServer2D.AreaSpaceOverrideMode"/> for possible values. The default value of this parameter is <see cref="F:Godot.PhysicsServer2D.AreaSpaceOverrideMode.Disabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.AreaParameter.LinearDamp">
            <summary>
            <para>Constant to set/get the linear damping factor of an area. The default value of this parameter is <c>0.1</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.AreaParameter.AngularDampOverrideMode">
            <summary>
            <para>Constant to set/get angular damping override mode in an area. See <see cref="T:Godot.PhysicsServer2D.AreaSpaceOverrideMode"/> for possible values. The default value of this parameter is <see cref="F:Godot.PhysicsServer2D.AreaSpaceOverrideMode.Disabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.AreaParameter.AngularDamp">
            <summary>
            <para>Constant to set/get the angular damping factor of an area. The default value of this parameter is <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.AreaParameter.Priority">
            <summary>
            <para>Constant to set/get the priority (order of processing) of an area. The default value of this parameter is <c>0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.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.PhysicsServer2D.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.PhysicsServer2D.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.PhysicsServer2D.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.PhysicsServer2D.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.PhysicsServer2D.BodyMode.Static">
            <summary>
            <para>Constant for static bodies. In this mode, a body can be only moved by user code and doesn't collide with other bodies along its path when moved.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyMode.Kinematic">
            <summary>
            <para>Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyMode.Rigid">
            <summary>
            <para>Constant for rigid bodies. In this mode, a body can be pushed by other bodies and has forces applied.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyMode.RigidLinear">
            <summary>
            <para>Constant for linear rigid bodies. In this mode, a body can not rotate, and only its linear velocity is affected by external forces.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyParameter.Bounce">
            <summary>
            <para>Constant to set/get a body's bounce factor. The default value of this parameter is <c>0.0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyParameter.Friction">
            <summary>
            <para>Constant to set/get a body's friction. The default value of this parameter is <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyParameter.Mass">
            <summary>
            <para>Constant to set/get a body's mass. The default value of this parameter is <c>1.0</c>. If the body's mode is set to <see cref="F:Godot.PhysicsServer2D.BodyMode.Rigid"/>, then setting this parameter will have the following additional effects:</para>
            <para>- If the parameter <see cref="F:Godot.PhysicsServer2D.BodyParameter.CenterOfMass"/> has never been set explicitly, then the value of that parameter will be recalculated based on the body's shapes.</para>
            <para>- If the parameter <see cref="F:Godot.PhysicsServer2D.BodyParameter.Inertia"/> is set to a value <c>&lt;= 0.0</c>, then the value of that parameter will be recalculated based on the body's shapes, mass, and center of mass.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyParameter.Inertia">
            <summary>
            <para>Constant to set/get a body's inertia. The default value of this parameter is <c>0.0</c>. If the body's inertia is set to a value <c>&lt;= 0.0</c>, then the inertia will be recalculated based on the body's shapes, mass, and center of mass.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyParameter.CenterOfMass">
            <summary>
            <para>Constant to set/get a body's center of mass position in the body's local coordinate system. The default value of this parameter is <c>Vector2(0,0)</c>. If this parameter is never set explicitly, then it is recalculated based on the body's shapes when setting the parameter <see cref="F:Godot.PhysicsServer2D.BodyParameter.Mass"/> or when calling <see cref="M:Godot.PhysicsServer2D.BodySetSpace(Godot.Rid,Godot.Rid)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyParameter.GravityScale">
            <summary>
            <para>Constant to set/get a body's gravity multiplier. The default value of this parameter is <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyParameter.LinearDampMode">
            <summary>
            <para>Constant to set/get a body's linear damping mode. See <see cref="T:Godot.PhysicsServer2D.BodyDampMode"/> for possible values. The default value of this parameter is <see cref="F:Godot.PhysicsServer2D.BodyDampMode.Combine"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyParameter.AngularDampMode">
            <summary>
            <para>Constant to set/get a body's angular damping mode. See <see cref="T:Godot.PhysicsServer2D.BodyDampMode"/> for possible values. The default value of this parameter is <see cref="F:Godot.PhysicsServer2D.BodyDampMode.Combine"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyParameter.LinearDamp">
            <summary>
            <para>Constant to set/get a body's linear damping factor. The default value of this parameter is <c>0.0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyParameter.AngularDamp">
            <summary>
            <para>Constant to set/get a body's angular damping factor. The default value of this parameter is <c>0.0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyParameter.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.PhysicsServer2D.BodyParameter"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyDampMode.Combine">
            <summary>
            <para>The body's damping value is added to any value set in areas or the default value.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyDampMode.Replace">
            <summary>
            <para>The body's damping value replaces any value set in areas or the default value.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyState.Transform">
            <summary>
            <para>Constant to set/get the current transform matrix of the body.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyState.LinearVelocity">
            <summary>
            <para>Constant to set/get the current linear velocity of the body.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.BodyState.AngularVelocity">
            <summary>
            <para>Constant to set/get the current angular velocity of the body.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.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.PhysicsServer2D.BodyState.CanSleep">
            <summary>
            <para>Constant to set/get whether the body can sleep.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.JointType.Pin">
            <summary>
            <para>Constant to create pin joints.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.JointType.Groove">
            <summary>
            <para>Constant to create groove joints.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.JointType.DampedSpring">
            <summary>
            <para>Constant to create damped spring joints.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.JointType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.PhysicsServer2D.JointType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.JointParam.Bias">
            <summary>
            <para>Constant to set/get how fast the joint pulls the bodies back to satisfy the joint constraint. The lower the value, the more the two bodies can pull on the joint. The default value of this parameter is <c>0.0</c>.</para>
            <para><b>Note:</b> In Godot Physics, this parameter is only used for pin joints and groove joints.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.JointParam.MaxBias">
            <summary>
            <para>Constant to set/get the maximum speed with which the joint can apply corrections. The default value of this parameter is <c>3.40282e+38</c>.</para>
            <para><b>Note:</b> In Godot Physics, this parameter is only used for groove joints.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.JointParam.MaxForce">
            <summary>
            <para>Constant to set/get the maximum force that the joint can use to act on the two bodies. The default value of this parameter is <c>3.40282e+38</c>.</para>
            <para><b>Note:</b> In Godot Physics, this parameter is only used for groove joints.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.PinJointParam.Softness">
            <summary>
            <para>Constant to set/get a how much the bond of the pin joint can flex. The default value of this parameter is <c>0.0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.DampedSpringParam.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. The default value of this parameter is the distance between the joint's anchor points.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.DampedSpringParam.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. The default value of this parameter is <c>20.0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.DampedSpringParam.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). The default value of this parameter is <c>1.5</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.CcdMode.Disabled">
            <summary>
            <para>Disables continuous collision detection. This is the fastest way to detect body collisions, but it can miss small and/or fast-moving objects.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.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.PhysicsServer2D.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.PhysicsServer2D.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.PhysicsServer2D.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.PhysicsServer2D.ProcessInfo.ActiveObjects">
            <summary>
            <para>Constant to get the number of objects that are not sleeping.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.ProcessInfo.CollisionPairs">
            <summary>
            <para>Constant to get the number of possible collisions.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer2D.ProcessInfo.IslandCount">
            <summary>
            <para>Constant to get the number of space regions where a collision could occur.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.WorldBoundaryShapeCreate">
            <summary>
            <para>Creates a 2D world boundary shape in the physics server, and returns the <see cref="T:Godot.Rid"/> that identifies it. Use <see cref="M:Godot.PhysicsServer2D.ShapeSetData(Godot.Rid,Godot.Variant)"/> to set the shape's normal direction and distance properties.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.SeparationRayShapeCreate">
            <summary>
            <para>Creates a 2D separation ray shape in the physics server, and returns the <see cref="T:Godot.Rid"/> that identifies it. Use <see cref="M:Godot.PhysicsServer2D.ShapeSetData(Godot.Rid,Godot.Variant)"/> to set the shape's <c>length</c> and <c>slide_on_slope</c> properties.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.SegmentShapeCreate">
            <summary>
            <para>Creates a 2D segment shape in the physics server, and returns the <see cref="T:Godot.Rid"/> that identifies it. Use <see cref="M:Godot.PhysicsServer2D.ShapeSetData(Godot.Rid,Godot.Variant)"/> to set the segment's start and end points.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.CircleShapeCreate">
            <summary>
            <para>Creates a 2D circle shape in the physics server, and returns the <see cref="T:Godot.Rid"/> that identifies it. Use <see cref="M:Godot.PhysicsServer2D.ShapeSetData(Godot.Rid,Godot.Variant)"/> to set the circle's radius.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.RectangleShapeCreate">
            <summary>
            <para>Creates a 2D rectangle shape in the physics server, and returns the <see cref="T:Godot.Rid"/> that identifies it. Use <see cref="M:Godot.PhysicsServer2D.ShapeSetData(Godot.Rid,Godot.Variant)"/> to set the rectangle's half-extents.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.CapsuleShapeCreate">
            <summary>
            <para>Creates a 2D capsule shape in the physics server, and returns the <see cref="T:Godot.Rid"/> that identifies it. Use <see cref="M:Godot.PhysicsServer2D.ShapeSetData(Godot.Rid,Godot.Variant)"/> to set the capsule's height and radius.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.ConvexPolygonShapeCreate">
            <summary>
            <para>Creates a 2D convex polygon shape in the physics server, and returns the <see cref="T:Godot.Rid"/> that identifies it. Use <see cref="M:Godot.PhysicsServer2D.ShapeSetData(Godot.Rid,Godot.Variant)"/> to set the convex polygon's points.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.ConcavePolygonShapeCreate">
            <summary>
            <para>Creates a 2D concave polygon shape in the physics server, and returns the <see cref="T:Godot.Rid"/> that identifies it. Use <see cref="M:Godot.PhysicsServer2D.ShapeSetData(Godot.Rid,Godot.Variant)"/> to set the concave polygon's segments.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.ShapeSetData(Godot.Rid,Godot.Variant)">
            <summary>
            <para>Sets the shape data that defines the configuration of the shape. The <c>data</c> to be passed depends on the shape's type (see <see cref="M:Godot.PhysicsServer2D.ShapeGetType(Godot.Rid)"/>):</para>
            <para>- <see cref="F:Godot.PhysicsServer2D.ShapeType.WorldBoundary"/>: an array of length two containing a <see cref="T:Godot.Vector2"/> <c>normal</c> direction and a <c>float</c> distance <c>d</c>,</para>
            <para>- <see cref="F:Godot.PhysicsServer2D.ShapeType.SeparationRay"/>: a dictionary containing the key <c>length</c> with a <c>float</c> value and the key <c>slide_on_slope</c> with a <c>bool</c> value,</para>
            <para>- <see cref="F:Godot.PhysicsServer2D.ShapeType.Segment"/>: a <see cref="T:Godot.Rect2"/> <c>rect</c> containing the first point of the segment in <c>rect.position</c> and the second point of the segment in <c>rect.size</c>,</para>
            <para>- <see cref="F:Godot.PhysicsServer2D.ShapeType.Circle"/>: a <c>float</c> <c>radius</c>,</para>
            <para>- <see cref="F:Godot.PhysicsServer2D.ShapeType.Rectangle"/>: a <see cref="T:Godot.Vector2"/> <c>half_extents</c>,</para>
            <para>- <see cref="F:Godot.PhysicsServer2D.ShapeType.Capsule"/>: an array of length two (or a <see cref="T:Godot.Vector2"/>) containing a <c>float</c> <c>height</c> and a <c>float</c> <c>radius</c>,</para>
            <para>- <see cref="F:Godot.PhysicsServer2D.ShapeType.ConvexPolygon"/>: either a <see cref="T:Godot.Vector2"/>[] of points defining a convex polygon in counterclockwise order (the clockwise outward normal of each segment formed by consecutive points is calculated internally), or a <see cref="T:System.Single"/>[] of length divisible by four so that every 4-tuple of <c>float</c>s contains the coordinates of a point followed by the coordinates of the clockwise outward normal vector to the segment between the current point and the next point,</para>
            <para>- <see cref="F:Godot.PhysicsServer2D.ShapeType.ConcavePolygon"/>: a <see cref="T:Godot.Vector2"/>[] of length divisible by two (each pair of points forms one segment).</para>
            <para><b>Warning</b>: In the case of <see cref="F:Godot.PhysicsServer2D.ShapeType.ConvexPolygon"/>, this method does not check if the points supplied actually form a convex polygon (unlike the <see cref="P:Godot.CollisionPolygon2D.Polygon"/> property).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.ShapeGetType(Godot.Rid)">
            <summary>
            <para>Returns the shape's type (see <see cref="T:Godot.PhysicsServer2D.ShapeType"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.ShapeGetData(Godot.Rid)">
            <summary>
            <para>Returns the shape data that defines the configuration of the shape, such as the half-extents of a rectangle or the segments of a concave shape. See <see cref="M:Godot.PhysicsServer2D.ShapeSetData(Godot.Rid,Godot.Variant)"/> for the precise format of this data in each case.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.SpaceCreate">
            <summary>
            <para>Creates a 2D space in the physics server, and returns the <see cref="T:Godot.Rid"/> that identifies it. A space contains bodies and areas, and controls the stepping of the physics simulation of the objects in it.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.SpaceSetActive(Godot.Rid,System.Boolean)">
            <summary>
            <para>Activates or deactivates the space. If <c>active</c> is <c>false</c>, then the physics server will not do anything with this space in its physics step.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.SpaceIsActive(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if the space is active.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.SpaceSetParam(Godot.Rid,Godot.PhysicsServer2D.SpaceParameter,System.Single)">
            <summary>
            <para>Sets the value of the given space parameter. See <see cref="T:Godot.PhysicsServer2D.SpaceParameter"/> for the list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.SpaceGetParam(Godot.Rid,Godot.PhysicsServer2D.SpaceParameter)">
            <summary>
            <para>Returns the value of the given space parameter. See <see cref="T:Godot.PhysicsServer2D.SpaceParameter"/> for the list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.SpaceGetDirectState(Godot.Rid)">
            <summary>
            <para>Returns the state of a space, a <see cref="T:Godot.PhysicsDirectSpaceState2D"/>. This object can be used for collision/intersection queries.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaCreate">
            <summary>
            <para>Creates a 2D area object in the physics server, and returns the <see cref="T:Godot.Rid"/> that identifies it. Use <see cref="M:Godot.PhysicsServer2D.AreaAddShape(Godot.Rid,Godot.Rid,System.Nullable{Godot.Transform2D},System.Boolean)"/> to add shapes to it, use <see cref="M:Godot.PhysicsServer2D.AreaSetTransform(Godot.Rid,Godot.Transform2D)"/> to set its transform, and use <see cref="M:Godot.PhysicsServer2D.AreaSetSpace(Godot.Rid,Godot.Rid)"/> to add the area to a space.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaSetSpace(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Adds the area to the given space, after removing the area from the previously assigned space (if any).</para>
            <para><b>Note:</b> To remove an area from a space without immediately adding it back elsewhere, use <c>PhysicsServer2D.area_set_space(area, RID())</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaGetSpace(Godot.Rid)">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of the space assigned to the area. Returns <c>RID()</c> if no space is assigned.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaAddShape(Godot.Rid,Godot.Rid,System.Nullable{Godot.Transform2D},System.Boolean)">
            <summary>
            <para>Adds a shape to the area, with the given local transform. The shape (together with its <c>transform</c> and <c>disabled</c> properties) is added to an array of shapes, and the shapes of an area are usually referenced by their index in this array.</para>
            </summary>
            <param name="transform">If the parameter is null, then the default value is <c>Transform2D.Identity</c>.</param>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaSetShape(Godot.Rid,System.Int32,Godot.Rid)">
            <summary>
            <para>Replaces the area's shape at the given index by another shape, while not affecting the <c>transform</c> and <c>disabled</c> properties at the same index.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaSetShapeTransform(Godot.Rid,System.Int32,Godot.Transform2D)">
            <summary>
            <para>Sets the local transform matrix of the area's shape with the given index.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaSetShapeDisabled(Godot.Rid,System.Int32,System.Boolean)">
            <summary>
            <para>Sets the disabled property of the area's shape with the given index. If <c>disabled</c> is <c>true</c>, then the shape will not detect any other shapes entering or exiting it.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaGetShapeCount(Godot.Rid)">
            <summary>
            <para>Returns the number of shapes added to the area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaGetShape(Godot.Rid,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of the shape with the given index in the area's array of shapes.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaGetShapeTransform(Godot.Rid,System.Int32)">
            <summary>
            <para>Returns the local transform matrix of the shape with the given index in the area's array of shapes.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaRemoveShape(Godot.Rid,System.Int32)">
            <summary>
            <para>Removes the shape with the given index from the area's array of shapes. The shape itself is not deleted, so it can continue to be used elsewhere or added back later. As a result of this operation, the area's shapes which used to have indices higher than <c>shapeIdx</c> will have their index decreased by one.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaClearShapes(Godot.Rid)">
            <summary>
            <para>Removes all shapes from the area. This does not delete the shapes themselves, so they can continue to be used elsewhere or added back later.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaSetCollisionLayer(Godot.Rid,System.UInt32)">
            <summary>
            <para>Assigns the area to one or many physics layers, via a bitmask.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaGetCollisionLayer(Godot.Rid)">
            <summary>
            <para>Returns the physics layer or layers the area belongs to, as a bitmask.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaSetCollisionMask(Godot.Rid,System.UInt32)">
            <summary>
            <para>Sets which physics layers the area will monitor, via a bitmask.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaGetCollisionMask(Godot.Rid)">
            <summary>
            <para>Returns the physics layer or layers the area can contact with, as a bitmask.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaSetParam(Godot.Rid,Godot.PhysicsServer2D.AreaParameter,Godot.Variant)">
            <summary>
            <para>Sets the value of the given area parameter. See <see cref="T:Godot.PhysicsServer2D.AreaParameter"/> for the list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaSetTransform(Godot.Rid,Godot.Transform2D)">
            <summary>
            <para>Sets the transform matrix of the area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaGetParam(Godot.Rid,Godot.PhysicsServer2D.AreaParameter)">
            <summary>
            <para>Returns the value of the given area parameter. See <see cref="T:Godot.PhysicsServer2D.AreaParameter"/> for the list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaGetTransform(Godot.Rid)">
            <summary>
            <para>Returns the transform matrix of the area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaAttachObjectInstanceId(Godot.Rid,System.UInt64)">
            <summary>
            <para>Attaches the <c>ObjectID</c> of an <see cref="T:Godot.GodotObject"/> to the area. Use <see cref="M:Godot.GodotObject.GetInstanceId"/> to get the <c>ObjectID</c> of a <see cref="T:Godot.CollisionObject2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaGetObjectInstanceId(Godot.Rid)">
            <summary>
            <para>Returns the <c>ObjectID</c> attached to the area. Use <c>@GlobalScope.instance_from_id</c> to retrieve an <see cref="T:Godot.GodotObject"/> from a nonzero <c>ObjectID</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaAttachCanvasInstanceId(Godot.Rid,System.UInt64)">
            <summary>
            <para>Attaches the <c>ObjectID</c> of a canvas to the area. Use <see cref="M:Godot.GodotObject.GetInstanceId"/> to get the <c>ObjectID</c> of a <see cref="T:Godot.CanvasLayer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaGetCanvasInstanceId(Godot.Rid)">
            <summary>
            <para>Returns the <c>ObjectID</c> of the canvas attached to the area. Use <c>@GlobalScope.instance_from_id</c> to retrieve a <see cref="T:Godot.CanvasLayer"/> from a nonzero <c>ObjectID</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaSetMonitorCallback(Godot.Rid,Godot.Callable)">
            <summary>
            <para>Sets the area's body monitor callback. This callback will be called when any other (shape of a) body enters or exits (a shape of) the given area, and must take the following five parameters:</para>
            <para>1. an integer <c>status</c>: either <see cref="F:Godot.PhysicsServer2D.AreaBodyStatus.Added"/> or <see cref="F:Godot.PhysicsServer2D.AreaBodyStatus.Removed"/> depending on whether the other body shape entered or exited the area,</para>
            <para>2. an <see cref="T:Godot.Rid"/> <c>body_rid</c>: the <see cref="T:Godot.Rid"/> of the body that entered or exited the area,</para>
            <para>3. an integer <c>instance_id</c>: the <c>ObjectID</c> attached to the body,</para>
            <para>4. an integer <c>body_shape_idx</c>: the index of the shape of the body that entered or exited the area,</para>
            <para>5. an integer <c>self_shape_idx</c>: the index of the shape of the area where the body entered or exited.</para>
            <para>By counting (or keeping track of) the shapes that enter and exit, it can be determined if a body (with all its shapes) is entering for the first time or exiting for the last time.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaSetAreaMonitorCallback(Godot.Rid,Godot.Callable)">
            <summary>
            <para>Sets the area's area monitor callback. This callback will be called when any other (shape of an) area enters or exits (a shape of) the given area, and must take the following five parameters:</para>
            <para>1. an integer <c>status</c>: either <see cref="F:Godot.PhysicsServer2D.AreaBodyStatus.Added"/> or <see cref="F:Godot.PhysicsServer2D.AreaBodyStatus.Removed"/> depending on whether the other area's shape entered or exited the area,</para>
            <para>2. an <see cref="T:Godot.Rid"/> <c>area_rid</c>: the <see cref="T:Godot.Rid"/> of the other area that entered or exited the area,</para>
            <para>3. an integer <c>instance_id</c>: the <c>ObjectID</c> attached to the other area,</para>
            <para>4. an integer <c>area_shape_idx</c>: the index of the shape of the other area that entered or exited the area,</para>
            <para>5. an integer <c>self_shape_idx</c>: the index of the shape of the area where the other area entered or exited.</para>
            <para>By counting (or keeping track of) the shapes that enter and exit, it can be determined if an area (with all its shapes) is entering for the first time or exiting for the last time.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.AreaSetMonitorable(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets whether the area is monitorable or not. If <c>monitorable</c> is <c>true</c>, the area monitoring callback of other areas will be called when this area enters or exits them.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyCreate">
            <summary>
            <para>Creates a 2D body object in the physics server, and returns the <see cref="T:Godot.Rid"/> that identifies it. Use <see cref="M:Godot.PhysicsServer2D.BodyAddShape(Godot.Rid,Godot.Rid,System.Nullable{Godot.Transform2D},System.Boolean)"/> to add shapes to it, use <see cref="M:Godot.PhysicsServer2D.BodySetState(Godot.Rid,Godot.PhysicsServer2D.BodyState,Godot.Variant)"/> to set its transform, and use <see cref="M:Godot.PhysicsServer2D.BodySetSpace(Godot.Rid,Godot.Rid)"/> to add the body to a space.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetSpace(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Adds the body to the given space, after removing the body from the previously assigned space (if any). If the body's mode is set to <see cref="F:Godot.PhysicsServer2D.BodyMode.Rigid"/>, then adding the body to a space will have the following additional effects:</para>
            <para>- If the parameter <see cref="F:Godot.PhysicsServer2D.BodyParameter.CenterOfMass"/> has never been set explicitly, then the value of that parameter will be recalculated based on the body's shapes.</para>
            <para>- If the parameter <see cref="F:Godot.PhysicsServer2D.BodyParameter.Inertia"/> is set to a value <c>&lt;= 0.0</c>, then the value of that parameter will be recalculated based on the body's shapes, mass, and center of mass.</para>
            <para><b>Note:</b> To remove a body from a space without immediately adding it back elsewhere, use <c>PhysicsServer2D.body_set_space(body, RID())</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetSpace(Godot.Rid)">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of the space assigned to the body. Returns <c>RID()</c> if no space is assigned.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetMode(Godot.Rid,Godot.PhysicsServer2D.BodyMode)">
            <summary>
            <para>Sets the body's mode. See <see cref="T:Godot.PhysicsServer2D.BodyMode"/> for the list of available modes.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetMode(Godot.Rid)">
            <summary>
            <para>Returns the body's mode (see <see cref="T:Godot.PhysicsServer2D.BodyMode"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyAddShape(Godot.Rid,Godot.Rid,System.Nullable{Godot.Transform2D},System.Boolean)">
            <summary>
            <para>Adds a shape to the area, with the given local transform. The shape (together with its <c>transform</c> and <c>disabled</c> properties) is added to an array of shapes, and the shapes of a body are usually referenced by their index in this array.</para>
            </summary>
            <param name="transform">If the parameter is null, then the default value is <c>Transform2D.Identity</c>.</param>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetShape(Godot.Rid,System.Int32,Godot.Rid)">
            <summary>
            <para>Replaces the body's shape at the given index by another shape, while not affecting the <c>transform</c>, <c>disabled</c>, and one-way collision properties at the same index.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetShapeTransform(Godot.Rid,System.Int32,Godot.Transform2D)">
            <summary>
            <para>Sets the local transform matrix of the body's shape with the given index.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetShapeCount(Godot.Rid)">
            <summary>
            <para>Returns the number of shapes added to the body.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetShape(Godot.Rid,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of the shape with the given index in the body's array of shapes.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetShapeTransform(Godot.Rid,System.Int32)">
            <summary>
            <para>Returns the local transform matrix of the shape with the given index in the area's array of shapes.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyRemoveShape(Godot.Rid,System.Int32)">
            <summary>
            <para>Removes the shape with the given index from the body's array of shapes. The shape itself is not deleted, so it can continue to be used elsewhere or added back later. As a result of this operation, the body's shapes which used to have indices higher than <c>shapeIdx</c> will have their index decreased by one.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyClearShapes(Godot.Rid)">
            <summary>
            <para>Removes all shapes from the body. This does not delete the shapes themselves, so they can continue to be used elsewhere or added back later.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetShapeDisabled(Godot.Rid,System.Int32,System.Boolean)">
            <summary>
            <para>Sets the disabled property of the body's shape with the given index. If <c>disabled</c> is <c>true</c>, then the shape will be ignored in all collision detection.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetShapeAsOneWayCollision(Godot.Rid,System.Int32,System.Boolean,System.Single)">
            <summary>
            <para>Sets the one-way collision properties of the body's shape with the given index. If <c>enable</c> is <c>true</c>, the one-way collision direction given by the shape's local upward axis <c>body_get_shape_transform(body, shape_idx).y</c> will be used to ignore collisions with the shape in the opposite direction, and to ensure depenetration of kinematic bodies happens in this direction.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyAttachObjectInstanceId(Godot.Rid,System.UInt64)">
            <summary>
            <para>Attaches the <c>ObjectID</c> of an <see cref="T:Godot.GodotObject"/> to the body. Use <see cref="M:Godot.GodotObject.GetInstanceId"/> to get the <c>ObjectID</c> of a <see cref="T:Godot.CollisionObject2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetObjectInstanceId(Godot.Rid)">
            <summary>
            <para>Returns the <c>ObjectID</c> attached to the body. Use <c>@GlobalScope.instance_from_id</c> to retrieve an <see cref="T:Godot.GodotObject"/> from a nonzero <c>ObjectID</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyAttachCanvasInstanceId(Godot.Rid,System.UInt64)">
            <summary>
            <para>Attaches the <c>ObjectID</c> of a canvas to the body. Use <see cref="M:Godot.GodotObject.GetInstanceId"/> to get the <c>ObjectID</c> of a <see cref="T:Godot.CanvasLayer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetCanvasInstanceId(Godot.Rid)">
            <summary>
            <para>Returns the <c>ObjectID</c> of the canvas attached to the body. Use <c>@GlobalScope.instance_from_id</c> to retrieve a <see cref="T:Godot.CanvasLayer"/> from a nonzero <c>ObjectID</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetContinuousCollisionDetectionMode(Godot.Rid,Godot.PhysicsServer2D.CcdMode)">
            <summary>
            <para>Sets the continuous collision detection mode using one of the <see cref="T:Godot.PhysicsServer2D.CcdMode"/> constants.</para>
            <para>Continuous collision detection tries to predict where a moving body would collide in between physics updates, instead of moving it and correcting its movement if it collided.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetContinuousCollisionDetectionMode(Godot.Rid)">
            <summary>
            <para>Returns the body's continuous collision detection mode (see <see cref="T:Godot.PhysicsServer2D.CcdMode"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetCollisionLayer(Godot.Rid,System.UInt32)">
            <summary>
            <para>Sets the physics layer or layers the body belongs to, via a bitmask.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetCollisionLayer(Godot.Rid)">
            <summary>
            <para>Returns the physics layer or layers the body belongs to, as a bitmask.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetCollisionMask(Godot.Rid,System.UInt32)">
            <summary>
            <para>Sets the physics layer or layers the body can collide with, via a bitmask.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetCollisionMask(Godot.Rid)">
            <summary>
            <para>Returns the physics layer or layers the body can collide with, as a bitmask.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetCollisionPriority(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the body's collision priority. This is used in the depenetration phase of <see cref="M:Godot.PhysicsServer2D.BodyTestMotion(Godot.Rid,Godot.PhysicsTestMotionParameters2D,Godot.PhysicsTestMotionResult2D)"/>. The higher the priority is, the lower the penetration into the body will be.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetCollisionPriority(Godot.Rid)">
            <summary>
            <para>Returns the body's collision priority. This is used in the depenetration phase of <see cref="M:Godot.PhysicsServer2D.BodyTestMotion(Godot.Rid,Godot.PhysicsTestMotionParameters2D,Godot.PhysicsTestMotionResult2D)"/>. The higher the priority is, the lower the penetration into the body will be.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetParam(Godot.Rid,Godot.PhysicsServer2D.BodyParameter,Godot.Variant)">
            <summary>
            <para>Sets the value of the given body parameter. See <see cref="T:Godot.PhysicsServer2D.BodyParameter"/> for the list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetParam(Godot.Rid,Godot.PhysicsServer2D.BodyParameter)">
            <summary>
            <para>Returns the value of the given body parameter. See <see cref="T:Godot.PhysicsServer2D.BodyParameter"/> for the list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyResetMassProperties(Godot.Rid)">
            <summary>
            <para>Restores the default inertia and center of mass of the body based on its shapes. This undoes any custom values previously set using <see cref="M:Godot.PhysicsServer2D.BodySetParam(Godot.Rid,Godot.PhysicsServer2D.BodyParameter,Godot.Variant)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetState(Godot.Rid,Godot.PhysicsServer2D.BodyState,Godot.Variant)">
            <summary>
            <para>Sets the value of a body's state. See <see cref="T:Godot.PhysicsServer2D.BodyState"/> for the list of available states.</para>
            <para><b>Note:</b> The state change doesn't take effect immediately. The state will change on the next physics frame.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetState(Godot.Rid,Godot.PhysicsServer2D.BodyState)">
            <summary>
            <para>Returns the value of the given state of the body. See <see cref="T:Godot.PhysicsServer2D.BodyState"/> for the list of available states.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyApplyCentralImpulse(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Applies a directional impulse to the body, at the body's center of mass. The impulse does not affect rotation.</para>
            <para>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).</para>
            <para>This is equivalent to using <see cref="M:Godot.PhysicsServer2D.BodyApplyImpulse(Godot.Rid,Godot.Vector2,System.Nullable{Godot.Vector2})"/> at the body's center of mass.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyApplyTorqueImpulse(Godot.Rid,System.Single)">
            <summary>
            <para>Applies a rotational impulse to the body. The impulse does not affect position.</para>
            <para>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).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyApplyImpulse(Godot.Rid,Godot.Vector2,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Applies a positioned impulse to the body. The impulse can affect rotation if <c>position</c> is different from the body's center of mass.</para>
            <para>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).</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyApplyCentralForce(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Applies a directional force to the body, at the body's center of mass. The force does not affect rotation. A force is time dependent and meant to be applied every physics update.</para>
            <para>This is equivalent to using <see cref="M:Godot.PhysicsServer2D.BodyApplyForce(Godot.Rid,Godot.Vector2,System.Nullable{Godot.Vector2})"/> at the body's center of mass.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyApplyForce(Godot.Rid,Godot.Vector2,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Applies a positioned force to the body. The force can affect rotation if <c>position</c> is different from the body's center of mass. A force is time dependent and meant to be applied every physics update.</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyApplyTorque(Godot.Rid,System.Single)">
            <summary>
            <para>Applies a rotational force to the body. The force does not affect position. A force is time dependent and meant to be applied every physics update.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyAddConstantCentralForce(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Adds a constant directional force to the body. The force does not affect rotation. The force remains applied over time until cleared with <c>PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))</c>.</para>
            <para>This is equivalent to using <see cref="M:Godot.PhysicsServer2D.BodyAddConstantForce(Godot.Rid,Godot.Vector2,System.Nullable{Godot.Vector2})"/> at the body's center of mass.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyAddConstantForce(Godot.Rid,Godot.Vector2,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Adds a constant positioned force to the body. The force can affect rotation if <c>position</c> is different from the body's center of mass. The force remains applied over time until cleared with <c>PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))</c>.</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyAddConstantTorque(Godot.Rid,System.Single)">
            <summary>
            <para>Adds a constant rotational force to the body. The force does not affect position. The force remains applied over time until cleared with <c>PhysicsServer2D.body_set_constant_torque(body, 0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetConstantForce(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Sets the body's total constant positional force applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsServer2D.BodyAddConstantForce(Godot.Rid,Godot.Vector2,System.Nullable{Godot.Vector2})"/> and <see cref="M:Godot.PhysicsServer2D.BodyAddConstantCentralForce(Godot.Rid,Godot.Vector2)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetConstantForce(Godot.Rid)">
            <summary>
            <para>Returns the body's total constant positional force applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsServer2D.BodyAddConstantForce(Godot.Rid,Godot.Vector2,System.Nullable{Godot.Vector2})"/> and <see cref="M:Godot.PhysicsServer2D.BodyAddConstantCentralForce(Godot.Rid,Godot.Vector2)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetConstantTorque(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the body's total constant rotational force applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsServer2D.BodyAddConstantTorque(Godot.Rid,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetConstantTorque(Godot.Rid)">
            <summary>
            <para>Returns the body's total constant rotational force applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsServer2D.BodyAddConstantTorque(Godot.Rid,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetAxisVelocity(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Modifies the body's linear velocity so that its projection to the axis <c>axis_velocity.normalized()</c> is exactly <c>axis_velocity.length()</c>. This is useful for jumping behavior.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyAddCollisionException(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Adds <c>exceptedBody</c> to the body's list of collision exceptions, so that collisions with it are ignored.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyRemoveCollisionException(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Removes <c>exceptedBody</c> from the body's list of collision exceptions, so that collisions with it are no longer ignored.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetMaxContactsReported(Godot.Rid,System.Int32)">
            <summary>
            <para>Sets the maximum number of contacts that the body can report. If <c>amount</c> is greater than zero, then the body will keep track of at most this many contacts with other bodies.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetMaxContactsReported(Godot.Rid)">
            <summary>
            <para>Returns the maximum number of contacts that the body can report. See <see cref="M:Godot.PhysicsServer2D.BodySetMaxContactsReported(Godot.Rid,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetOmitForceIntegration(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets whether the body uses a callback function to calculate its own physics (see <see cref="M:Godot.PhysicsServer2D.BodySetForceIntegrationCallback(Godot.Rid,Godot.Callable,Godot.Variant)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyIsOmittingForceIntegration(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if the body uses a callback function to calculate its own physics (see <see cref="M:Godot.PhysicsServer2D.BodySetForceIntegrationCallback(Godot.Rid,Godot.Callable,Godot.Variant)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodySetForceIntegrationCallback(Godot.Rid,Godot.Callable,Godot.Variant)">
            <summary>
            <para>Sets the function used to calculate physics for the body, if that body allows it (see <see cref="M:Godot.PhysicsServer2D.BodySetOmitForceIntegration(Godot.Rid,System.Boolean)"/>).</para>
            <para>The force integration function takes the following two parameters:</para>
            <para>1. a <see cref="T:Godot.PhysicsDirectBodyState2D"/> <c>state</c>: used to retrieve and modify the body's state,</para>
            <para>2. a <see cref="T:Godot.Variant"/> <c>userdata</c>: optional user data.</para>
            <para><b>Note:</b> This callback is currently not called in Godot Physics.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyTestMotion(Godot.Rid,Godot.PhysicsTestMotionParameters2D,Godot.PhysicsTestMotionResult2D)">
            <summary>
            <para>Returns <c>true</c> if a collision would result from moving the body along a motion vector from a given point in space. See <see cref="T:Godot.PhysicsTestMotionParameters2D"/> for the available motion parameters. Optionally a <see cref="T:Godot.PhysicsTestMotionResult2D"/> object can be passed, which will be used to store the information about the resulting collision.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.BodyGetDirectState(Godot.Rid)">
            <summary>
            <para>Returns the <see cref="T:Godot.PhysicsDirectBodyState2D"/> of the body. Returns <c>null</c> if the body is destroyed or not assigned to a space.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.JointCreate">
            <summary>
            <para>Creates a 2D joint in the physics server, and returns the <see cref="T:Godot.Rid"/> that identifies it. To set the joint type, use <see cref="M:Godot.PhysicsServer2D.JointMakeDampedSpring(Godot.Rid,Godot.Vector2,Godot.Vector2,Godot.Rid,Godot.Rid)"/>, <see cref="M:Godot.PhysicsServer2D.JointMakeGroove(Godot.Rid,Godot.Vector2,Godot.Vector2,Godot.Vector2,Godot.Rid,Godot.Rid)"/> or <see cref="M:Godot.PhysicsServer2D.JointMakePin(Godot.Rid,Godot.Vector2,Godot.Rid,Godot.Rid)"/>. Use <see cref="M:Godot.PhysicsServer2D.JointSetParam(Godot.Rid,Godot.PhysicsServer2D.JointParam,System.Single)"/> to set generic joint parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.JointClear(Godot.Rid)">
            <summary>
            <para>Destroys the joint with the given <see cref="T:Godot.Rid"/>, creates a new uninitialized joint, and makes the <see cref="T:Godot.Rid"/> refer to this new joint.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.JointSetParam(Godot.Rid,Godot.PhysicsServer2D.JointParam,System.Single)">
            <summary>
            <para>Sets the value of the given joint parameter. See <see cref="T:Godot.PhysicsServer2D.JointParam"/> for the list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.JointGetParam(Godot.Rid,Godot.PhysicsServer2D.JointParam)">
            <summary>
            <para>Returns the value of the given joint parameter. See <see cref="T:Godot.PhysicsServer2D.JointParam"/> for the list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.JointDisableCollisionsBetweenBodies(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets whether the bodies attached to the <see cref="T:Godot.Joint2D"/> will collide with each other.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.JointIsDisabledCollisionsBetweenBodies(Godot.Rid)">
            <summary>
            <para>Returns whether the bodies attached to the <see cref="T:Godot.Joint2D"/> will collide with each other.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.JointMakePin(Godot.Rid,Godot.Vector2,Godot.Rid,Godot.Rid)">
            <summary>
            <para>Makes the joint a pin joint. If <c>bodyB</c> is <c>RID()</c>, then <c>bodyA</c> is pinned to the point <c>anchor</c> (given in global coordinates); otherwise, <c>bodyA</c> is pinned to <c>bodyB</c> at the point <c>anchor</c> (given in global coordinates). To set the parameters which are specific to the pin joint, see <see cref="M:Godot.PhysicsServer2D.PinJointSetParam(Godot.Rid,Godot.PhysicsServer2D.PinJointParam,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.JointMakeGroove(Godot.Rid,Godot.Vector2,Godot.Vector2,Godot.Vector2,Godot.Rid,Godot.Rid)">
            <summary>
            <para>Makes the joint a groove joint.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.JointMakeDampedSpring(Godot.Rid,Godot.Vector2,Godot.Vector2,Godot.Rid,Godot.Rid)">
            <summary>
            <para>Makes the joint a damped spring joint, attached at the point <c>anchorA</c> (given in global coordinates) on the body <c>bodyA</c> and at the point <c>anchorB</c> (given in global coordinates) on the body <c>bodyB</c>. To set the parameters which are specific to the damped spring, see <see cref="M:Godot.PhysicsServer2D.DampedSpringJointSetParam(Godot.Rid,Godot.PhysicsServer2D.DampedSpringParam,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.PinJointSetParam(Godot.Rid,Godot.PhysicsServer2D.PinJointParam,System.Single)">
            <summary>
            <para>Sets a pin joint parameter. See <see cref="T:Godot.PhysicsServer2D.PinJointParam"/> for a list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.PinJointGetParam(Godot.Rid,Godot.PhysicsServer2D.PinJointParam)">
            <summary>
            <para>Returns the value of a pin joint parameter. See <see cref="T:Godot.PhysicsServer2D.PinJointParam"/> for a list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.DampedSpringJointSetParam(Godot.Rid,Godot.PhysicsServer2D.DampedSpringParam,System.Single)">
            <summary>
            <para>Sets the value of the given damped spring joint parameter. See <see cref="T:Godot.PhysicsServer2D.DampedSpringParam"/> for the list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.DampedSpringJointGetParam(Godot.Rid,Godot.PhysicsServer2D.DampedSpringParam)">
            <summary>
            <para>Returns the value of the given damped spring joint parameter. See <see cref="T:Godot.PhysicsServer2D.DampedSpringParam"/> for the list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.JointGetType(Godot.Rid)">
            <summary>
            <para>Returns the joint's type (see <see cref="T:Godot.PhysicsServer2D.JointType"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.FreeRid(Godot.Rid)">
            <summary>
            <para>Destroys any of the objects created by PhysicsServer2D. If the <see cref="T:Godot.Rid"/> passed is not one of the objects that can be created by PhysicsServer2D, an error will be printed to the console.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.SetActive(System.Boolean)">
            <summary>
            <para>Activates or deactivates the 2D physics server. If <c>active</c> is <c>false</c>, then the physics server will not do anything in its physics step.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2D.GetProcessInfo(Godot.PhysicsServer2D.ProcessInfo)">
            <summary>
            <para>Returns information about the current state of the 2D physics engine. See <see cref="T:Godot.PhysicsServer2D.ProcessInfo"/> for the list of available states.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsServer2DManager">
            <summary>
            <para><see cref="T:Godot.PhysicsServer2DManager"/> is the API for registering <see cref="T:Godot.PhysicsServer2D"/> implementations and for setting the default implementation.</para>
            <para><b>Note:</b> It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Godot itself and possibly by GDExtensions.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2DManager.RegisterServer(System.String,Godot.Callable)">
            <summary>
            <para>Register a <see cref="T:Godot.PhysicsServer2D"/> implementation by passing a <c>name</c> and a <see cref="T:Godot.Callable"/> that returns a <see cref="T:Godot.PhysicsServer2D"/> object.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer2DManager.SetDefaultServer(System.String,System.Int32)">
            <summary>
            <para>Set the default <see cref="T:Godot.PhysicsServer2D"/> implementation to the one identified by <c>name</c>, if <c>priority</c> is greater than the priority of the current default implementation.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsServer3D">
            <summary>
            <para>PhysicsServer2D is the server responsible for all 2D physics. It can directly create and manipulate all physics objects:</para>
            <para>- A <i>space</i> is a self-contained world for a physics simulation. It contains bodies, areas, and joints. Its state can be queried for collision and intersection information, and several parameters of the simulation can be modified.</para>
            <para>- A <i>shape</i> is a geometric shape such as a sphere, a box, a cylinder, or a polygon. It can be used for collision detection by adding it to a body/area, possibly with an extra transformation relative to the body/area's origin. Bodies/areas can have multiple (transformed) shapes added to them, and a single shape can be added to bodies/areas multiple times with different local transformations.</para>
            <para>- A <i>body</i> is a physical object which can be in static, kinematic, or rigid mode. Its state (such as position and velocity) can be queried and updated. A force integration callback can be set to customize the body's physics.</para>
            <para>- An <i>area</i> is a region in space which can be used to detect bodies and areas entering and exiting it. A body monitoring callback can be set to report entering/exiting body shapes, and similarly an area monitoring callback can be set. Gravity and damping can be overridden within the area by setting area parameters.</para>
            <para>- A <i>joint</i> is a constraint, either between two bodies or on one body relative to a point. Parameters such as the joint bias and the rest length of a spring joint can be adjusted.</para>
            <para>Physics objects in <see cref="T:Godot.PhysicsServer3D"/> may be created and manipulated independently; they do not have to be tied to nodes in the scene tree.</para>
            <para><b>Note:</b> All the 3D physics nodes use the physics server internally. Adding a physics node to the scene tree will cause a corresponding physics object to be created in the physics server. A rigid body node registers a callback that updates the node's transform with the transform of the respective body object in the physics server (every physics update). An area node registers a callback to inform the area node about overlaps with the respective area object in the physics server. The raycast node queries the direct state of the relevant space in the physics server.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.JointType.Pin">
            <summary>
            <para>The <see cref="T:Godot.Joint3D"/> is a <see cref="T:Godot.PinJoint3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.JointType.Hinge">
            <summary>
            <para>The <see cref="T:Godot.Joint3D"/> is a <see cref="T:Godot.HingeJoint3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.JointType.Slider">
            <summary>
            <para>The <see cref="T:Godot.Joint3D"/> is a <see cref="T:Godot.SliderJoint3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.JointType.ConeTwist">
            <summary>
            <para>The <see cref="T:Godot.Joint3D"/> is a <see cref="T:Godot.ConeTwistJoint3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.JointType.Type6Dof">
            <summary>
            <para>The <see cref="T:Godot.Joint3D"/> is a <see cref="T:Godot.Generic6DofJoint3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.JointType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.PhysicsServer3D.JointType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.PinJointParam.ImpulseClamp">
            <summary>
            <para>If above 0, this value is the maximum value for an impulse that this Joint3D puts on its ends.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.HingeJointParam.LimitUpper">
            <summary>
            <para>The maximum rotation across the Hinge.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.HingeJointParam.LimitLower">
            <summary>
            <para>The minimum rotation across the Hinge.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.HingeJointParam.LimitRelaxation">
            <summary>
            <para>The lower this value, the more the rotation gets slowed down.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.HingeJointParam.MotorTargetVelocity">
            <summary>
            <para>Target speed for the motor.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.HingeJointParam.MotorMaxImpulse">
            <summary>
            <para>Maximum acceleration for the motor.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.HingeJointFlag.UseLimit">
            <summary>
            <para>If <c>true</c>, the Hinge has a maximum and a minimum rotation.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.HingeJointFlag.EnableMotor">
            <summary>
            <para>If <c>true</c>, a motor turns the Hinge.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.SliderJointParam.LinearLimitDamping">
            <summary>
            <para>The amount of damping once the slider limits are surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.SliderJointParam.LinearMotionRestitution">
            <summary>
            <para>The amount of restitution inside the slider limits.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.LinearMotionDamping">
            <summary>
            <para>The amount of damping inside the slider limits.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.LinearOrthogonalSoftness">
            <summary>
            <para>A factor applied to the movement across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.LinearOrthogonalRestitution">
            <summary>
            <para>The amount of restitution when movement is across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.LinearOrthogonalDamping">
            <summary>
            <para>The amount of damping when movement is across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.AngularLimitUpper">
            <summary>
            <para>The upper limit of rotation in the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.AngularLimitLower">
            <summary>
            <para>The lower limit of rotation in the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.AngularLimitSoftness">
            <summary>
            <para>A factor applied to the all rotation once the limit is surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.AngularLimitRestitution">
            <summary>
            <para>The amount of restitution of the rotation when the limit is surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.AngularLimitDamping">
            <summary>
            <para>The amount of damping of the rotation when the limit is surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.AngularMotionSoftness">
            <summary>
            <para>A factor that gets applied to the all rotation in the limits.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.AngularMotionRestitution">
            <summary>
            <para>The amount of restitution of the rotation in the limits.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.AngularMotionDamping">
            <summary>
            <para>The amount of damping of the rotation in the limits.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.SliderJointParam.AngularOrthogonalRestitution">
            <summary>
            <para>The amount of restitution of the rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.AngularOrthogonalDamping">
            <summary>
            <para>The amount of damping of the rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SliderJointParam.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.PhysicsServer3D.SliderJointParam"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.ConeTwistJoint3D"/>.</para>
            <para>If below 0.05, this behavior is locked.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.ConeTwistJointParam.Softness">
            <summary>
            <para>The ease with which the Joint3D twists, if it's too low, it takes more force to twist the joint.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.G6DofJointAxisParam.LinearLowerLimit">
            <summary>
            <para>The minimum difference between the pivot points' axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.G6DofJointAxisParam.LinearUpperLimit">
            <summary>
            <para>The maximum difference between the pivot points' axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.G6DofJointAxisParam.LinearDamping">
            <summary>
            <para>The amount of damping that happens at the linear motion across the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.G6DofJointAxisParam.LinearMotorTargetVelocity">
            <summary>
            <para>The velocity that the joint's linear motor will attempt to reach.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.G6DofJointAxisParam.AngularLimitSoftness">
            <summary>
            <para>A factor that gets multiplied onto all rotations across the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.G6DofJointAxisParam.AngularDamping">
            <summary>
            <para>The amount of rotational damping across the axes. The lower, the more damping occurs.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.G6DofJointAxisParam.AngularForceLimit">
            <summary>
            <para>The maximum amount of force that can occur, when rotating around the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.G6DofJointAxisParam.AngularMotorTargetVelocity">
            <summary>
            <para>Target speed for the motor at the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.G6DofJointAxisParam.AngularMotorForceLimit">
            <summary>
            <para>Maximum acceleration for the motor at the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.G6DofJointAxisFlag.LinearLimit">
            <summary>
            <para>If set, linear motion is possible within the given limits.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.G6DofJointAxisFlag.AngularLimit">
            <summary>
            <para>If set, rotational motion is possible.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.G6DofJointAxisFlag.Motor">
            <summary>
            <para>If set, there is a rotational motor across these axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.ShapeType.WorldBoundary">
            <summary>
            <para>The <see cref="T:Godot.Shape3D"/> is a <see cref="T:Godot.WorldBoundaryShape3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.ShapeType.SeparationRay">
            <summary>
            <para>The <see cref="T:Godot.Shape3D"/> is a <see cref="T:Godot.SeparationRayShape3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.ShapeType.Sphere">
            <summary>
            <para>The <see cref="T:Godot.Shape3D"/> is a <see cref="T:Godot.SphereShape3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.ShapeType.Box">
            <summary>
            <para>The <see cref="T:Godot.Shape3D"/> is a <see cref="T:Godot.BoxShape3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.ShapeType.Capsule">
            <summary>
            <para>The <see cref="T:Godot.Shape3D"/> is a <see cref="T:Godot.CapsuleShape3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.ShapeType.Cylinder">
            <summary>
            <para>The <see cref="T:Godot.Shape3D"/> is a <see cref="T:Godot.CylinderShape3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.ShapeType.ConvexPolygon">
            <summary>
            <para>The <see cref="T:Godot.Shape3D"/> is a <see cref="T:Godot.ConvexPolygonShape3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.ShapeType.ConcavePolygon">
            <summary>
            <para>The <see cref="T:Godot.Shape3D"/> is a <see cref="T:Godot.ConcavePolygonShape3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.ShapeType.Heightmap">
            <summary>
            <para>The <see cref="T:Godot.Shape3D"/> is a <see cref="T:Godot.HeightMapShape3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.ShapeType.SoftBody">
            <summary>
            <para>The <see cref="T:Godot.Shape3D"/> is used internally for a soft body. Any attempt to create this kind of shape results in an error.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.AreaParameter.GravityOverrideMode">
            <summary>
            <para>Constant to set/get gravity override mode in an area. See <see cref="T:Godot.PhysicsServer3D.AreaSpaceOverrideMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.AreaParameter.Gravity">
            <summary>
            <para>Constant to set/get gravity strength in an area.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.AreaParameter.GravityVector">
            <summary>
            <para>Constant to set/get gravity vector/center in an area.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.AreaParameter.GravityPointUnitDistance">
            <summary>
            <para>Constant to set/get the distance at which the gravity strength is equal to the gravity controlled by <see cref="F:Godot.PhysicsServer3D.AreaParameter.Gravity"/>. For example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², set the gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 meters from the center the gravity will be 1.0 m/s² (twice the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x the gravity), and so on.</para>
            <para>The above is true only when the unit distance is a positive number. When this is set to 0.0, the gravity will be constant regardless of distance.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.AreaParameter.LinearDampOverrideMode">
            <summary>
            <para>Constant to set/get linear damping override mode in an area. See <see cref="T:Godot.PhysicsServer3D.AreaSpaceOverrideMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.AreaParameter.LinearDamp">
            <summary>
            <para>Constant to set/get the linear damping factor of an area.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.AreaParameter.AngularDampOverrideMode">
            <summary>
            <para>Constant to set/get angular damping override mode in an area. See <see cref="T:Godot.PhysicsServer3D.AreaSpaceOverrideMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.AreaParameter.AngularDamp">
            <summary>
            <para>Constant to set/get the angular damping factor of an area.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.AreaParameter.Priority">
            <summary>
            <para>Constant to set/get the priority (order of processing) of an area.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.AreaParameter.WindForceMagnitude">
            <summary>
            <para>Constant to set/get the magnitude of area-specific wind force.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.AreaParameter.WindSource">
            <summary>
            <para>Constant to set/get the 3D vector that specifies the origin from which an area-specific wind blows.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.AreaParameter.WindDirection">
            <summary>
            <para>Constant to set/get the 3D vector that specifies the direction in which an area-specific wind blows.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.AreaParameter.WindAttenuationFactor">
            <summary>
            <para>Constant to set/get the exponential rate at which wind force decreases with distance from its origin.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.BodyMode.Static">
            <summary>
            <para>Constant for static bodies. In this mode, a body can be only moved by user code and doesn't collide with other bodies along its path when moved.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyMode.Kinematic">
            <summary>
            <para>Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyMode.Rigid">
            <summary>
            <para>Constant for rigid bodies. In this mode, a body can be pushed by other bodies and has forces applied.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyMode.RigidLinear">
            <summary>
            <para>Constant for linear rigid bodies. In this mode, a body can not rotate, and only its linear velocity is affected by external forces.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyParameter.Bounce">
            <summary>
            <para>Constant to set/get a body's bounce factor.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyParameter.Friction">
            <summary>
            <para>Constant to set/get a body's friction.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyParameter.Mass">
            <summary>
            <para>Constant to set/get a body's mass.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyParameter.Inertia">
            <summary>
            <para>Constant to set/get a body's inertia.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyParameter.CenterOfMass">
            <summary>
            <para>Constant to set/get a body's center of mass position in the body's local coordinate system.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyParameter.GravityScale">
            <summary>
            <para>Constant to set/get a body's gravity multiplier.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyParameter.LinearDampMode">
            <summary>
            <para>Constant to set/get a body's linear damping mode. See <see cref="T:Godot.PhysicsServer3D.BodyDampMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyParameter.AngularDampMode">
            <summary>
            <para>Constant to set/get a body's angular damping mode. See <see cref="T:Godot.PhysicsServer3D.BodyDampMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyParameter.LinearDamp">
            <summary>
            <para>Constant to set/get a body's linear damping factor.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyParameter.AngularDamp">
            <summary>
            <para>Constant to set/get a body's angular damping factor.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyParameter.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.PhysicsServer3D.BodyParameter"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyDampMode.Combine">
            <summary>
            <para>The body's damping value is added to any value set in areas or the default value.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyDampMode.Replace">
            <summary>
            <para>The body's damping value replaces any value set in areas or the default value.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyState.Transform">
            <summary>
            <para>Constant to set/get the current transform matrix of the body.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyState.LinearVelocity">
            <summary>
            <para>Constant to set/get the current linear velocity of the body.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.BodyState.AngularVelocity">
            <summary>
            <para>Constant to set/get the current angular velocity of the body.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.BodyState.CanSleep">
            <summary>
            <para>Constant to set/get whether the body can sleep.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.ProcessInfo.ActiveObjects">
            <summary>
            <para>Constant to get the number of objects that are not sleeping.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.ProcessInfo.CollisionPairs">
            <summary>
            <para>Constant to get the number of possible collisions.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.ProcessInfo.IslandCount">
            <summary>
            <para>Constant to get the number of space regions where a collision could occur.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.SpaceParameter.ContactMaxSeparation">
            <summary>
            <para>Constant to set/get the maximum distance a shape can be from another before they are considered separated and the contact is discarded.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.SpaceParameter.ContactMaxAllowedPenetration">
            <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.PhysicsServer3D.SpaceParameter.ContactDefaultBias">
            <summary>
            <para>Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.SpaceParameter.SolverIterations">
            <summary>
            <para>Constant to set/get the number of solver iterations for contacts and constraints. The greater the number of iterations, the more accurate the collisions and constraints will be. However, a greater number of iterations requires more CPU power, which can decrease performance.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.ShapeSetData(Godot.Rid,Godot.Variant)">
            <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.PhysicsServer3D.ShapeGetType(Godot.Rid)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.ShapeGetType(Godot.Rid)">
            <summary>
            <para>Returns the type of shape (see <see cref="T:Godot.PhysicsServer3D.ShapeType"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.ShapeGetData(Godot.Rid)">
            <summary>
            <para>Returns the shape data.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.AreaSetSpace(Godot.Rid,Godot.Rid)"/>, or to a body with <see cref="M:Godot.PhysicsServer3D.BodySetSpace(Godot.Rid,Godot.Rid)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.SpaceIsActive(Godot.Rid)">
            <summary>
            <para>Returns whether the space is active.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.SpaceSetParam(Godot.Rid,Godot.PhysicsServer3D.SpaceParameter,System.Single)">
            <summary>
            <para>Sets the value for a space parameter. A list of available parameters is on the <see cref="T:Godot.PhysicsServer3D.SpaceParameter"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.SpaceGetParam(Godot.Rid,Godot.PhysicsServer3D.SpaceParameter)">
            <summary>
            <para>Returns the value of a space parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.SpaceGetDirectState(Godot.Rid)">
            <summary>
            <para>Returns the state of a space, a <see cref="T:Godot.PhysicsDirectSpaceState3D"/>. This object can be used to make collision/intersection queries.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaCreate">
            <summary>
            <para>Creates an <see cref="T:Godot.Area3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaSetSpace(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Assigns a space to the area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaGetSpace(Godot.Rid)">
            <summary>
            <para>Returns the space assigned to the area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaAddShape(Godot.Rid,Godot.Rid,System.Nullable{Godot.Transform3D},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 <c>Transform3D.Identity</c>.</param>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.AreaSetShapeTransform(Godot.Rid,System.Int32,Godot.Transform3D)">
            <summary>
            <para>Sets the transform matrix for an area shape.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaGetShapeCount(Godot.Rid)">
            <summary>
            <para>Returns the number of shapes assigned to an area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.AreaGetShapeTransform(Godot.Rid,System.Int32)">
            <summary>
            <para>Returns the transform matrix of a shape within an area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.AreaSetCollisionLayer(Godot.Rid,System.UInt32)">
            <summary>
            <para>Assigns the area to one or many physics layers.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaGetCollisionLayer(Godot.Rid)">
            <summary>
            <para>Returns the physics layer or layers an area belongs to.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaSetCollisionMask(Godot.Rid,System.UInt32)">
            <summary>
            <para>Sets which physics layers the area will monitor.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaGetCollisionMask(Godot.Rid)">
            <summary>
            <para>Returns the physics layer or layers an area can contact with.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaSetParam(Godot.Rid,Godot.PhysicsServer3D.AreaParameter,Godot.Variant)">
            <summary>
            <para>Sets the value for an area parameter. A list of available parameters is on the <see cref="T:Godot.PhysicsServer3D.AreaParameter"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaSetTransform(Godot.Rid,Godot.Transform3D)">
            <summary>
            <para>Sets the transform matrix for an area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaGetParam(Godot.Rid,Godot.PhysicsServer3D.AreaParameter)">
            <summary>
            <para>Returns an area parameter value. A list of available parameters is on the <see cref="T:Godot.PhysicsServer3D.AreaParameter"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaGetTransform(Godot.Rid)">
            <summary>
            <para>Returns the transform matrix for an area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaAttachObjectInstanceId(Godot.Rid,System.UInt64)">
            <summary>
            <para>Assigns the area to a descendant of <see cref="T:Godot.GodotObject"/>, so it can exist in the node tree.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaGetObjectInstanceId(Godot.Rid)">
            <summary>
            <para>Gets the instance ID of the object the area is assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaSetMonitorCallback(Godot.Rid,Godot.Callable)">
            <summary>
            <para>Sets the area's body monitor callback. This callback will be called when any other (shape of a) body enters or exits (a shape of) the given area, and must take the following five parameters:</para>
            <para>1. an integer <c>status</c>: either <see cref="F:Godot.PhysicsServer3D.AreaBodyStatus.Added"/> or <see cref="F:Godot.PhysicsServer3D.AreaBodyStatus.Removed"/> depending on whether the other body shape entered or exited the area,</para>
            <para>2. an <see cref="T:Godot.Rid"/> <c>body_rid</c>: the <see cref="T:Godot.Rid"/> of the body that entered or exited the area,</para>
            <para>3. an integer <c>instance_id</c>: the <c>ObjectID</c> attached to the body,</para>
            <para>4. an integer <c>body_shape_idx</c>: the index of the shape of the body that entered or exited the area,</para>
            <para>5. an integer <c>self_shape_idx</c>: the index of the shape of the area where the body entered or exited.</para>
            <para>By counting (or keeping track of) the shapes that enter and exit, it can be determined if a body (with all its shapes) is entering for the first time or exiting for the last time.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaSetAreaMonitorCallback(Godot.Rid,Godot.Callable)">
            <summary>
            <para>Sets the area's area monitor callback. This callback will be called when any other (shape of an) area enters or exits (a shape of) the given area, and must take the following five parameters:</para>
            <para>1. an integer <c>status</c>: either <see cref="F:Godot.PhysicsServer3D.AreaBodyStatus.Added"/> or <see cref="F:Godot.PhysicsServer3D.AreaBodyStatus.Removed"/> depending on whether the other area's shape entered or exited the area,</para>
            <para>2. an <see cref="T:Godot.Rid"/> <c>area_rid</c>: the <see cref="T:Godot.Rid"/> of the other area that entered or exited the area,</para>
            <para>3. an integer <c>instance_id</c>: the <c>ObjectID</c> attached to the other area,</para>
            <para>4. an integer <c>area_shape_idx</c>: the index of the shape of the other area that entered or exited the area,</para>
            <para>5. an integer <c>self_shape_idx</c>: the index of the shape of the area where the other area entered or exited.</para>
            <para>By counting (or keeping track of) the shapes that enter and exit, it can be determined if an area (with all its shapes) is entering for the first time or exiting for the last time.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.AreaSetRayPickable(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets object pickable with rays.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodySetSpace(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Assigns a space to the body (see <see cref="M:Godot.PhysicsServer3D.SpaceCreate"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.BodySetMode(Godot.Rid,Godot.PhysicsServer3D.BodyMode)">
            <summary>
            <para>Sets the body mode, from one of the <see cref="T:Godot.PhysicsServer3D.BodyMode"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyGetMode(Godot.Rid)">
            <summary>
            <para>Returns the body mode.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodySetCollisionLayer(Godot.Rid,System.UInt32)">
            <summary>
            <para>Sets the physics layer or layers a body belongs to.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyGetCollisionLayer(Godot.Rid)">
            <summary>
            <para>Returns the physics layer or layers a body belongs to.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.BodyGetCollisionMask(Godot.Rid)">
            <summary>
            <para>Returns the physics layer or layers a body can collide with.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodySetCollisionPriority(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the body's collision priority.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyGetCollisionPriority(Godot.Rid)">
            <summary>
            <para>Returns the body's collision priority.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyAddShape(Godot.Rid,Godot.Rid,System.Nullable{Godot.Transform3D},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 <c>Transform3D.Identity</c>.</param>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.BodySetShapeTransform(Godot.Rid,System.Int32,Godot.Transform3D)">
            <summary>
            <para>Sets the transform matrix for a body shape.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyGetShapeCount(Godot.Rid)">
            <summary>
            <para>Returns the number of shapes assigned to a body.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.BodyGetShapeTransform(Godot.Rid,System.Int32)">
            <summary>
            <para>Returns the transform matrix of a body shape.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.BodyClearShapes(Godot.Rid)">
            <summary>
            <para>Removes all shapes from a body.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyAttachObjectInstanceId(Godot.Rid,System.UInt64)">
            <summary>
            <para>Assigns the area to a descendant of <see cref="T:Godot.GodotObject"/>, so it can exist in the node tree.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyGetObjectInstanceId(Godot.Rid)">
            <summary>
            <para>Gets the instance ID of the object the area is assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.BodyIsContinuousCollisionDetectionEnabled(Godot.Rid)">
            <summary>
            <para>If <c>true</c>, the continuous collision detection mode is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodySetParam(Godot.Rid,Godot.PhysicsServer3D.BodyParameter,Godot.Variant)">
            <summary>
            <para>Sets a body parameter. A list of available parameters is on the <see cref="T:Godot.PhysicsServer3D.BodyParameter"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyGetParam(Godot.Rid,Godot.PhysicsServer3D.BodyParameter)">
            <summary>
            <para>Returns the value of a body parameter. A list of available parameters is on the <see cref="T:Godot.PhysicsServer3D.BodyParameter"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyResetMassProperties(Godot.Rid)">
            <summary>
            <para>Restores the default inertia and center of mass based on shapes to cancel any custom values previously set using <see cref="M:Godot.PhysicsServer3D.BodySetParam(Godot.Rid,Godot.PhysicsServer3D.BodyParameter,Godot.Variant)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodySetState(Godot.Rid,Godot.PhysicsServer3D.BodyState,Godot.Variant)">
            <summary>
            <para>Sets a body state (see <see cref="T:Godot.PhysicsServer3D.BodyState"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyGetState(Godot.Rid,Godot.PhysicsServer3D.BodyState)">
            <summary>
            <para>Returns a body state.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyApplyCentralImpulse(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Applies a directional impulse without affecting rotation.</para>
            <para>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).</para>
            <para>This is equivalent to using <see cref="M:Godot.PhysicsServer3D.BodyApplyImpulse(Godot.Rid,Godot.Vector3,System.Nullable{Godot.Vector3})"/> at the body's center of mass.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyApplyImpulse(Godot.Rid,Godot.Vector3,System.Nullable{Godot.Vector3})">
            <summary>
            <para>Applies a positioned impulse to the body.</para>
            <para>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).</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyApplyTorqueImpulse(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Applies a rotational impulse to the body without affecting the position.</para>
            <para>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).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyApplyCentralForce(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.</para>
            <para>This is equivalent to using <see cref="M:Godot.PhysicsServer3D.BodyApplyForce(Godot.Rid,Godot.Vector3,System.Nullable{Godot.Vector3})"/> at the body's center of mass.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyApplyForce(Godot.Rid,Godot.Vector3,System.Nullable{Godot.Vector3})">
            <summary>
            <para>Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyApplyTorque(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyAddConstantCentralForce(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with <c>body_set_constant_force(body, Vector3(0, 0, 0))</c>.</para>
            <para>This is equivalent to using <see cref="M:Godot.PhysicsServer3D.BodyAddConstantForce(Godot.Rid,Godot.Vector3,System.Nullable{Godot.Vector3})"/> at the body's center of mass.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyAddConstantForce(Godot.Rid,Godot.Vector3,System.Nullable{Godot.Vector3})">
            <summary>
            <para>Adds a constant positioned force to the body that keeps being applied over time until cleared with <c>body_set_constant_force(body, Vector3(0, 0, 0))</c>.</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyAddConstantTorque(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Adds a constant rotational force without affecting position that keeps being applied over time until cleared with <c>body_set_constant_torque(body, Vector3(0, 0, 0))</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodySetConstantForce(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Sets the body's total constant positional forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsServer3D.BodyAddConstantForce(Godot.Rid,Godot.Vector3,System.Nullable{Godot.Vector3})"/> and <see cref="M:Godot.PhysicsServer3D.BodyAddConstantCentralForce(Godot.Rid,Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyGetConstantForce(Godot.Rid)">
            <summary>
            <para>Returns the body's total constant positional forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsServer3D.BodyAddConstantForce(Godot.Rid,Godot.Vector3,System.Nullable{Godot.Vector3})"/> and <see cref="M:Godot.PhysicsServer3D.BodyAddConstantCentralForce(Godot.Rid,Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodySetConstantTorque(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Sets the body's total constant rotational forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsServer3D.BodyAddConstantTorque(Godot.Rid,Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyGetConstantTorque(Godot.Rid)">
            <summary>
            <para>Returns the body's total constant rotational forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.PhysicsServer3D.BodyAddConstantTorque(Godot.Rid,Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.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 number of contacts reported to a number greater than 0.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyGetMaxContactsReported(Godot.Rid)">
            <summary>
            <para>Returns the maximum contacts that can be reported. See <see cref="M:Godot.PhysicsServer3D.BodySetMaxContactsReported(Godot.Rid,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.BodySetForceIntegrationCallback(Godot.Rid,Godot.Callable,Godot.Variant)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyIsOmittingForceIntegration(Godot.Rid)">
            <summary>
            <para>Returns whether a body uses a callback function to calculate its own physics (see <see cref="M:Godot.PhysicsServer3D.BodySetForceIntegrationCallback(Godot.Rid,Godot.Callable,Godot.Variant)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodySetForceIntegrationCallback(Godot.Rid,Godot.Callable,Godot.Variant)">
            <summary>
            <para>Sets the function used to calculate physics for an object, if that object allows it (see <see cref="M:Godot.PhysicsServer3D.BodySetOmitForceIntegration(Godot.Rid,System.Boolean)"/>).</para>
            <para>The force integration function takes 2 arguments:</para>
            <para><c>state:</c> <see cref="T:Godot.PhysicsDirectBodyState3D"/> used to retrieve and modify the body's state.</para>
            <para><c>userdata:</c> Optional user data, if it was passed when calling <c>body_set_force_integration_callback</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodySetRayPickable(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets the body pickable with rays if <c>enable</c> is set.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyTestMotion(Godot.Rid,Godot.PhysicsTestMotionParameters3D,Godot.PhysicsTestMotionResult3D)">
            <summary>
            <para>Returns <c>true</c> if a collision would result from moving along a motion vector from a given point in space. <see cref="T:Godot.PhysicsTestMotionParameters3D"/> is passed to set motion parameters. <see cref="T:Godot.PhysicsTestMotionResult3D"/> can be passed to return additional information.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.BodyGetDirectState(Godot.Rid)">
            <summary>
            <para>Returns the <see cref="T:Godot.PhysicsDirectBodyState3D"/> 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.PhysicsServer3D.PinJointSetParam(Godot.Rid,Godot.PhysicsServer3D.PinJointParam,System.Single)">
            <summary>
            <para>Sets a pin_joint parameter (see <see cref="T:Godot.PhysicsServer3D.PinJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.PinJointGetParam(Godot.Rid,Godot.PhysicsServer3D.PinJointParam)">
            <summary>
            <para>Gets a pin_joint parameter (see <see cref="T:Godot.PhysicsServer3D.PinJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.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.PhysicsServer3D.HingeJointSetParam(Godot.Rid,Godot.PhysicsServer3D.HingeJointParam,System.Single)">
            <summary>
            <para>Sets a hinge_joint parameter (see <see cref="T:Godot.PhysicsServer3D.HingeJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.HingeJointGetParam(Godot.Rid,Godot.PhysicsServer3D.HingeJointParam)">
            <summary>
            <para>Gets a hinge_joint parameter (see <see cref="T:Godot.PhysicsServer3D.HingeJointParam"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.HingeJointSetFlag(Godot.Rid,Godot.PhysicsServer3D.HingeJointFlag,System.Boolean)">
            <summary>
            <para>Sets a hinge_joint flag (see <see cref="T:Godot.PhysicsServer3D.HingeJointFlag"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.HingeJointGetFlag(Godot.Rid,Godot.PhysicsServer3D.HingeJointFlag)">
            <summary>
            <para>Gets a hinge_joint flag (see <see cref="T:Godot.PhysicsServer3D.HingeJointFlag"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.SliderJointSetParam(Godot.Rid,Godot.PhysicsServer3D.SliderJointParam,System.Single)">
            <summary>
            <para>Gets a slider_joint parameter (see <see cref="T:Godot.PhysicsServer3D.SliderJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.SliderJointGetParam(Godot.Rid,Godot.PhysicsServer3D.SliderJointParam)">
            <summary>
            <para>Gets a slider_joint parameter (see <see cref="T:Godot.PhysicsServer3D.SliderJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.ConeTwistJointSetParam(Godot.Rid,Godot.PhysicsServer3D.ConeTwistJointParam,System.Single)">
            <summary>
            <para>Sets a cone_twist_joint parameter (see <see cref="T:Godot.PhysicsServer3D.ConeTwistJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.ConeTwistJointGetParam(Godot.Rid,Godot.PhysicsServer3D.ConeTwistJointParam)">
            <summary>
            <para>Gets a cone_twist_joint parameter (see <see cref="T:Godot.PhysicsServer3D.ConeTwistJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.JointGetType(Godot.Rid)">
            <summary>
            <para>Returns the type of the Joint3D.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.JointSetSolverPriority(Godot.Rid,System.Int32)">
            <summary>
            <para>Sets the priority value of the Joint3D.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.JointGetSolverPriority(Godot.Rid)">
            <summary>
            <para>Gets the priority value of the Joint3D.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.JointDisableCollisionsBetweenBodies(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets whether the bodies attached to the <see cref="T:Godot.Joint3D"/> will collide with each other.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.JointIsDisabledCollisionsBetweenBodies(Godot.Rid)">
            <summary>
            <para>Returns whether the bodies attached to the <see cref="T:Godot.Joint3D"/> will collide with each other.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.Generic6DofJointSetParam(Godot.Rid,Godot.Vector3.Axis,Godot.PhysicsServer3D.G6DofJointAxisParam,System.Single)">
            <summary>
            <para>Sets a generic_6_DOF_joint parameter (see <see cref="T:Godot.PhysicsServer3D.G6DofJointAxisParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.Generic6DofJointGetParam(Godot.Rid,Godot.Vector3.Axis,Godot.PhysicsServer3D.G6DofJointAxisParam)">
            <summary>
            <para>Gets a generic_6_DOF_joint parameter (see <see cref="T:Godot.PhysicsServer3D.G6DofJointAxisParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.Generic6DofJointSetFlag(Godot.Rid,Godot.Vector3.Axis,Godot.PhysicsServer3D.G6DofJointAxisFlag,System.Boolean)">
            <summary>
            <para>Sets a generic_6_DOF_joint flag (see <see cref="T:Godot.PhysicsServer3D.G6DofJointAxisFlag"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.Generic6DofJointGetFlag(Godot.Rid,Godot.Vector3.Axis,Godot.PhysicsServer3D.G6DofJointAxisFlag)">
            <summary>
            <para>Gets a generic_6_DOF_joint flag (see <see cref="T:Godot.PhysicsServer3D.G6DofJointAxisFlag"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.FreeRid(Godot.Rid)">
            <summary>
            <para>Destroys any of the objects created by PhysicsServer3D. If the <see cref="T:Godot.Rid"/> passed is not one of the objects that can be created by PhysicsServer3D, an error will be sent to the console.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.SetActive(System.Boolean)">
            <summary>
            <para>Activates or deactivates the 3D physics engine.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3D.GetProcessInfo(Godot.PhysicsServer3D.ProcessInfo)">
            <summary>
            <para>Returns information about the current state of the 3D physics engine. See <see cref="T:Godot.PhysicsServer3D.ProcessInfo"/> for a list of available states.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsServer3DManager">
            <summary>
            <para><see cref="T:Godot.PhysicsServer3DManager"/> is the API for registering <see cref="T:Godot.PhysicsServer3D"/> implementations and for setting the default implementation.</para>
            <para><b>Note:</b> It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Godot itself and possibly by GDExtensions.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3DManager.RegisterServer(System.String,Godot.Callable)">
            <summary>
            <para>Register a <see cref="T:Godot.PhysicsServer3D"/> implementation by passing a <c>name</c> and a <see cref="T:Godot.Callable"/> that returns a <see cref="T:Godot.PhysicsServer3D"/> object.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer3DManager.SetDefaultServer(System.String,System.Int32)">
            <summary>
            <para>Set the default <see cref="T:Godot.PhysicsServer3D"/> implementation to the one identified by <c>name</c>, if <c>priority</c> is greater than the priority of the current default implementation.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsShapeQueryParameters2D">
            <summary>
            <para>By changing various properties of this object, such as the shape, you can configure the parameters for <see cref="M:Godot.PhysicsDirectSpaceState2D.IntersectShape(Godot.PhysicsShapeQueryParameters2D,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters2D.CollisionMask">
            <summary>
            <para>The physics layers the query will detect (as a bitmask). By default, all collision layers are 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.PhysicsShapeQueryParameters2D.Exclude">
            <summary>
            <para>The list of object <see cref="T:Godot.Rid"/>s that will be excluded from collisions. Use <see cref="M:Godot.CollisionObject2D.GetRid"/> to get the <see cref="T:Godot.Rid"/> associated with a <see cref="T:Godot.CollisionObject2D"/>-derived node.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters2D.Margin">
            <summary>
            <para>The collision margin for the shape.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters2D.Motion">
            <summary>
            <para>The motion of the shape being queried for.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters2D.Shape">
            <summary>
            <para>The <see cref="T:Godot.Shape2D"/> that will be used for collision/intersection queries. This stores the actual reference which avoids the shape to be released while being used for queries, so always prefer using this over <see cref="P:Godot.PhysicsShapeQueryParameters2D.ShapeRid"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters2D.ShapeRid">
            <summary>
            <para>The queried shape's <see cref="T:Godot.Rid"/> that will be used for collision/intersection queries. Use this over <see cref="P:Godot.PhysicsShapeQueryParameters2D.Shape"/> if you want to optimize for performance using the Servers API:</para>
            <para><code>
            RID shapeRid = PhysicsServer2D.CircleShapeCreate();
            int radius = 64;
            PhysicsServer2D.ShapeSetData(shapeRid, radius);
            
            var params = new PhysicsShapeQueryParameters2D();
            params.ShapeRid = shapeRid;
            
            // Execute physics queries here...
            
            // Release the shape when done with physics queries.
            PhysicsServer2D.FreeRid(shapeRid);
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters2D.Transform">
            <summary>
            <para>The queried shape's transform matrix.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters2D.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.PhysicsShapeQueryParameters2D.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.Area2D"/>s into account.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsShapeQueryParameters3D">
            <summary>
            <para>By changing various properties of this object, such as the shape, you can configure the parameters for <see cref="M:Godot.PhysicsDirectSpaceState3D.IntersectShape(Godot.PhysicsShapeQueryParameters3D,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters3D.CollisionMask">
            <summary>
            <para>The physics layers the query will detect (as a bitmask). By default, all collision layers are 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.PhysicsShapeQueryParameters3D.Exclude">
            <summary>
            <para>The list of object <see cref="T:Godot.Rid"/>s that will be excluded from collisions. Use <see cref="M:Godot.CollisionObject3D.GetRid"/> to get the <see cref="T:Godot.Rid"/> associated with a <see cref="T:Godot.CollisionObject3D"/>-derived node.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters3D.Margin">
            <summary>
            <para>The collision margin for the shape.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters3D.Motion">
            <summary>
            <para>The motion of the shape being queried for.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters3D.Shape">
            <summary>
            <para>The <see cref="T:Godot.Shape3D"/> that will be used for collision/intersection queries. This stores the actual reference which avoids the shape to be released while being used for queries, so always prefer using this over <see cref="P:Godot.PhysicsShapeQueryParameters3D.ShapeRid"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters3D.ShapeRid">
            <summary>
            <para>The queried shape's <see cref="T:Godot.Rid"/> that will be used for collision/intersection queries. Use this over <see cref="P:Godot.PhysicsShapeQueryParameters3D.Shape"/> if you want to optimize for performance using the Servers API:</para>
            <para><code>
            RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);
            float radius = 2.0f;
            PhysicsServer3D.ShapeSetData(shapeRid, radius);
            
            var params = new PhysicsShapeQueryParameters3D();
            params.ShapeRid = shapeRid;
            
            // Execute physics queries here...
            
            // Release the shape when done with physics queries.
            PhysicsServer3D.FreeRid(shapeRid);
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters3D.Transform">
            <summary>
            <para>The queried shape's transform matrix.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters3D.CollideWithBodies">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.PhysicsBody3D"/>s into account.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters3D.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.Area3D"/>s into account.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsTestMotionParameters2D">
            <summary>
            <para>By changing various properties of this object, such as the motion, you can configure the parameters for <see cref="M:Godot.PhysicsServer2D.BodyTestMotion(Godot.Rid,Godot.PhysicsTestMotionParameters2D,Godot.PhysicsTestMotionResult2D)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters2D.From">
            <summary>
            <para>Transform in global space where the motion should start. Usually set to <see cref="P:Godot.Node2D.GlobalTransform"/> for the current body's transform.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters2D.Motion">
            <summary>
            <para>Motion vector to define the length and direction of the motion to test.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters2D.Margin">
            <summary>
            <para>Increases the size of the shapes involved in the collision detection.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters2D.CollideSeparationRay">
            <summary>
            <para>If set to <c>true</c>, shapes of type <see cref="F:Godot.PhysicsServer2D.ShapeType.SeparationRay"/> are used to detect collisions and can stop the motion. Can be useful when snapping to the ground.</para>
            <para>If set to <c>false</c>, shapes of type <see cref="F:Godot.PhysicsServer2D.ShapeType.SeparationRay"/> are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters2D.ExcludeBodies">
            <summary>
            <para>Optional array of body <see cref="T:Godot.Rid"/> to exclude from collision. Use <see cref="M:Godot.CollisionObject2D.GetRid"/> to get the <see cref="T:Godot.Rid"/> associated with a <see cref="T:Godot.CollisionObject2D"/>-derived node.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters2D.ExcludeObjects">
            <summary>
            <para>Optional array of object unique instance ID to exclude from collision. See <see cref="M:Godot.GodotObject.GetInstanceId"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters2D.RecoveryAsCollision">
            <summary>
            <para>If set to <c>true</c>, any depenetration from the recovery phase is reported as a collision; this is used e.g. by <see cref="T:Godot.CharacterBody2D"/> for improving floor detection during floor snapping.</para>
            <para>If set to <c>false</c>, only collisions resulting from the motion are reported, which is generally the desired behavior.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsTestMotionParameters3D">
            <summary>
            <para>By changing various properties of this object, such as the motion, you can configure the parameters for <see cref="M:Godot.PhysicsServer3D.BodyTestMotion(Godot.Rid,Godot.PhysicsTestMotionParameters3D,Godot.PhysicsTestMotionResult3D)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters3D.From">
            <summary>
            <para>Transform in global space where the motion should start. Usually set to <see cref="P:Godot.Node3D.GlobalTransform"/> for the current body's transform.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters3D.Motion">
            <summary>
            <para>Motion vector to define the length and direction of the motion to test.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters3D.Margin">
            <summary>
            <para>Increases the size of the shapes involved in the collision detection.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters3D.MaxCollisions">
            <summary>
            <para>Maximum number of returned collisions, between <c>1</c> and <c>32</c>. Always returns the deepest detected collisions.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters3D.CollideSeparationRay">
            <summary>
            <para>If set to <c>true</c>, shapes of type <see cref="F:Godot.PhysicsServer3D.ShapeType.SeparationRay"/> are used to detect collisions and can stop the motion. Can be useful when snapping to the ground.</para>
            <para>If set to <c>false</c>, shapes of type <see cref="F:Godot.PhysicsServer3D.ShapeType.SeparationRay"/> are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters3D.ExcludeBodies">
            <summary>
            <para>Optional array of body <see cref="T:Godot.Rid"/> to exclude from collision. Use <see cref="M:Godot.CollisionObject3D.GetRid"/> to get the <see cref="T:Godot.Rid"/> associated with a <see cref="T:Godot.CollisionObject3D"/>-derived node.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters3D.ExcludeObjects">
            <summary>
            <para>Optional array of object unique instance ID to exclude from collision. See <see cref="M:Godot.GodotObject.GetInstanceId"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsTestMotionParameters3D.RecoveryAsCollision">
            <summary>
            <para>If set to <c>true</c>, any depenetration from the recovery phase is reported as a collision; this is used e.g. by <see cref="T:Godot.CharacterBody3D"/> for improving floor detection during floor snapping.</para>
            <para>If set to <c>false</c>, only collisions resulting from the motion are reported, which is generally the desired behavior.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsTestMotionResult2D">
            <summary>
            <para>Describes the motion and collision result from <see cref="M:Godot.PhysicsServer2D.BodyTestMotion(Godot.Rid,Godot.PhysicsTestMotionParameters2D,Godot.PhysicsTestMotionResult2D)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult2D.GetTravel">
            <summary>
            <para>Returns the moving object's travel before collision.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult2D.GetRemainder">
            <summary>
            <para>Returns the moving object's remaining movement vector.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult2D.GetCollisionPoint">
            <summary>
            <para>Returns the point of collision in global coordinates, if a collision occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult2D.GetCollisionNormal">
            <summary>
            <para>Returns the colliding body's shape's normal at the point of collision, if a collision occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult2D.GetColliderVelocity">
            <summary>
            <para>Returns the colliding body's velocity, if a collision occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult2D.GetColliderId">
            <summary>
            <para>Returns the unique instance ID of the colliding body's attached <see cref="T:Godot.GodotObject"/>, if a collision occurred. See <see cref="M:Godot.GodotObject.GetInstanceId"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult2D.GetColliderRid">
            <summary>
            <para>Returns the colliding body's <see cref="T:Godot.Rid"/> used by the <see cref="T:Godot.PhysicsServer2D"/>, if a collision occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult2D.GetCollider">
            <summary>
            <para>Returns the colliding body's attached <see cref="T:Godot.GodotObject"/>, if a collision occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult2D.GetColliderShape">
            <summary>
            <para>Returns the colliding body's shape index, if a collision occurred. See <see cref="T:Godot.CollisionObject2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult2D.GetCollisionLocalShape">
            <summary>
            <para>Returns the moving object's colliding shape, if a collision occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult2D.GetCollisionDepth">
            <summary>
            <para>Returns the length of overlap along the collision normal, if a collision occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult2D.GetCollisionSafeFraction">
            <summary>
            <para>Returns the maximum fraction of the motion that can occur without a collision, between <c>0</c> and <c>1</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult2D.GetCollisionUnsafeFraction">
            <summary>
            <para>Returns the minimum fraction of the motion needed to collide, if a collision occurred, between <c>0</c> and <c>1</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsTestMotionResult3D">
            <summary>
            <para>Describes the motion and collision result from <see cref="M:Godot.PhysicsServer3D.BodyTestMotion(Godot.Rid,Godot.PhysicsTestMotionParameters3D,Godot.PhysicsTestMotionResult3D)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetTravel">
            <summary>
            <para>Returns the moving object's travel before collision.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetRemainder">
            <summary>
            <para>Returns the moving object's remaining movement vector.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetCollisionSafeFraction">
            <summary>
            <para>Returns the maximum fraction of the motion that can occur without a collision, between <c>0</c> and <c>1</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetCollisionUnsafeFraction">
            <summary>
            <para>Returns the minimum fraction of the motion needed to collide, if a collision occurred, between <c>0</c> and <c>1</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetCollisionCount">
            <summary>
            <para>Returns the number of detected collisions.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetCollisionPoint(System.Int32)">
            <summary>
            <para>Returns the point of collision in global coordinates given a collision index (the deepest collision by default), if a collision occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetCollisionNormal(System.Int32)">
            <summary>
            <para>Returns the colliding body's shape's normal at the point of collision given a collision index (the deepest collision by default), if a collision occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetColliderVelocity(System.Int32)">
            <summary>
            <para>Returns the colliding body's velocity given a collision index (the deepest collision by default), if a collision occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetColliderId(System.Int32)">
            <summary>
            <para>Returns the unique instance ID of the colliding body's attached <see cref="T:Godot.GodotObject"/> given a collision index (the deepest collision by default), if a collision occurred. See <see cref="M:Godot.GodotObject.GetInstanceId"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetColliderRid(System.Int32)">
            <summary>
            <para>Returns the colliding body's <see cref="T:Godot.Rid"/> used by the <see cref="T:Godot.PhysicsServer3D"/> given a collision index (the deepest collision by default), if a collision occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetCollider(System.Int32)">
            <summary>
            <para>Returns the colliding body's attached <see cref="T:Godot.GodotObject"/> given a collision index (the deepest collision by default), if a collision occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetColliderShape(System.Int32)">
            <summary>
            <para>Returns the colliding body's shape index given a collision index (the deepest collision by default), if a collision occurred. See <see cref="T:Godot.CollisionObject3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetCollisionLocalShape(System.Int32)">
            <summary>
            <para>Returns the moving object's colliding shape given a collision index (the deepest collision by default), if a collision occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsTestMotionResult3D.GetCollisionDepth(System.Int32)">
            <summary>
            <para>Returns the length of overlap along the collision normal given a collision index (the deepest collision by default), if a collision occurred.</para>
            </summary>
        </member>
        <member name="T:Godot.PinJoint2D">
            <summary>
            <para>A physics joint that attaches two 2D physics bodies at a single point, allowing them to freely rotate. For example, a <see cref="T:Godot.RigidBody2D"/> can be attached to a <see cref="T:Godot.StaticBody2D"/> to create a pendulum or a seesaw.</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.PinJoint3D">
            <summary>
            <para>A physics joint that attaches two 2D physics bodies at a single point, allowing them to freely rotate. For example, a <see cref="T:Godot.RigidBody3D"/> can be attached to a <see cref="T:Godot.StaticBody3D"/> to create a pendulum or a seesaw.</para>
            </summary>
        </member>
        <member name="F:Godot.PinJoint3D.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.PinJoint3D.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.PinJoint3D.Param.ImpulseClamp">
            <summary>
            <para>If above 0, this value is the maximum value for an impulse that this Joint3D produces.</para>
            </summary>
        </member>
        <member name="M:Godot.PinJoint3D.SetParam(Godot.PinJoint3D.Param,System.Single)">
            <summary>
            <para>Sets the value of the specified parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.PinJoint3D.GetParam(Godot.PinJoint3D.Param)">
            <summary>
            <para>Returns the value of the specified parameter.</para>
            </summary>
        </member>
        <member name="T:Godot.PlaceholderCubemap">
            <summary>
            <para>This class is used when loading a project that uses a <see cref="T:Godot.Cubemap"/> subclass in 2 conditions:</para>
            <para>- When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.</para>
            <para>- When this subclass is missing due to using a different engine version or build (e.g. modules disabled).</para>
            <para><b>Note:</b> This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV).</para>
            </summary>
        </member>
        <member name="T:Godot.PlaceholderCubemapArray">
            <summary>
            <para>This class is used when loading a project that uses a <see cref="T:Godot.CubemapArray"/> subclass in 2 conditions:</para>
            <para>- When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.</para>
            <para>- When this subclass is missing due to using a different engine version or build (e.g. modules disabled).</para>
            <para><b>Note:</b> This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV).</para>
            </summary>
        </member>
        <member name="T:Godot.PlaceholderMaterial">
            <summary>
            <para>This class is used when loading a project that uses a <see cref="T:Godot.Material"/> subclass in 2 conditions:</para>
            <para>- When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.</para>
            <para>- When this subclass is missing due to using a different engine version or build (e.g. modules disabled).</para>
            </summary>
        </member>
        <member name="T:Godot.PlaceholderMesh">
            <summary>
            <para>This class is used when loading a project that uses a <see cref="T:Godot.Mesh"/> subclass in 2 conditions:</para>
            <para>- When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.</para>
            <para>- When this subclass is missing due to using a different engine version or build (e.g. modules disabled).</para>
            </summary>
        </member>
        <member name="P:Godot.PlaceholderMesh.Aabb">
            <summary>
            <para>The smallest <see cref="T:Godot.Aabb"/> enclosing this mesh in local space.</para>
            </summary>
        </member>
        <member name="T:Godot.PlaceholderTexture2D">
            <summary>
            <para>This class is used when loading a project that uses a <see cref="T:Godot.Texture2D"/> subclass in 2 conditions:</para>
            <para>- When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.</para>
            <para>- When this subclass is missing due to using a different engine version or build (e.g. modules disabled).</para>
            <para><b>Note:</b> This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV).</para>
            </summary>
        </member>
        <member name="P:Godot.PlaceholderTexture2D.Size">
            <summary>
            <para>The texture's size (in pixels).</para>
            </summary>
        </member>
        <member name="T:Godot.PlaceholderTexture2DArray">
            <summary>
            <para>This class is used when loading a project that uses a <see cref="T:Godot.Texture2D"/> subclass in 2 conditions:</para>
            <para>- When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.</para>
            <para>- When this subclass is missing due to using a different engine version or build (e.g. modules disabled).</para>
            <para><b>Note:</b> This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV).</para>
            </summary>
        </member>
        <member name="T:Godot.PlaceholderTexture3D">
            <summary>
            <para>This class is used when loading a project that uses a <see cref="T:Godot.Texture3D"/> subclass in 2 conditions:</para>
            <para>- When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.</para>
            <para>- When this subclass is missing due to using a different engine version or build (e.g. modules disabled).</para>
            <para><b>Note:</b> This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV).</para>
            </summary>
        </member>
        <member name="P:Godot.PlaceholderTexture3D.Size">
            <summary>
            <para>The texture's size (in pixels).</para>
            </summary>
        </member>
        <member name="T:Godot.PlaceholderTextureLayered">
            <summary>
            <para>This class is used when loading a project that uses a <see cref="T:Godot.TextureLayered"/> subclass in 2 conditions:</para>
            <para>- When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.</para>
            <para>- When this subclass is missing due to using a different engine version or build (e.g. modules disabled).</para>
            <para><b>Note:</b> This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV).</para>
            </summary>
        </member>
        <member name="P:Godot.PlaceholderTextureLayered.Size">
            <summary>
            <para>The size of each texture layer (in pixels).</para>
            </summary>
        </member>
        <member name="P:Godot.PlaceholderTextureLayered.Layers">
            <summary>
            <para>The number of layers in the texture array.</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, change <see cref="P:Godot.PlaneMesh.Orientation"/> to <see cref="F:Godot.PlaneMesh.OrientationEnum.Z"/>.</para>
            <para><b>Note:</b> 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="F:Godot.PlaneMesh.OrientationEnum.X">
            <summary>
            <para><see cref="T:Godot.PlaneMesh"/> will face the positive X-axis.</para>
            </summary>
        </member>
        <member name="F:Godot.PlaneMesh.OrientationEnum.Y">
            <summary>
            <para><see cref="T:Godot.PlaneMesh"/> will face the positive Y-axis. This matches the behavior of the <see cref="T:Godot.PlaneMesh"/> in Godot 3.x.</para>
            </summary>
        </member>
        <member name="F:Godot.PlaneMesh.OrientationEnum.Z">
            <summary>
            <para><see cref="T:Godot.PlaneMesh"/> will face the positive Z-axis. This matches the behavior of the QuadMesh in Godot 3.x.</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 of the generated plane. Useful for particles.</para>
            </summary>
        </member>
        <member name="P:Godot.PlaneMesh.Orientation">
            <summary>
            <para>Direction that the <see cref="T:Godot.PlaneMesh"/> is facing. See <see cref="T:Godot.PlaneMesh.OrientationEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.PointLight2D">
            <summary>
            <para>Casts light in a 2D environment. This light's shape is defined by a (usually grayscale) texture.</para>
            </summary>
        </member>
        <member name="P:Godot.PointLight2D.Texture">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> used for the light's appearance.</para>
            </summary>
        </member>
        <member name="P:Godot.PointLight2D.Offset">
            <summary>
            <para>The offset of the light's <see cref="P:Godot.PointLight2D.Texture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PointLight2D.TextureScale">
            <summary>
            <para>The <see cref="P:Godot.PointLight2D.Texture"/>'s scale factor.</para>
            </summary>
        </member>
        <member name="P:Godot.PointLight2D.Height">
            <summary>
            <para>The height of the light. Used with 2D normal mapping. The units are in pixels, e.g. if the height is 100, then it will illuminate an object 100 pixels away at a 45° angle to the plane.</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.BaseMaterial3D"/> by setting <see cref="P:Godot.BaseMaterial3D.UsePointSize"/> and the variable <see cref="P:Godot.BaseMaterial3D.PointSize"/>.</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>
            </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>, polygon edges will be anti-aliased.</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.TextureRotation">
            <summary>
            <para>The texture's rotation in radians.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.Skeleton">
            <summary>
            <para>Path to a <see cref="T:Godot.Skeleton2D"/> node used for skeleton-based deformations of this polygon. If empty or invalid, skeletal deformations will not be used.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.InvertEnabled">
            <summary>
            <para>If <c>true</c>, the polygon will be inverted, containing the area outside the defined points and extending to the <see cref="P:Godot.Polygon2D.InvertBorder"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.InvertBorder">
            <summary>
            <para>Added padding applied to the bounding box when <see cref="P:Godot.Polygon2D.InvertEnabled"/> is set to <c>true</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><b>Note:</b> 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="P:Godot.Polygon2D.Bones">
            <summary>
            <para>Internal list of <see cref="T:Godot.Bone2D"/> nodes used by the assigned <see cref="P:Godot.Polygon2D.Skeleton"/>. Edited using the Polygon2D editor ("UV" button on the top toolbar).</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.InternalVertexCount">
            <summary>
            <para>Number of internal vertices, used for UV mapping.</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 weight 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.PolygonOccluder3D">
            <summary>
            <para><see cref="T:Godot.PolygonOccluder3D"/> stores a polygon shape that can be used by the engine's occlusion culling system. When an <see cref="T:Godot.OccluderInstance3D"/> with a <see cref="T:Godot.PolygonOccluder3D"/> is selected in the editor, an editor will appear at the top of the 3D viewport so you can add/remove points. All points must be placed on the same 2D plane, which means it is not possible to create arbitrary 3D shapes with a single <see cref="T:Godot.PolygonOccluder3D"/>. To use arbitrary 3D shapes as occluders, use <see cref="T:Godot.ArrayOccluder3D"/> or <see cref="T:Godot.OccluderInstance3D"/>'s baking feature instead.</para>
            <para>See <see cref="T:Godot.OccluderInstance3D"/>'s documentation for instructions on setting up occlusion culling.</para>
            </summary>
        </member>
        <member name="P:Godot.PolygonOccluder3D.Polygon">
            <summary>
            <para>The polygon to use for occlusion culling. The polygon can be convex or concave, but it should have as few points as possible to maximize performance.</para>
            <para>The polygon must <i>not</i> have intersecting lines. Otherwise, triangulation will fail (with an error message printed).</para>
            </summary>
        </member>
        <member name="T:Godot.Popup">
            <summary>
            <para><see cref="T:Godot.Popup"/> is a base class for contextual windows and panels with fixed position. It's a modal by default (see <see cref="P:Godot.Window.PopupWindow"/>) and provides methods for implementing custom popup behavior.</para>
            </summary>
        </member>
        <member name="E:Godot.Popup.PopupHide">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Popup.PopupHide"/> event of a <see cref="T:Godot.Popup"/> class.
            </summary>
            <summary>
            <para>Emitted when the popup is hidden.</para>
            </summary>
        </member>
        <member name="T:Godot.PopupMenu">
            <summary>
            <para><see cref="T:Godot.PopupMenu"/> is a modal window used to display a list of options. Useful for toolbars and context menus.</para>
            <para>The size of a <see cref="T:Godot.PopupMenu"/> can be limited by using <see cref="P:Godot.Window.MaxSize"/>. If the height of the list of items is larger than the maximum height of the <see cref="T:Godot.PopupMenu"/>, a <see cref="T:Godot.ScrollContainer"/> within the popup will allow the user to scroll the contents. If no maximum size is set, or if it is set to <c>0</c>, the <see cref="T:Godot.PopupMenu"/> height will be limited by its parent rect.</para>
            <para>All <c>set_*</c> methods allow negative item indices, i.e. <c>-1</c> to access the last item, <c>-2</c> to select the second-to-last item, and so on.</para>
            <para><b>Incremental search:</b> 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>
            <para><b>Note:</b> The ID values used for items are limited to 32 bits, not full 64 bits of <see cref="T:System.Int32"/>. This has a range of <c>-2^32</c> to <c>2^32 - 1</c>, i.e. <c>-2147483648</c> to <c>2147483647</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.ItemCount">
            <summary>
            <para>The number of items currently in the list.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddItem(System.String,System.Int32,Godot.Key)">
            <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 value of 0 (corresponding to <see cref="F:Godot.Key.None"/>) will be assigned to the item (which means it won't have any accelerator). See <see cref="M:Godot.PopupMenu.GetItemAccelerator(System.Int32)"/> for more info on accelerators.</para>
            <para><b>Note:</b> The provided <c>id</c> is used only in <see cref="E:Godot.PopupMenu.IdPressed"/> and <see cref="E:Godot.PopupMenu.IdFocused"/> signals. It's not related to the <c>index</c> arguments in e.g. <see cref="M:Godot.PopupMenu.SetItemChecked(System.Int32,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddIconItem(Godot.Texture2D,System.String,System.Int32,Godot.Key)">
            <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 value of 0 (corresponding to <see cref="F:Godot.Key.None"/>) will be assigned to the item (which means it won't have any accelerator). 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,Godot.Key)">
            <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 value of 0 (corresponding to <see cref="F:Godot.Key.None"/>) will be assigned to the item (which means it won't have any accelerator). See <see cref="M:Godot.PopupMenu.GetItemAccelerator(System.Int32)"/> for more info on accelerators.</para>
            <para><b>Note:</b> 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.Texture2D,System.String,System.Int32,Godot.Key)">
            <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 value of 0 (corresponding to <see cref="F:Godot.Key.None"/>) will be assigned to the item (which means it won't have any accelerator). See <see cref="M:Godot.PopupMenu.GetItemAccelerator(System.Int32)"/> for more info on accelerators.</para>
            <para><b>Note:</b> 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,Godot.Key)">
            <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 value of 0 (corresponding to <see cref="F:Godot.Key.None"/>) will be assigned to the item (which means it won't have any accelerator). See <see cref="M:Godot.PopupMenu.GetItemAccelerator(System.Int32)"/> for more info on accelerators.</para>
            <para><b>Note:</b> 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.Texture2D,System.String,System.Int32,Godot.Key)">
            <summary>
            <para>Same as <see cref="M:Godot.PopupMenu.AddIconCheckItem(Godot.Texture2D,System.String,System.Int32,Godot.Key)"/>, but uses a radio check button.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddMultistateItem(System.String,System.Int32,System.Int32,System.Int32,Godot.Key)">
            <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>maxStates</c>. Each press or activate of the item will increase the state by one. The default value is defined by <c>defaultState</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 value of 0 (corresponding to <see cref="F:Godot.Key.None"/>) will be assigned to the item (which means it won't have any accelerator). 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.Texture2D,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><b>Note:</b> 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.Texture2D,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><b>Note:</b> 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><b>Note:</b> 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.Texture2D,Godot.Shortcut,System.Int32,System.Boolean)">
            <summary>
            <para>Same as <see cref="M:Godot.PopupMenu.AddIconCheckShortcut(Godot.Texture2D,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 the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemTextDirection(System.Int32,Godot.Control.TextDirection)">
            <summary>
            <para>Sets item's text base writing direction.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemLanguage(System.Int32,System.String)">
            <summary>
            <para>Sets language code of item's text used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemIcon(System.Int32,Godot.Texture2D)">
            <summary>
            <para>Replaces the <see cref="T:Godot.Texture2D"/> icon of the item at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemIconMaxWidth(System.Int32,System.Int32)">
            <summary>
            <para>Sets the maximum allowed width of the icon for the item at the given <c>index</c>. This limit is applied on top of the default size of the icon and on top of <c>icon_max_width</c>. The height is adjusted according to the icon's ratio.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemIconModulate(System.Int32,Godot.Color)">
            <summary>
            <para>Sets a modulating <see cref="T:Godot.Color"/> of the item's icon at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemChecked(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the checkstate status of the item at the given <c>index</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 the given <c>index</c>.</para>
            <para>The <c>id</c> is used in <see cref="E:Godot.PopupMenu.IdPressed"/> and <see cref="E:Godot.PopupMenu.IdFocused"/> signals.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemAccelerator(System.Int32,Godot.Key)">
            <summary>
            <para>Sets the accelerator of the item at the given <c>index</c>. An accelerator is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. <c>accel</c> is generally a combination of <see cref="T:Godot.KeyModifierMask"/>s and <see cref="T:Godot.Key"/>s using bitwise OR such as <c>KEY_MASK_CTRL | KEY_A</c> (Ctrl + A).</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemMetadata(System.Int32,Godot.Variant)">
            <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 the given <c>index</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 the given <c>index</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 the given <c>index</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 the given <c>index</c> has a checkbox. If <c>false</c>, sets the type of the item to plain text.</para>
            <para><b>Note:</b> 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 given <c>index</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 given <c>index</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 item at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemIndent(System.Int32,System.Int32)">
            <summary>
            <para>Sets the horizontal offset of the item at the given <c>index</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,Godot.Key)"/> 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 item at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.ToggleItemChecked(System.Int32)">
            <summary>
            <para>Toggles the check state of the item at the given <c>index</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,Godot.Key)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemText(System.Int32)">
            <summary>
            <para>Returns the text of the item at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemTextDirection(System.Int32)">
            <summary>
            <para>Returns item's text base writing direction.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemLanguage(System.Int32)">
            <summary>
            <para>Returns item's text language code.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemIcon(System.Int32)">
            <summary>
            <para>Returns the icon of the item at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemIconMaxWidth(System.Int32)">
            <summary>
            <para>Returns the maximum allowed width of the icon for the item at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemIconModulate(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:Godot.Color"/> modulating the item's icon at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.IsItemChecked(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item at the given <c>index</c> is checked.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemId(System.Int32)">
            <summary>
            <para>Returns the ID of the item at the given <c>index</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 and 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 the given <c>index</c>. An accelerator is a keyboard shortcut that can be pressed to trigger the menu button even if it's not currently open. The return value is an integer which is generally a combination of <see cref="T:Godot.KeyModifierMask"/>s and <see cref="T:Godot.Key"/>s using bitwise OR such as <c>KEY_MASK_CTRL | KEY_A</c> (Ctrl + A). If no accelerator is defined for the specified <c>index</c>, <see cref="M:Godot.PopupMenu.GetItemAccelerator(System.Int32)"/> returns <c>0</c> (corresponding to <see cref="F:Godot.Key.None"/>).</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,Godot.Variant)"/>, 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 the given <c>index</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 the given <c>index</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 the given <c>index</c> is checkable in some way, i.e. if it has a checkbox or radio button.</para>
            <para><b>Note:</b> 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 the given <c>index</c> has radio button-style checkability.</para>
            <para><b>Note:</b> 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 item at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemShortcut(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Shortcut"/> associated with the item at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemIndent(System.Int32)">
            <summary>
            <para>Returns the horizontal offset of the item at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetFocusedItem(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.GetFocusedItem">
            <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.ScrollToItem(System.Int32)">
            <summary>
            <para>Moves the scroll view to make the item at the given <c>index</c> visible.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.RemoveItem(System.Int32)">
            <summary>
            <para>Removes the item at the given <c>index</c> from the menu.</para>
            <para><b>Note:</b> 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="T:Godot.PopupMenu.IdPressedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.PopupMenu.IdPressed"/> event of a <see cref="T:Godot.PopupMenu"/> class.
            </summary>
        </member>
        <member name="E:Godot.PopupMenu.IdPressed">
            <summary>
            <para>Emitted when an item of some <c>id</c> is pressed or its accelerator is activated.</para>
            <para><b>Note:</b> If <c>id</c> is negative (either explicitly or due to overflow), this will return the corresponding index instead.</para>
            </summary>
        </member>
        <member name="T:Godot.PopupMenu.IdFocusedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.PopupMenu.IdFocused"/> event of a <see cref="T:Godot.PopupMenu"/> class.
            </summary>
        </member>
        <member name="E:Godot.PopupMenu.IdFocused">
            <summary>
            <para>Emitted when the user navigated to an item of some <c>id</c> using the <c>ProjectSettings.input/ui_up</c> or <c>ProjectSettings.input/ui_down</c> input action.</para>
            </summary>
        </member>
        <member name="T:Godot.PopupMenu.IndexPressedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.PopupMenu.IndexPressed"/> event of a <see cref="T:Godot.PopupMenu"/> class.
            </summary>
        </member>
        <member name="E:Godot.PopupMenu.IndexPressed">
            <summary>
            <para>Emitted when an item of some <c>index</c> is pressed or its accelerator is activated.</para>
            </summary>
        </member>
        <member name="E:Godot.PopupMenu.MenuChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.PopupMenu.MenuChanged"/> event of a <see cref="T:Godot.PopupMenu"/> class.
            </summary>
            <summary>
            <para>Emitted when any item is added, modified or removed.</para>
            </summary>
        </member>
        <member name="T:Godot.PopupPanel">
            <summary>
            <para>A popup with a configurable panel background. Any child controls added to this node will be stretched to fit the panel's size (similar to how <see cref="T:Godot.PanelContainer"/> works). If you are making windows, see <see cref="T:Godot.Window"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.PortableCompressedTexture2D">
            <summary>
            <para>This class allows storing compressed textures as self contained (not imported) resources.</para>
            <para>For 2D usage (compressed on disk, uncompressed on VRAM), the lossy and lossless modes are recommended. For 3D usage (compressed on VRAM) it depends on the target platform.</para>
            <para>If you intend to only use desktop, S3TC or BPTC are recommended. For only mobile, ETC2 is recommended.</para>
            <para>For portable, self contained 3D textures that work on both desktop and mobile, Basis Universal is recommended (although it has a small quality cost and longer compression time as a tradeoff).</para>
            <para>This resource is intended to be created from code.</para>
            </summary>
        </member>
        <member name="P:Godot.PortableCompressedTexture2D.SizeOverride">
            <summary>
            <para>Allow overriding the texture size (for 2D only).</para>
            </summary>
        </member>
        <member name="P:Godot.PortableCompressedTexture2D.KeepCompressedBuffer">
            <summary>
            <para>When running on the editor, this class will keep the source compressed data in memory. Otherwise, the source compressed data is lost after loading and the resource can't be re saved.</para>
            <para>This flag allows to keep the compressed data in memory if you intend it to persist after loading.</para>
            </summary>
        </member>
        <member name="M:Godot.PortableCompressedTexture2D.CreateFromImage(Godot.Image,Godot.PortableCompressedTexture2D.CompressionMode,System.Boolean,System.Single)">
            <summary>
            <para>Initializes the compressed texture from a base image. The compression mode must be provided.</para>
            <para><c>normalMap</c> is recommended to ensure optimum quality if this image will be used as a normal map.</para>
            <para>If lossy compression is requested, the quality setting can optionally be provided. This maps to Lossy WebP compression quality.</para>
            </summary>
        </member>
        <member name="M:Godot.PortableCompressedTexture2D.GetFormat">
            <summary>
            <para>Return the image format used (valid after initialized).</para>
            </summary>
        </member>
        <member name="M:Godot.PortableCompressedTexture2D.GetCompressionMode">
            <summary>
            <para>Return the compression mode used (valid after initialized).</para>
            </summary>
        </member>
        <member name="M:Godot.PortableCompressedTexture2D.SetKeepAllCompressedBuffers(System.Boolean)">
            <summary>
            <para>Overrides the flag globally for all textures of this type. This is used primarily by the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.PortableCompressedTexture2D.IsKeepingAllCompressedBuffers">
            <summary>
            <para>Return whether the flag is overridden for all textures of this type.</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.BoxMesh"/>, <see cref="T:Godot.CapsuleMesh"/>, <see cref="T:Godot.CylinderMesh"/>, <see cref="T:Godot.PlaneMesh"/>, <see cref="T:Godot.PrismMesh"/>, 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.BaseMaterial3D.CullModeEnum.Front"/> in <see cref="P:Godot.BaseMaterial3D.CullMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PrimitiveMesh.AddUV2">
            <summary>
            <para>If set, generates UV2 UV coordinates applying a padding using the <see cref="P:Godot.PrimitiveMesh.UV2Padding"/> setting. UV2 is needed for lightmapping.</para>
            </summary>
        </member>
        <member name="P:Godot.PrimitiveMesh.UV2Padding">
            <summary>
            <para>If <see cref="P:Godot.PrimitiveMesh.AddUV2"/> is set, specifies the padding in pixels applied along seams of the mesh. Lower padding values allow making better use of the lightmap texture (resulting in higher texel density), but may introduce visible lightmap bleeding along edges.</para>
            <para>If the size of the lightmap texture can't be determined when generating the mesh, UV2 is calculated assuming a texture size of 1024x1024.</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{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Mesh.ArrayFormat)"/> to create a new surface. For example:</para>
            <para><code>
            var c = new CylinderMesh();
            var arrMesh = new ArrayMesh();
            arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, c.GetMeshArrays());
            </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.ProceduralSkyMaterial">
            <summary>
            <para>ProceduralSkyMaterial 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 <see cref="T:Godot.ProceduralSkyMaterial"/> uses a lightweight shader to draw the sky and is thus suited for real time updates. When you do not need a quick sky that is not realistic, this is a good option. If you need a more realistic option, try using <see cref="T:Godot.PhysicalSkyMaterial"/> instead.</para>
            <para>The <see cref="T:Godot.ProceduralSkyMaterial"/> supports up to 4 suns. Each sun takes its color, energy, and direction from the corresponding <see cref="T:Godot.DirectionalLight3D"/> in the scene.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSkyMaterial.SkyTopColor">
            <summary>
            <para>Color of the sky at the top. Blends with <see cref="P:Godot.ProceduralSkyMaterial.SkyHorizonColor"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSkyMaterial.SkyHorizonColor">
            <summary>
            <para>Color of the sky at the horizon. Blends with <see cref="P:Godot.ProceduralSkyMaterial.SkyTopColor"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSkyMaterial.SkyCurve">
            <summary>
            <para>How quickly the <see cref="P:Godot.ProceduralSkyMaterial.SkyHorizonColor"/> fades into the <see cref="P:Godot.ProceduralSkyMaterial.SkyTopColor"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSkyMaterial.SkyEnergyMultiplier">
            <summary>
            <para>Multiplier for sky color. A higher value will make the sky brighter.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSkyMaterial.SkyCover">
            <summary>
            <para>The sky cover texture to use. This texture must use an equirectangular projection (similar to <see cref="T:Godot.PanoramaSkyMaterial"/>). The texture's colors will be <i>added</i> to the existing sky color, and will be multiplied by <see cref="P:Godot.ProceduralSkyMaterial.SkyEnergyMultiplier"/> and <see cref="P:Godot.ProceduralSkyMaterial.SkyCoverModulate"/>. This is mainly suited to displaying stars at night, but it can also be used to display clouds at day or night (with a non-physically-accurate look).</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSkyMaterial.SkyCoverModulate">
            <summary>
            <para>The tint to apply to the <see cref="P:Godot.ProceduralSkyMaterial.SkyCover"/> texture. This can be used to change the sky cover's colors or opacity independently of the sky energy, which is useful for day/night or weather transitions. Only effective if a texture is defined in <see cref="P:Godot.ProceduralSkyMaterial.SkyCover"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSkyMaterial.GroundBottomColor">
            <summary>
            <para>Color of the ground at the bottom. Blends with <see cref="P:Godot.ProceduralSkyMaterial.GroundHorizonColor"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSkyMaterial.GroundHorizonColor">
            <summary>
            <para>Color of the ground at the horizon. Blends with <see cref="P:Godot.ProceduralSkyMaterial.GroundBottomColor"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSkyMaterial.GroundCurve">
            <summary>
            <para>How quickly the <see cref="P:Godot.ProceduralSkyMaterial.GroundHorizonColor"/> fades into the <see cref="P:Godot.ProceduralSkyMaterial.GroundBottomColor"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSkyMaterial.GroundEnergyMultiplier">
            <summary>
            <para>Multiplier for ground color. A higher value will make the ground brighter.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSkyMaterial.SunAngleMax">
            <summary>
            <para>Distance from center of sun where it fades out completely.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSkyMaterial.SunCurve">
            <summary>
            <para>How quickly the sun fades away between the edge of the sun disk and <see cref="P:Godot.ProceduralSkyMaterial.SunAngleMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSkyMaterial.UseDebanding">
            <summary>
            <para>If <c>true</c>, enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky.</para>
            </summary>
        </member>
        <member name="T:Godot.ProgressBar">
            <summary>
            <para>A control used for visual representation of a percentage. Shows fill percentage from right to left.</para>
            </summary>
        </member>
        <member name="F:Godot.ProgressBar.FillModeEnum.BeginToEnd">
            <summary>
            <para>The progress bar fills from begin to end horizontally, according to the language direction. If <see cref="M:Godot.Control.IsLayoutRtl"/> returns <c>false</c>, it fills from left to right, and if it returns <c>true</c>, it fills from right to left.</para>
            </summary>
        </member>
        <member name="F:Godot.ProgressBar.FillModeEnum.EndToBegin">
            <summary>
            <para>The progress bar fills from end to begin horizontally, according to the language direction. If <see cref="M:Godot.Control.IsLayoutRtl"/> returns <c>false</c>, it fills from right to left, and if it returns <c>true</c>, it fills from left to right.</para>
            </summary>
        </member>
        <member name="F:Godot.ProgressBar.FillModeEnum.TopToBottom">
            <summary>
            <para>The progress fills from top to bottom.</para>
            </summary>
        </member>
        <member name="F:Godot.ProgressBar.FillModeEnum.BottomToTop">
            <summary>
            <para>The progress fills from bottom to top.</para>
            </summary>
        </member>
        <member name="P:Godot.ProgressBar.FillMode">
            <summary>
            <para>The fill direction. See <see cref="T:Godot.ProgressBar.FillModeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.ProgressBar.ShowPercentage">
            <summary>
            <para>If <c>true</c>, the fill percentage is displayed on the bar.</para>
            </summary>
        </member>
        <member name="T:Godot.ProjectSettings">
            <summary>
            <para>Stores variables that can be accessed from everywhere. Use <see cref="M:Godot.ProjectSettings.GetSetting(System.String,Godot.Variant)"/>, <see cref="M:Godot.ProjectSettings.SetSetting(System.String,Godot.Variant)"/> or <see cref="M:Godot.ProjectSettings.HasSetting(System.String)"/> to access them. Variables stored in <c>project.godot</c> are also loaded into <see cref="T:Godot.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><b>Feature tags:</b> Project settings can be overridden for specific platforms and configurations (debug, release, ...) using <a href="$DOCS_URL/tutorials/export/feature_tags.html">feature tags</a>.</para>
            <para><b>Overriding:</b> Any project setting can be overridden by creating a file named <c>override.cfg</c> in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' <a href="$DOCS_URL/tutorials/export/feature_tags.html">feature tags</a> in account. Therefore, make sure to <i>also</i> 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,Godot.Variant)">
            <summary>
            <para>Sets the value of a setting.</para>
            <para><b>Example:</b></para>
            <para><code>
            ProjectSettings.SetSetting("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,Godot.Variant)">
            <summary>
            <para>Returns the value of the setting identified by <c>name</c>. If the setting doesn't exist and <c>defaultValue</c> is specified, the value of <c>defaultValue</c> is returned. Otherwise, <c>null</c> is returned.</para>
            <para><b>Example:</b></para>
            <para><code>
            GD.Print(ProjectSettings.GetSetting("application/config/name"));
            GD.Print(ProjectSettings.GetSetting("application/config/custom_description", "No description specified."));
            </code></para>
            <para><b>Note:</b> This method doesn't take potential feature overrides into account automatically. Use <see cref="M:Godot.ProjectSettings.GetSettingWithOverride(Godot.StringName)"/> to handle seamlessly.</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.GetSettingWithOverride(Godot.StringName)">
            <summary>
            <para>Similar to <see cref="M:Godot.ProjectSettings.GetSetting(System.String,Godot.Variant)"/>, but applies feature tag overrides if any exists and is valid.</para>
            <para><b>Example:</b></para>
            <para>If the following setting override exists "application/config/name.windows", and the following code is executed:</para>
            <para><code>
            GD.Print(ProjectSettings.GetSettingWithOverride("application/config/name"));
            </code></para>
            <para>Then the overridden setting will be returned instead if the project is running on the <i>Windows</i> operating system.</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.GetGlobalClassList">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> of registered global classes. Each global class is represented as a <see cref="T:Godot.Collections.Dictionary"/> that contains the following entries:</para>
            <para>- <c>base</c> is a name of the base class;</para>
            <para>- <c>class</c> is a name of the registered global class;</para>
            <para>- <c>icon</c> is a path to a custom icon of the global class, if it has any;</para>
            <para>- <c>language</c> is a name of a programming language in which the global class is written;</para>
            <para>- <c>path</c> is a path to a file containing the global class.</para>
            <para><b>Note:</b> Both the script and the icon paths are local to the project filesystem, i.e. they start with <c>res://</c>.</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,Godot.Variant)">
            <summary>
            <para>Sets the specified setting's initial value. This is the value the setting reverts to.</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.SetAsBasic(System.String,System.Boolean)">
            <summary>
            <para>Defines if the specified setting is considered basic or advanced. Basic settings will always be shown in the project settings. Advanced settings will only be shown if the user enables the "Advanced Settings" option.</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.SetAsInternal(System.String,System.Boolean)">
            <summary>
            <para>Defines if the specified setting is considered internal. An internal setting won't show up in the Project Settings dialog. This is mostly useful for addons that need to store their own internal settings without exposing them directly to the user.</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><b>Example:</b></para>
            <para><code>
            ProjectSettings.Singleton.Set("category/property_name", 0);
            
            var propertyInfo = new Godot.Collections.Dictionary
            {
                {"name", "category/propertyName"},
                {"type", Variant.Type.Int},
                {"hint", PropertyHint.Enum},
                {"hint_string", "one,two,three"},
            };
            
            ProjectSettings.AddPropertyInfo(propertyInfo);
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.SetRestartIfChanged(System.String,System.Boolean)">
            <summary>
            <para>Sets whether a setting requires restarting the editor to properly take effect.</para>
            <para><b>Note:</b> This is just a hint to display to the user that the editor must be restarted for changes to take effect. Enabling <see cref="M:Godot.ProjectSettings.SetRestartIfChanged(System.String,System.Boolean)"/> does <i>not</i> delay the setting being set when changed.</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><b>Note:</b> <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().path_join("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><b>Note:</b> 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><b>Note:</b> 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>replaceFiles</c> is set to <c>false</c>.</para>
            <para><b>Note:</b> 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.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.Tween.TweenProperty(Godot.GodotObject,Godot.NodePath,Godot.Variant,System.Double)"/> for more usage information.</para>
            <para><b>Note:</b> <see cref="M:Godot.Tween.TweenProperty(Godot.GodotObject,Godot.NodePath,Godot.Variant,System.Double)"/> 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(Godot.Variant)">
            <summary>
            <para>Sets a custom initial value to the <see cref="T:Godot.PropertyTweener"/>.</para>
            <para><b>Example:</b></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(Godot.Variant)"/> 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.</para>
            <para><b>Example:</b></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.Tween"/> 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.Tween"/> that contains this Tweener.</para>
            </summary>
        </member>
        <member name="M:Godot.PropertyTweener.SetDelay(System.Double)">
            <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.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 rotation is more suited for use with billboarded materials. A <see cref="T:Godot.QuadMesh"/> is equivalent to a <see cref="T:Godot.PlaneMesh"/> except its default <see cref="P:Godot.PlaneMesh.Orientation"/> is <see cref="F:Godot.PlaneMesh.OrientationEnum.Z"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.QuadOccluder3D">
            <summary>
            <para><see cref="T:Godot.QuadOccluder3D"/> stores a flat plane shape that can be used by the engine's occlusion culling system. See also <see cref="T:Godot.PolygonOccluder3D"/> if you need to customize the quad's shape.</para>
            <para>See <see cref="T:Godot.OccluderInstance3D"/>'s documentation for instructions on setting up occlusion culling.</para>
            </summary>
        </member>
        <member name="P:Godot.QuadOccluder3D.Size">
            <summary>
            <para>The quad's size in 3D units.</para>
            </summary>
        </member>
        <member name="T:Godot.RDAttachmentFormat">
            <summary>
            <para>This object is used by <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDAttachmentFormat.Format">
            <summary>
            <para>The attachment's data format.</para>
            </summary>
        </member>
        <member name="P:Godot.RDAttachmentFormat.Samples">
            <summary>
            <para>The number of samples used when sampling the attachment.</para>
            </summary>
        </member>
        <member name="P:Godot.RDAttachmentFormat.UsageFlags">
            <summary>
            <para>The attachment's usage flags, which determine what can be done with it.</para>
            </summary>
        </member>
        <member name="T:Godot.RDFramebufferPass">
            <summary>
            <para>This class contains the list of attachment descriptions for a framebuffer pass. Each points with an index to a previously supplied list of texture attachments.</para>
            <para>Multipass framebuffers can optimize some configurations in mobile. On desktop, they provide little to no advantage.</para>
            <para>This object is used by <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RDFramebufferPass.AttachmentUnused">
            <summary>
            <para>Attachment is unused.</para>
            </summary>
        </member>
        <member name="P:Godot.RDFramebufferPass.ColorAttachments">
            <summary>
            <para>Color attachments in order starting from 0. If this attachment is not used by the shader, pass ATTACHMENT_UNUSED to skip.</para>
            </summary>
        </member>
        <member name="P:Godot.RDFramebufferPass.InputAttachments">
            <summary>
            <para>Used for multipass framebuffers (more than one render pass). Converts an attachment to an input. Make sure to also supply it properly in the <see cref="T:Godot.RDUniform"/> for the uniform set.</para>
            </summary>
        </member>
        <member name="P:Godot.RDFramebufferPass.ResolveAttachments">
            <summary>
            <para>If the color attachments are multisampled, non-multisampled resolve attachments can be provided.</para>
            </summary>
        </member>
        <member name="P:Godot.RDFramebufferPass.PreserveAttachments">
            <summary>
            <para>Attachments to preserve in this pass (otherwise they are erased).</para>
            </summary>
        </member>
        <member name="P:Godot.RDFramebufferPass.DepthAttachment">
            <summary>
            <para>Depth attachment. ATTACHMENT_UNUSED should be used if no depth buffer is required for this pass.</para>
            </summary>
        </member>
        <member name="T:Godot.RDPipelineColorBlendState">
            <summary>
            <para>This object is used by <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendState.EnableLogicOp">
            <summary>
            <para>If <c>true</c>, performs the logic operation defined in <see cref="P:Godot.RDPipelineColorBlendState.LogicOp"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendState.LogicOp">
            <summary>
            <para>The logic operation to perform for blending. Only effective if <see cref="P:Godot.RDPipelineColorBlendState.EnableLogicOp"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendState.BlendConstant">
            <summary>
            <para>The constant color to blend with. See also <see cref="M:Godot.RenderingDevice.DrawListSetBlendConstants(System.Int64,Godot.Color)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendState.Attachments">
            <summary>
            <para>The attachments that are blended together.</para>
            </summary>
        </member>
        <member name="T:Godot.RDPipelineColorBlendStateAttachment">
            <summary>
            <para>Controls how blending between source and destination fragments is performed when using <see cref="T:Godot.RenderingDevice"/>.</para>
            <para>For reference, this is how common user-facing blend modes are implemented in Godot's 2D renderer:</para>
            <para><b>Mix:</b></para>
            <para><code>
            var attachment = RDPipelineColorBlendStateAttachment.new()
            attachment.enable_blend = true
            attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD
            attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
            attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
            attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD
            attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
            attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
            </code></para>
            <para><b>Add:</b></para>
            <para><code>
            var attachment = RDPipelineColorBlendStateAttachment.new()
            attachment.enable_blend = true
            attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD
            attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD
            attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
            attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
            attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
            attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
            </code></para>
            <para><b>Subtract:</b></para>
            <para><code>
            var attachment = RDPipelineColorBlendStateAttachment.new()
            attachment.enable_blend = true
            attachment.alpha_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT
            attachment.color_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT
            attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
            attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
            attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
            attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
            </code></para>
            <para><b>Multiply:</b></para>
            <para><code>
            var attachment = RDPipelineColorBlendStateAttachment.new()
            attachment.enable_blend = true
            attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD
            attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD
            attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_DST_COLOR
            attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO
            attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_DST_ALPHA
            attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO
            </code></para>
            <para><b>Pre-multiplied alpha:</b></para>
            <para><code>
            var attachment = RDPipelineColorBlendStateAttachment.new()
            attachment.enable_blend = true
            attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD
            attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD
            attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
            attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
            attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
            attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendStateAttachment.EnableBlend">
            <summary>
            <para>If <c>true</c>, performs blending between the source and destination according to the factors defined in <see cref="P:Godot.RDPipelineColorBlendStateAttachment.SrcColorBlendFactor"/>, <see cref="P:Godot.RDPipelineColorBlendStateAttachment.DstColorBlendFactor"/>, <see cref="P:Godot.RDPipelineColorBlendStateAttachment.SrcAlphaBlendFactor"/> and <see cref="P:Godot.RDPipelineColorBlendStateAttachment.DstAlphaBlendFactor"/>. The blend modes <see cref="P:Godot.RDPipelineColorBlendStateAttachment.ColorBlendOp"/> and <see cref="P:Godot.RDPipelineColorBlendStateAttachment.AlphaBlendOp"/> are also taken into account, with <see cref="P:Godot.RDPipelineColorBlendStateAttachment.WriteR"/>, <see cref="P:Godot.RDPipelineColorBlendStateAttachment.WriteG"/>, <see cref="P:Godot.RDPipelineColorBlendStateAttachment.WriteB"/> and <see cref="P:Godot.RDPipelineColorBlendStateAttachment.WriteA"/> controlling the output.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendStateAttachment.SrcColorBlendFactor">
            <summary>
            <para>Controls how the blend factor for the color channels is determined based on the source's fragments.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendStateAttachment.DstColorBlendFactor">
            <summary>
            <para>Controls how the blend factor for the color channels is determined based on the destination's fragments.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendStateAttachment.ColorBlendOp">
            <summary>
            <para>The blend mode to use for the red/green/blue color channels.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendStateAttachment.SrcAlphaBlendFactor">
            <summary>
            <para>Controls how the blend factor for the alpha channel is determined based on the source's fragments.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendStateAttachment.DstAlphaBlendFactor">
            <summary>
            <para>Controls how the blend factor for the alpha channel is determined based on the destination's fragments.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendStateAttachment.AlphaBlendOp">
            <summary>
            <para>The blend mode to use for the alpha channel.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendStateAttachment.WriteR">
            <summary>
            <para>If <c>true</c>, writes the new red color channel to the final result.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendStateAttachment.WriteG">
            <summary>
            <para>If <c>true</c>, writes the new green color channel to the final result.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendStateAttachment.WriteB">
            <summary>
            <para>If <c>true</c>, writes the new blue color channel to the final result.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineColorBlendStateAttachment.WriteA">
            <summary>
            <para>If <c>true</c>, writes the new alpha channel to the final result.</para>
            </summary>
        </member>
        <member name="M:Godot.RDPipelineColorBlendStateAttachment.SetAsMix">
            <summary>
            <para>Convenience method to perform standard mix blending with straight (non-premultiplied) alpha. This sets <see cref="P:Godot.RDPipelineColorBlendStateAttachment.EnableBlend"/> to <c>true</c>, <see cref="P:Godot.RDPipelineColorBlendStateAttachment.SrcColorBlendFactor"/> to <see cref="F:Godot.RenderingDevice.BlendFactor.SrcAlpha"/>, <see cref="P:Godot.RDPipelineColorBlendStateAttachment.DstColorBlendFactor"/> to <see cref="F:Godot.RenderingDevice.BlendFactor.OneMinusSrcAlpha"/>, <see cref="P:Godot.RDPipelineColorBlendStateAttachment.SrcAlphaBlendFactor"/> to <see cref="F:Godot.RenderingDevice.BlendFactor.SrcAlpha"/> and <see cref="P:Godot.RDPipelineColorBlendStateAttachment.DstAlphaBlendFactor"/> to <see cref="F:Godot.RenderingDevice.BlendFactor.OneMinusSrcAlpha"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.RDPipelineDepthStencilState">
            <summary>
            <para><see cref="T:Godot.RDPipelineDepthStencilState"/> controls the way depth and stencil comparisons are performed when sampling those values using <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineDepthStencilState.EnableDepthTest">
            <summary>
            <para>If <c>true</c>, enables depth testing which allows objects to be automatically occluded by other objects based on their depth. This also allows objects to be partially occluded by other objects. If <c>false</c>, objects will appear in the order they were drawn (like in Godot's 2D renderer).</para>
            </summary>
        </member>
        <member name="T:Godot.RDPipelineMultisampleState">
            <summary>
            <para><see cref="T:Godot.RDPipelineMultisampleState"/> is used to control how multisample or supersample antialiasing is being performed when rendering using <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineMultisampleState.SampleCount">
            <summary>
            <para>The number of MSAA samples (or SSAA samples if <see cref="P:Godot.RDPipelineMultisampleState.EnableSampleShading"/> is <c>true</c>) to perform. Higher values result in better antialiasing, at the cost of performance.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineMultisampleState.EnableSampleShading">
            <summary>
            <para>If <c>true</c>, enables per-sample shading which replaces MSAA by SSAA. This provides higher quality antialiasing that works with transparent (alpha scissor) edges. This has a very high performance cost. See also <see cref="P:Godot.RDPipelineMultisampleState.MinSampleShading"/>. See the <a href="https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#primsrast-sampleshading">per-sample shading Vulkan documentation</a> for more details.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineMultisampleState.MinSampleShading">
            <summary>
            <para>The multiplier of <see cref="P:Godot.RDPipelineMultisampleState.SampleCount"/> that determines how many samples are performed for each fragment. Must be between <c>0.0</c> and <c>1.0</c> (inclusive). Only effective if <see cref="P:Godot.RDPipelineMultisampleState.EnableSampleShading"/> is <c>true</c>. If <see cref="P:Godot.RDPipelineMultisampleState.MinSampleShading"/> is <c>1.0</c>, fragment invocation must only read from the coverage index sample. Tile image access must not be used if <see cref="P:Godot.RDPipelineMultisampleState.EnableSampleShading"/> is <i>not</i> <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineMultisampleState.EnableAlphaToCoverage">
            <summary>
            <para>If <c>true</c>, alpha to coverage is enabled. This generates a temporary coverage value based on the alpha component of the fragment's first color output. This allows alpha transparency to make use of multisample antialiasing.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineMultisampleState.EnableAlphaToOne">
            <summary>
            <para>If <c>true</c>, alpha is forced to either <c>0.0</c> or <c>1.0</c>. This allows hardening the edges of antialiased alpha transparencies. Only relevant if <see cref="P:Godot.RDPipelineMultisampleState.EnableAlphaToCoverage"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineMultisampleState.SampleMasks">
            <summary>
            <para>The sampleSee the <a href="https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#fragops-samplemask">sample mask Vulkan documentation</a> for more details.</para>
            </summary>
        </member>
        <member name="T:Godot.RDPipelineRasterizationState">
            <summary>
            <para>This object is used by <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineRasterizationState.DiscardPrimitives">
            <summary>
            <para>If <c>true</c>, primitives are discarded immediately before the rasterization stage.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineRasterizationState.Wireframe">
            <summary>
            <para>If <c>true</c>, performs wireframe rendering for triangles instead of flat or textured rendering.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineRasterizationState.CullMode">
            <summary>
            <para>The cull mode to use when drawing polygons, which determines whether front faces or backfaces are hidden.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineRasterizationState.FrontFace">
            <summary>
            <para>The winding order to use to determine which face of a triangle is considered its front face.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineRasterizationState.LineWidth">
            <summary>
            <para>THe line width to use when drawing lines (in pixels). Thick lines may not be supported on all hardware.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineRasterizationState.PatchControlPoints">
            <summary>
            <para>The number of control points to use when drawing a patch with tessellation enabled. Higher values result in higher quality at the cost of performance.</para>
            </summary>
        </member>
        <member name="T:Godot.RDPipelineSpecializationConstant">
            <summary>
            <para>A <i>specialization constant</i> is a way to create additional variants of shaders without actually increasing the number of shader versions that are compiled. This allows improving performance by reducing the number of shader versions and reducing <c>if</c> branching, while still allowing shaders to be flexible for different use cases.</para>
            <para>This object is used by <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineSpecializationConstant.Value">
            <summary>
            <para>The specialization constant's value. Only <see cref="T:System.Boolean"/>, <see cref="T:System.Int32"/> and <see cref="T:System.Single"/> types are valid for specialization constants.</para>
            </summary>
        </member>
        <member name="P:Godot.RDPipelineSpecializationConstant.ConstantId">
            <summary>
            <para>The identifier of the specialization constant. This is a value starting from <c>0</c> and that increments for every different specialization constant for a given shader.</para>
            </summary>
        </member>
        <member name="T:Godot.RDSamplerState">
            <summary>
            <para>This object is used by <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDSamplerState.MagFilter">
            <summary>
            <para>The sampler's magnification filter.</para>
            </summary>
        </member>
        <member name="P:Godot.RDSamplerState.MipFilter">
            <summary>
            <para>The filtering method to use for mipmaps.</para>
            </summary>
        </member>
        <member name="P:Godot.RDSamplerState.RepeatU">
            <summary>
            <para>The repeat mode to use along the U axis of UV coordinates. This affects the returned values if sampling outside the UV bounds.</para>
            </summary>
        </member>
        <member name="P:Godot.RDSamplerState.RepeatV">
            <summary>
            <para>The repeat mode to use along the V axis of UV coordinates. This affects the returned values if sampling outside the UV bounds.</para>
            </summary>
        </member>
        <member name="P:Godot.RDSamplerState.RepeatW">
            <summary>
            <para>The repeat mode to use along the W axis of UV coordinates. This affects the returned values if sampling outside the UV bounds. Only effective for 3D samplers.</para>
            </summary>
        </member>
        <member name="P:Godot.RDSamplerState.LodBias">
            <summary>
            <para>The mipmap LOD bias to use. Positive values will make the sampler blurrier at a given distance, while negative values will make the sampler sharper at a given distance (at the risk of looking grainy). Recommended values are between <c>-0.5</c> and <c>0.0</c>. Only effective if the sampler has mipmaps available.</para>
            </summary>
        </member>
        <member name="P:Godot.RDSamplerState.UseAnisotropy">
            <summary>
            <para>If <c>true</c>, perform anisotropic sampling. See <see cref="P:Godot.RDSamplerState.AnisotropyMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDSamplerState.AnisotropyMax">
            <summary>
            <para>Maximum anisotropy that can be used when sampling. Only effective if <see cref="P:Godot.RDSamplerState.UseAnisotropy"/> is <c>true</c>. Higher values result in a sharper sampler at oblique angles, at the cost of performance (due to memory bandwidth). This value may be limited by the graphics hardware in use. Most graphics hardware only supports values up to <c>16.0</c>.</para>
            <para>If <see cref="P:Godot.RDSamplerState.AnisotropyMax"/> is <c>1.0</c>, forcibly disables anisotropy even if <see cref="P:Godot.RDSamplerState.UseAnisotropy"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDSamplerState.EnableCompare">
            <summary>
            <para>If <c>true</c>, returned values will be based on the comparison operation defined in <see cref="P:Godot.RDSamplerState.CompareOp"/>. This is a hardware-based approach and is therefore faster than performing this manually in a shader. For example, compare operations are used for shadow map rendering by comparing depth values from a shadow sampler.</para>
            </summary>
        </member>
        <member name="P:Godot.RDSamplerState.CompareOp">
            <summary>
            <para>The compare operation to use. Only effective if <see cref="P:Godot.RDSamplerState.EnableCompare"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDSamplerState.MinLod">
            <summary>
            <para>The minimum mipmap LOD bias to display (highest resolution). Only effective if the sampler has mipmaps available.</para>
            </summary>
        </member>
        <member name="P:Godot.RDSamplerState.MaxLod">
            <summary>
            <para>The maximum mipmap LOD bias to display (lowest resolution). Only effective if the sampler has mipmaps available.</para>
            </summary>
        </member>
        <member name="P:Godot.RDSamplerState.BorderColor">
            <summary>
            <para>The border color that will be returned when sampling outside the sampler's bounds and the <see cref="P:Godot.RDSamplerState.RepeatU"/>, <see cref="P:Godot.RDSamplerState.RepeatV"/> or <see cref="P:Godot.RDSamplerState.RepeatW"/> modes have repeating disabled.</para>
            </summary>
        </member>
        <member name="T:Godot.RDShaderFile">
            <summary>
            <para>Compiled shader file in SPIR-V form.</para>
            <para>See also <see cref="T:Godot.RDShaderSource"/>. <see cref="T:Godot.RDShaderFile"/> is only meant to be used with the <see cref="T:Godot.RenderingDevice"/> API. It should not be confused with Godot's own <see cref="T:Godot.Shader"/> resource, which is what Godot's various nodes use for high-level shader programming.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderFile.BaseError">
            <summary>
            <para>The base compilation error message, which indicates errors not related to a specific shader stage if non-empty. If empty, shader compilation is not necessarily successful (check <see cref="T:Godot.RDShaderSpirV"/>'s error message members).</para>
            </summary>
        </member>
        <member name="M:Godot.RDShaderFile.SetBytecode(Godot.RDShaderSpirV,Godot.StringName)">
            <summary>
            <para>Sets the SPIR-V <c>bytecode</c> that will be compiled for the specified <c>version</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RDShaderFile.GetSpirV(Godot.StringName)">
            <summary>
            <para>Returns the SPIR-V intermediate representation for the specified shader <c>version</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RDShaderFile.GetVersionList">
            <summary>
            <para>Returns the list of compiled versions for this shader.</para>
            </summary>
        </member>
        <member name="T:Godot.RDShaderSpirV">
            <summary>
            <para><see cref="T:Godot.RDShaderSpirV"/> represents a <see cref="T:Godot.RDShaderFile"/>'s <a href="https://www.khronos.org/spir/">SPIR-V</a> code for various shader stages, as well as possible compilation error messages. SPIR-V a low-level intermediate shader representation. This intermediate representation is not used directly by GPUs for rendering, but it can be compiled into binary shaders that GPUs can understand. Unlike compiled shaders, SPIR-V is portable across GPU models and driver versions.</para>
            <para>This object is used by <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSpirV.BytecodeVertex">
            <summary>
            <para>The SPIR-V bytecode for the vertex shader stage.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSpirV.BytecodeFragment">
            <summary>
            <para>The SPIR-V bytecode for the fragment shader stage.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSpirV.BytecodeTesselationControl">
            <summary>
            <para>The SPIR-V bytecode for the tessellation control shader stage.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSpirV.BytecodeTesselationEvaluation">
            <summary>
            <para>The SPIR-V bytecode for the tessellation evaluation shader stage.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSpirV.BytecodeCompute">
            <summary>
            <para>The SPIR-V bytecode for the compute shader stage.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSpirV.CompileErrorVertex">
            <summary>
            <para>The compilation error message for the vertex shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSpirV.CompileErrorFragment">
            <summary>
            <para>The compilation error message for the fragment shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSpirV.CompileErrorTesselationControl">
            <summary>
            <para>The compilation error message for the tessellation control shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSpirV.CompileErrorTesselationEvaluation">
            <summary>
            <para>The compilation error message for the tessellation evaluation shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSpirV.CompileErrorCompute">
            <summary>
            <para>The compilation error message for the compute shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.</para>
            </summary>
        </member>
        <member name="M:Godot.RDShaderSpirV.SetStageBytecode(Godot.RenderingDevice.ShaderStage,System.Byte[])">
            <summary>
            <para>Sets the SPIR-V <c>bytecode</c> for the given shader <c>stage</c>. Equivalent to setting one of <see cref="P:Godot.RDShaderSpirV.BytecodeCompute"/>, <see cref="P:Godot.RDShaderSpirV.BytecodeFragment"/>, <see cref="P:Godot.RDShaderSpirV.BytecodeTesselationControl"/>, <see cref="P:Godot.RDShaderSpirV.BytecodeTesselationEvaluation"/>, <see cref="P:Godot.RDShaderSpirV.BytecodeVertex"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RDShaderSpirV.GetStageBytecode(Godot.RenderingDevice.ShaderStage)">
            <summary>
            <para>Equivalent to getting one of <see cref="P:Godot.RDShaderSpirV.BytecodeCompute"/>, <see cref="P:Godot.RDShaderSpirV.BytecodeFragment"/>, <see cref="P:Godot.RDShaderSpirV.BytecodeTesselationControl"/>, <see cref="P:Godot.RDShaderSpirV.BytecodeTesselationEvaluation"/>, <see cref="P:Godot.RDShaderSpirV.BytecodeVertex"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RDShaderSpirV.SetStageCompileError(Godot.RenderingDevice.ShaderStage,System.String)">
            <summary>
            <para>Sets the compilation error message for the given shader <c>stage</c> to <c>compileError</c>. Equivalent to setting one of <see cref="P:Godot.RDShaderSpirV.CompileErrorCompute"/>, <see cref="P:Godot.RDShaderSpirV.CompileErrorFragment"/>, <see cref="P:Godot.RDShaderSpirV.CompileErrorTesselationControl"/>, <see cref="P:Godot.RDShaderSpirV.CompileErrorTesselationEvaluation"/>, <see cref="P:Godot.RDShaderSpirV.CompileErrorVertex"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RDShaderSpirV.GetStageCompileError(Godot.RenderingDevice.ShaderStage)">
            <summary>
            <para>Returns the compilation error message for the given shader <c>stage</c>. Equivalent to getting one of <see cref="P:Godot.RDShaderSpirV.CompileErrorCompute"/>, <see cref="P:Godot.RDShaderSpirV.CompileErrorFragment"/>, <see cref="P:Godot.RDShaderSpirV.CompileErrorTesselationControl"/>, <see cref="P:Godot.RDShaderSpirV.CompileErrorTesselationEvaluation"/>, <see cref="P:Godot.RDShaderSpirV.CompileErrorVertex"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.RDShaderSource">
            <summary>
            <para>Shader source code in text form.</para>
            <para>See also <see cref="T:Godot.RDShaderFile"/>. <see cref="T:Godot.RDShaderSource"/> is only meant to be used with the <see cref="T:Godot.RenderingDevice"/> API. It should not be confused with Godot's own <see cref="T:Godot.Shader"/> resource, which is what Godot's various nodes use for high-level shader programming.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSource.SourceVertex">
            <summary>
            <para>Source code for the shader's vertex stage.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSource.SourceFragment">
            <summary>
            <para>Source code for the shader's fragment stage.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSource.SourceTesselationControl">
            <summary>
            <para>Source code for the shader's tessellation control stage.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSource.SourceTesselationEvaluation">
            <summary>
            <para>Source code for the shader's tessellation evaluation stage.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSource.SourceCompute">
            <summary>
            <para>Source code for the shader's compute stage.</para>
            </summary>
        </member>
        <member name="P:Godot.RDShaderSource.Language">
            <summary>
            <para>The language the shader is written in.</para>
            </summary>
        </member>
        <member name="M:Godot.RDShaderSource.SetStageSource(Godot.RenderingDevice.ShaderStage,System.String)">
            <summary>
            <para>Sets <c>source</c> code for the specified shader <c>stage</c>. Equivalent to setting one of <see cref="P:Godot.RDShaderSource.SourceCompute"/>, <see cref="P:Godot.RDShaderSource.SourceFragment"/>, <see cref="P:Godot.RDShaderSource.SourceTesselationControl"/>, <see cref="P:Godot.RDShaderSource.SourceTesselationEvaluation"/> or <see cref="P:Godot.RDShaderSource.SourceVertex"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RDShaderSource.GetStageSource(Godot.RenderingDevice.ShaderStage)">
            <summary>
            <para>Returns source code for the specified shader <c>stage</c>. Equivalent to getting one of <see cref="P:Godot.RDShaderSource.SourceCompute"/>, <see cref="P:Godot.RDShaderSource.SourceFragment"/>, <see cref="P:Godot.RDShaderSource.SourceTesselationControl"/>, <see cref="P:Godot.RDShaderSource.SourceTesselationEvaluation"/> or <see cref="P:Godot.RDShaderSource.SourceVertex"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.RDTextureFormat">
            <summary>
            <para>This object is used by <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureFormat.Format">
            <summary>
            <para>The texture's pixel data format.</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureFormat.Width">
            <summary>
            <para>The texture's width (in pixels).</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureFormat.Height">
            <summary>
            <para>The texture's height (in pixels).</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureFormat.Depth">
            <summary>
            <para>The texture's depth (in pixels). This is always <c>1</c> for 2D textures.</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureFormat.ArrayLayers">
            <summary>
            <para>The number of layers in the texture. Only relevant for 2D texture arrays.</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureFormat.Mipmaps">
            <summary>
            <para>The number of mipmaps available in the texture.</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureFormat.TextureType">
            <summary>
            <para>The texture type.</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureFormat.Samples">
            <summary>
            <para>The number of samples used when sampling the texture.</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureFormat.UsageBits">
            <summary>
            <para>The texture's usage bits, which determine what can be done using the texture.</para>
            </summary>
        </member>
        <member name="T:Godot.RDTextureView">
            <summary>
            <para>This object is used by <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureView.FormatOverride">
            <summary>
            <para>Optional override for the data format to return sampled values in. The default value of <see cref="F:Godot.RenderingDevice.DataFormat.Max"/> does not override the format.</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureView.SwizzleR">
            <summary>
            <para>The channel to sample when sampling the red color channel.</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureView.SwizzleG">
            <summary>
            <para>The channel to sample when sampling the green color channel.</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureView.SwizzleB">
            <summary>
            <para>The channel to sample when sampling the blue color channel.</para>
            </summary>
        </member>
        <member name="P:Godot.RDTextureView.SwizzleA">
            <summary>
            <para>The channel to sample when sampling the alpha channel.</para>
            </summary>
        </member>
        <member name="T:Godot.RDUniform">
            <summary>
            <para>This object is used by <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RDUniform.UniformType">
            <summary>
            <para>The uniform's data type.</para>
            </summary>
        </member>
        <member name="P:Godot.RDUniform.Binding">
            <summary>
            <para>The uniform's binding.</para>
            </summary>
        </member>
        <member name="T:Godot.RDVertexAttribute">
            <summary>
            <para>This object is used by <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.RandomNumberGenerator">
            <summary>
            <para>RandomNumberGenerator is a class for generating pseudo-random numbers. It currently uses <a href="https://www.pcg-random.org/">PCG32</a>.</para>
            <para><b>Note:</b> The underlying algorithm is an implementation detail and should not be depended upon.</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():
                var my_random_number = rng.randf_range(-10.0, 10.0)
            </code></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><b>Note:</b> 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><b>Note:</b> Setting this property produces a side effect of changing the internal <see cref="P:Godot.RandomNumberGenerator.State"/>, so make sure to initialize the seed <i>before</i> modifying the <see cref="P:Godot.RandomNumberGenerator.State"/>:</para>
            <para><b>Note:</b> The default value of this property is 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>
            <para><code>
            var rng = RandomNumberGenerator.new()
            rng.seed = hash("Godot")
            rng.state = 100 # Restore to some previously saved state.
            </code></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><b>Note:</b> 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>
            <para><b>Note:</b> The default value of this property is 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="M:Godot.RandomNumberGenerator.Randi">
            <summary>
            <para>Returns 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>Returns 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>Returns 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>Returns 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>Returns 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 for this <see cref="T:Godot.RandomNumberGenerator"/> instance. Unlike the <c>@GlobalScope</c> random number generation functions, different <see cref="T:Godot.RandomNumberGenerator"/> instances can use different seeds.</para>
            </summary>
        </member>
        <member name="T:Godot.Range">
            <summary>
            <para>Range is an abstract base class for controls that represent a number within a range, 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 <see cref="P:Godot.Range.Value"/> is less than <see cref="P:Godot.Range.MinValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.MaxValue">
            <summary>
            <para>Maximum value. Range is clamped if <see cref="P:Godot.Range.Value"/> is greater than <see cref="P:Godot.Range.MaxValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.Step">
            <summary>
            <para>If greater than 0, <see cref="P:Godot.Range.Value"/> will always be rounded to a multiple of this property's value. If <see cref="P:Godot.Range.Rounded"/> is also <c>true</c>, <see cref="P:Godot.Range.Value"/> will first be rounded to a multiple of this property's value, 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 <see cref="P:Godot.Range.Page"/> over the difference between <see cref="P:Godot.Range.MinValue"/> and <see cref="P:Godot.Range.MaxValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.Value">
            <summary>
            <para>Range's current value. Changing this property (even via code) will trigger <see cref="E:Godot.Range.ValueChanged"/> 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 <see cref="P:Godot.Range.MinValue"/> is greater than 0, <see cref="P:Godot.Range.Value"/> will be represented exponentially rather than linearly.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.Rounded">
            <summary>
            <para>If <c>true</c>, <see cref="P:Godot.Range.Value"/> 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._ValueChanged(System.Double)">
            <summary>
            <para>Called when the <see cref="T:Godot.Range"/>'s value is changed (following the same conditions as <see cref="E:Godot.Range.ValueChanged"/>).</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 <c>value</c>, without emitting the <see cref="E:Godot.Range.ValueChanged"/> 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.Range.ValueChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Range.ValueChanged"/> event of a <see cref="T:Godot.Range"/> class.
            </summary>
        </member>
        <member name="E:Godot.Range.ValueChanged">
            <summary>
            <para>Emitted when <see cref="P:Godot.Range.Value"/> changes. When used on a <see cref="T:Godot.Slider"/>, this is called continuously while dragging (potentially every frame). If you are performing an expensive operation in a function connected to <see cref="E:Godot.Range.ValueChanged"/>, consider using a <i>debouncing</i> <see cref="T:Godot.Timer"/> to call the function less often.</para>
            <para><b>Note:</b> Unlike signals such as <see cref="E:Godot.LineEdit.TextChanged"/>, <see cref="E:Godot.Range.ValueChanged"/> is also emitted when <c>value</c> is set directly via code.</para>
            </summary>
        </member>
        <member name="E:Godot.Range.Changed">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Range.Changed"/> event of a <see cref="T:Godot.Range"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="P:Godot.Range.MinValue"/>, <see cref="P:Godot.Range.MaxValue"/>, <see cref="P:Godot.Range.Page"/>, or <see cref="P:Godot.Range.Step"/> change.</para>
            </summary>
        </member>
        <member name="T:Godot.RayCast2D">
            <summary>
            <para>A raycast represents a ray from its origin to its <see cref="P:Godot.RayCast2D.TargetPosition"/> that finds the closest <see cref="T:Godot.CollisionObject2D"/> along its path, if it intersects any. This is useful for a lot of things, such as</para>
            <para><see cref="T:Godot.RayCast2D"/> can ignore some objects by adding them to an exception list, by making its detection reporting ignore <see cref="T:Godot.Area2D"/>s (<see cref="P:Godot.RayCast2D.CollideWithAreas"/>) or <see cref="T:Godot.PhysicsBody2D"/>s (<see cref="P:Godot.RayCast2D.CollideWithBodies"/>), or by configuring physics layers.</para>
            <para><see cref="T:Godot.RayCast2D"/> calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a <see cref="T:Godot.RayCast2D"/> multiple times within the same physics frame, use <see cref="M:Godot.RayCast2D.ForceRaycastUpdate"/>.</para>
            <para>To sweep over a region of 2D space, you can approximate the region with multiple <see cref="T:Godot.RayCast2D"/>s or use <see cref="T:Godot.ShapeCast2D"/>.</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.TargetPosition">
            <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.HitFromInside">
            <summary>
            <para>If <c>true</c>, the ray will detect a hit when starting inside shapes. In this case the collision normal will be <c>Vector2(0, 0)</c>. Does not affect concave polygon shapes.</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><b>Note:</b> <see cref="P:Godot.RayCast2D.Enabled"/> does not need to be <c>true</c> 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.GetColliderRid">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of the first object that the ray intersects, or an empty <see cref="T:Godot.Rid"/> 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><b>Note:</b> This point is in the <b>global</b> 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, or <c>Vector2(0, 0)</c> if the ray starts inside the shape and <see cref="P:Godot.RayCast2D.HitFromInside"/> is <c>true</c>.</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.CollisionObject2D)">
            <summary>
            <para>Adds a collision exception so the ray does not report collisions with the specified <see cref="T:Godot.CollisionObject2D"/> 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.CollisionObject2D)">
            <summary>
            <para>Removes a collision exception so the ray does report collisions with the specified <see cref="T:Godot.CollisionObject2D"/> 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.SetCollisionMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.RayCast2D.CollisionMask"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.GetCollisionMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.RayCast2D.CollisionMask"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="T:Godot.RayCast3D">
            <summary>
            <para>A raycast represents a ray from its origin to its <see cref="P:Godot.RayCast3D.TargetPosition"/> that finds the closest <see cref="T:Godot.CollisionObject3D"/> along its path, if it intersects any. This is useful for a lot of things, such as</para>
            <para><see cref="T:Godot.RayCast3D"/> can ignore some objects by adding them to an exception list, by making its detection reporting ignore <see cref="T:Godot.Area3D"/>s (<see cref="P:Godot.RayCast3D.CollideWithAreas"/>) or <see cref="T:Godot.PhysicsBody3D"/>s (<see cref="P:Godot.RayCast3D.CollideWithBodies"/>), or by configuring physics layers.</para>
            <para><see cref="T:Godot.RayCast3D"/> calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a <see cref="T:Godot.RayCast3D"/> multiple times within the same physics frame, use <see cref="M:Godot.RayCast3D.ForceRaycastUpdate"/>.</para>
            <para>To sweep over a region of 3D space, you can approximate the region with multiple <see cref="T:Godot.RayCast3D"/>s or use <see cref="T:Godot.ShapeCast3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast3D.Enabled">
            <summary>
            <para>If <c>true</c>, collisions will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast3D.ExcludeParent">
            <summary>
            <para>If <c>true</c>, collisions will be ignored for this RayCast3D's immediate parent.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast3D.TargetPosition">
            <summary>
            <para>The ray's destination point, relative to the RayCast's <c>position</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast3D.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.RayCast3D.HitFromInside">
            <summary>
            <para>If <c>true</c>, the ray will detect a hit when starting inside shapes. In this case the collision normal will be <c>Vector3(0, 0, 0)</c>. Does not affect shapes with no volume like concave polygon or heightmap.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast3D.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, collision with <see cref="T:Godot.Area3D"/>s will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast3D.CollideWithBodies">
            <summary>
            <para>If <c>true</c>, collision with <see cref="T:Godot.PhysicsBody3D"/>s will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast3D.DebugShapeCustomColor">
            <summary>
            <para>The custom color to use to draw the shape in the editor and at run-time if <b>Visible Collision Shapes</b> is enabled in the <b>Debug</b> menu. This color will be highlighted at run-time if the <see cref="T:Godot.RayCast3D"/> 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.RayCast3D.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.RayCast3D"/>. Requires <b>Visible Collision Shapes</b> to be enabled in the <b>Debug</b> menu for the debug shape to be visible at run-time.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast3D.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.RayCast3D.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><b>Note:</b> <see cref="P:Godot.RayCast3D.Enabled"/> does not need to be <c>true</c> for this to work.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast3D.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.RayCast3D.IsColliding"/> returns <c>false</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast3D.GetColliderRid">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of the first object that the ray intersects, or an empty <see cref="T:Godot.Rid"/> if no object is intersecting the ray (i.e. <see cref="M:Godot.RayCast3D.IsColliding"/> returns <c>false</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast3D.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.RayCast3D.IsColliding"/> returns <c>false</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast3D.GetCollisionPoint">
            <summary>
            <para>Returns the collision point at which the ray intersects the closest object.</para>
            <para><b>Note:</b> This point is in the <b>global</b> coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast3D.GetCollisionNormal">
            <summary>
            <para>Returns the normal of the intersecting object's shape at the collision point, or <c>Vector3(0, 0, 0)</c> if the ray starts inside the shape and <see cref="P:Godot.RayCast3D.HitFromInside"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast3D.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.RayCast3D.AddException(Godot.CollisionObject3D)">
            <summary>
            <para>Adds a collision exception so the ray does not report collisions with the specified <see cref="T:Godot.CollisionObject3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast3D.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.RayCast3D.RemoveException(Godot.CollisionObject3D)">
            <summary>
            <para>Removes a collision exception so the ray does report collisions with the specified <see cref="T:Godot.CollisionObject3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast3D.ClearExceptions">
            <summary>
            <para>Removes all collision exceptions for this ray.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast3D.SetCollisionMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.RayCast3D.CollisionMask"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast3D.GetCollisionMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.RayCast3D.CollisionMask"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="T:Godot.RectangleShape2D">
            <summary>
            <para>A 2D rectangle shape, intended for use in physics. Usually used to provide a shape for a <see cref="T:Godot.CollisionShape2D"/>.</para>
            <para><b>Performance:</b> <see cref="T:Godot.RectangleShape2D"/> is fast to check collisions against. It is faster than <see cref="T:Godot.CapsuleShape2D"/>, but slower than <see cref="T:Godot.CircleShape2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RectangleShape2D.Size">
            <summary>
            <para>The rectangle's width and height.</para>
            </summary>
        </member>
        <member name="T:Godot.RefCounted">
            <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.GodotObject"/> types, <see cref="T:Godot.RefCounted"/>s keep an internal reference counter so that they are automatically released when no longer in use, and only then. <see cref="T:Godot.RefCounted"/>s therefore do not need to be freed manually with <see cref="M:Godot.GodotObject.Free"/>.</para>
            <para>In the vast majority of use cases, instantiating and using <see cref="T:Godot.RefCounted"/>-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><b>Note:</b> In C#, reference-counted objects will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free reference-counted objects that are no longer in use. This means that unused ones will linger on for a while before being removed.</para>
            </summary>
        </member>
        <member name="M:Godot.RefCounted.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.RefCounted.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.RefCounted.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="M:Godot.RefCounted.GetReferenceCount">
            <summary>
            <para>Returns the current reference count.</para>
            </summary>
        </member>
        <member name="T:Godot.ReferenceRect">
            <summary>
            <para>A rectangle box that displays only a colored border around its rectangle. It is used to visualize the extents of a <see cref="T:Godot.Control"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ReferenceRect.BorderColor">
            <summary>
            <para>Sets the border 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 <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 the running project.</para>
            </summary>
        </member>
        <member name="T:Godot.ReflectionProbe">
            <summary>
            <para>Captures its surroundings as a cubemap, 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.VoxelGI"/>, SDFGI (<see cref="P:Godot.Environment.SdfgiEnabled"/>) and screen-space reflections (<see cref="P:Godot.Environment.SsrEnabled"/>) 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><b>Note:</b> Unlike <see cref="T:Godot.VoxelGI"/> and SDFGI, <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.Camera3D"/> 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><b>Note:</b> Reflection probes are only supported in the Forward+ and Mobile rendering methods, not Compatibility. When using the Mobile rendering method, only 8 reflection probes can be displayed on each mesh resource. Attempting to display more than 8 reflection probes on a single mesh resource will result in reflection probes flickering in and out as the camera moves.</para>
            <para><b>Note:</b> When using the Mobile rendering method, reflection probes will only correctly affect meshes whose visibility AABB intersects with the reflection probe's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, <see cref="P:Godot.GeometryInstance3D.ExtraCullMargin"/> must be increased on the mesh. Otherwise, the reflection probe may not be visible on the mesh.</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="F:Godot.ReflectionProbe.AmbientModeEnum.Disabled">
            <summary>
            <para>Do not apply any ambient lighting inside the <see cref="T:Godot.ReflectionProbe"/>'s box defined by its <see cref="P:Godot.ReflectionProbe.Size"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ReflectionProbe.AmbientModeEnum.Environment">
            <summary>
            <para>Apply automatically-sourced environment lighting inside the <see cref="T:Godot.ReflectionProbe"/>'s box defined by its <see cref="P:Godot.ReflectionProbe.Size"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ReflectionProbe.AmbientModeEnum.Color">
            <summary>
            <para>Apply custom ambient lighting inside the <see cref="T:Godot.ReflectionProbe"/>'s box defined by its <see cref="P:Godot.ReflectionProbe.Size"/>. See <see cref="P:Godot.ReflectionProbe.AmbientColor"/> and <see cref="P:Godot.ReflectionProbe.AmbientColorEnergy"/>.</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><b>Note:</b> The maximum reflection distance is always at least equal to the probe's extents. This means that decreasing <see cref="P:Godot.ReflectionProbe.MaxDistance"/> will not always cull objects from reflections, especially if the reflection probe's box defined by its <see cref="P:Godot.ReflectionProbe.Size"/> is already large.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.Size">
            <summary>
            <para>The size of the reflection probe. The larger the size, the more space covered by the probe, which will lower the perceived resolution. It is best to keep the size only as large as you need it.</para>
            <para><b>Note:</b> 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 number 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><b>Note:</b> 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.Interior">
            <summary>
            <para>If <c>true</c>, reflections will ignore sky contribution.</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.VisualInstance3D"/> 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.MeshLodThreshold">
            <summary>
            <para>The automatic LOD bias to use for meshes rendered within the <see cref="T:Godot.ReflectionProbe"/> (this is analog to <see cref="P:Godot.Viewport.MeshLodThreshold"/>). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to <c>0.0</c>, automatic LOD is disabled. Increase <see cref="P:Godot.ReflectionProbe.MeshLodThreshold"/> to improve performance at the cost of geometry detail, especially when using the <see cref="F:Godot.ReflectionProbe.UpdateModeEnum.Always"/> <see cref="P:Godot.ReflectionProbe.UpdateMode"/>.</para>
            <para><b>Note:</b> <see cref="P:Godot.ReflectionProbe.MeshLodThreshold"/> does not affect <see cref="T:Godot.GeometryInstance3D"/> visibility ranges (also known as "manual" LOD or hierarchical LOD).</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.AmbientMode">
            <summary>
            <para>The ambient color to use within the <see cref="T:Godot.ReflectionProbe"/>'s box defined by its <see cref="P:Godot.ReflectionProbe.Size"/>. The ambient color will smoothly blend with other <see cref="T:Godot.ReflectionProbe"/>s and the rest of the scene (outside the <see cref="T:Godot.ReflectionProbe"/>'s box defined by its <see cref="P:Godot.ReflectionProbe.Size"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.AmbientColor">
            <summary>
            <para>The custom ambient color to use within the <see cref="T:Godot.ReflectionProbe"/>'s box defined by its <see cref="P:Godot.ReflectionProbe.Size"/>. Only effective if <see cref="P:Godot.ReflectionProbe.AmbientMode"/> is <see cref="F:Godot.ReflectionProbe.AmbientModeEnum.Color"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.AmbientColorEnergy">
            <summary>
            <para>The custom ambient color energy to use within the <see cref="T:Godot.ReflectionProbe"/>'s box defined by its <see cref="P:Godot.ReflectionProbe.Size"/>. Only effective if <see cref="P:Godot.ReflectionProbe.AmbientMode"/> is <see cref="F:Godot.ReflectionProbe.AmbientModeEnum.Color"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.RegEx">
            <summary>
            <para>A regular expression (or regex) is a compact language that can be used to recognize strings that follow a specific pattern, such as URLs, email addresses, complete sentences, etc. For example, 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.Nullable{Godot.Variant})"/> and <see cref="M:Godot.RegExMatch.GetStart(System.Nullable{Godot.Variant})"/>.</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><b>Example of splitting a string using a RegEx:</b></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><b>Note:</b> 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><b>Tip:</b> You can use <a href="https://regexr.com/">Regexr</a> to test regular expressions online.</para>
            </summary>
        </member>
        <member name="M:Godot.RegEx.CreateFromString(System.String)">
            <summary>
            <para>Creates and compiles a new <see cref="T:Godot.RegEx"/> object.</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. Note that 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. Note that 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. Note that 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.Nullable{Godot.Variant})">
            <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 <c>(Variant)(0)</c>.</param>
        </member>
        <member name="M:Godot.RegExMatch.GetStart(System.Nullable{Godot.Variant})">
            <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 <c>(Variant)(0)</c>.</param>
        </member>
        <member name="M:Godot.RegExMatch.GetEnd(System.Nullable{Godot.Variant})">
            <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 <c>(Variant)(0)</c>.</param>
        </member>
        <member name="T:Godot.RemoteTransform2D">
            <summary>
            <para>RemoteTransform2D pushes its own <see cref="T:Godot.Transform2D"/> to another <see cref="T:Godot.Node2D"/> 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.RemoteTransform3D">
            <summary>
            <para>RemoteTransform3D pushes its own <see cref="T:Godot.Transform3D"/> to another <see cref="T:Godot.Node3D"/> 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.RemoteTransform3D.RemotePath">
            <summary>
            <para>The <see cref="T:Godot.NodePath"/> to the remote node, relative to the RemoteTransform3D's position in the scene.</para>
            </summary>
        </member>
        <member name="P:Godot.RemoteTransform3D.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.RemoteTransform3D.UpdatePosition">
            <summary>
            <para>If <c>true</c>, the remote node's position is updated.</para>
            </summary>
        </member>
        <member name="P:Godot.RemoteTransform3D.UpdateRotation">
            <summary>
            <para>If <c>true</c>, the remote node's rotation is updated.</para>
            </summary>
        </member>
        <member name="P:Godot.RemoteTransform3D.UpdateScale">
            <summary>
            <para>If <c>true</c>, the remote node's scale is updated.</para>
            </summary>
        </member>
        <member name="M:Godot.RemoteTransform3D.ForceUpdateCache">
            <summary>
            <para><see cref="T:Godot.RemoteTransform3D"/> caches the remote node. It may not notice if the remote node disappears; <see cref="M:Godot.RemoteTransform3D.ForceUpdateCache"/> forces it to update the cache again.</para>
            </summary>
        </member>
        <member name="T:Godot.RenderingDevice">
            <summary>
            <para><see cref="T:Godot.RenderingDevice"/> is an abstraction for working with modern low-level graphics APIs such as Vulkan. Compared to <see cref="T:Godot.RenderingServer"/> (which works with Godot's own rendering subsystems), <see cref="T:Godot.RenderingDevice"/> is much lower-level and allows working more directly with the underlying graphics APIs. <see cref="T:Godot.RenderingDevice"/> is used in Godot to provide support for several modern low-level graphics APIs while reducing the amount of code duplication required. <see cref="T:Godot.RenderingDevice"/> can also be used in your own projects to perform things that are not exposed by <see cref="T:Godot.RenderingServer"/> or high-level nodes, such as using compute shaders.</para>
            <para>On startup, Godot creates a global <see cref="T:Godot.RenderingDevice"/> which can be retrieved using <see cref="M:Godot.RenderingServer.GetRenderingDevice"/>. This global <see cref="T:Godot.RenderingDevice"/> performs drawing to the screen.</para>
            <para><b>Local RenderingDevices:</b> Using <see cref="M:Godot.RenderingServer.CreateLocalRenderingDevice"/>, you can create "secondary" rendering devices to perform drawing and GPU compute operations on separate threads.</para>
            <para><b>Note:</b> <see cref="T:Godot.RenderingDevice"/> assumes intermediate knowledge of modern graphics APIs such as Vulkan, Direct3D 12, Metal or WebGPU. These graphics APIs are lower-level than OpenGL or Direct3D 11, requiring you to perform what was previously done by the graphics driver itself. If you have difficulty understanding the concepts used in this class, follow the <a href="https://vulkan-tutorial.com/">Vulkan Tutorial</a> or <a href="https://vkguide.dev/">Vulkan Guide</a>. It's recommended to have existing modern OpenGL or Direct3D 11 knowledge before attempting to learn a low-level graphics API.</para>
            <para><b>Note:</b> <see cref="T:Godot.RenderingDevice"/> is not available when running in headless mode or when using the Compatibility rendering method.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.InvalidId">
            <summary>
            <para>Returned by functions that return an ID if a value is invalid.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.InvalidFormatId">
            <summary>
            <para>Returned by functions that return a format ID if a value is invalid.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DeviceType.Other">
            <summary>
            <para>Rendering device type does not match any of the other enum values or is unknown.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DeviceType.IntegratedGpu">
            <summary>
            <para>Rendering device is an integrated GPU, which is typically <i>(but not always)</i> slower than dedicated GPUs (<see cref="F:Godot.RenderingDevice.DeviceType.DiscreteGpu"/>). On Android and iOS, the rendering device type is always considered to be <see cref="F:Godot.RenderingDevice.DeviceType.IntegratedGpu"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DeviceType.DiscreteGpu">
            <summary>
            <para>Rendering device is a dedicated GPU, which is typically <i>(but not always)</i> faster than integrated GPUs (<see cref="F:Godot.RenderingDevice.DeviceType.IntegratedGpu"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DeviceType.VirtualGpu">
            <summary>
            <para>Rendering device is an emulated GPU in a virtual environment. This is typically much slower than the host GPU, which means the expected performance level on a dedicated GPU will be roughly equivalent to <see cref="F:Godot.RenderingDevice.DeviceType.IntegratedGpu"/>. Virtual machine GPU passthrough (such as VFIO) will not report the device type as <see cref="F:Godot.RenderingDevice.DeviceType.VirtualGpu"/>. Instead, the host GPU's device type will be reported as if the GPU was not emulated.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DeviceType.Cpu">
            <summary>
            <para>Rendering device is provided by software emulation (such as Lavapipe or <a href="https://github.com/google/swiftshader">SwiftShader</a>). This is the slowest kind of rendering device available; it's typically much slower than <see cref="F:Godot.RenderingDevice.DeviceType.IntegratedGpu"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DeviceType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.DeviceType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DriverResource.Device">
            <summary>
            <para>Vulkan device driver resource. This is a "global" resource and ignores the RID passed in</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DriverResource.PhysicalDevice">
            <summary>
            <para>Physical device (graphics card) driver resource.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DriverResource.Instance">
            <summary>
            <para>Vulkan instance driver resource.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DriverResource.Queue">
            <summary>
            <para>Vulkan queue driver resource.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DriverResource.QueueFamilyIndex">
            <summary>
            <para>Vulkan queue family index driver resource.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DriverResource.Image">
            <summary>
            <para>Vulkan image driver resource.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DriverResource.ImageView">
            <summary>
            <para>Vulkan image view driver resource.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DriverResource.ImageNativeTextureFormat">
            <summary>
            <para>Vulkan image native texture format driver resource.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DriverResource.Sampler">
            <summary>
            <para>Vulkan sampler driver resource.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DriverResource.DescriptorSet">
            <summary>
            <para>Vulkan <a href="https://vkguide.dev/docs/chapter-4/descriptors/">descriptor set</a> driver resource.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DriverResource.Buffer">
            <summary>
            <para>Vulkan buffer driver resource.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DriverResource.ComputePipeline">
            <summary>
            <para>Vulkan compute pipeline driver resource.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DriverResource.RenderPipeline">
            <summary>
            <para>Vulkan render pipeline driver resource.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R4G4UnormPack8">
            <summary>
            <para>4-bit-per-channel red/green channel data format, packed into 8 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            <para><b>Note:</b> More information on all data formats can be found on the <a href="https://registry.khronos.org/vulkan/specs/1.1/html/vkspec.html#_identification_of_formats">Identification of formats</a> section of the Vulkan specification, as well as the <a href="https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkFormat.html">VkFormat</a> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R4G4B4A4UnormPack16">
            <summary>
            <para>4-bit-per-channel red/green/blue/alpha channel data format, packed into 16 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B4G4R4A4UnormPack16">
            <summary>
            <para>4-bit-per-channel blue/green/red/alpha channel data format, packed into 16 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R5G6B5UnormPack16">
            <summary>
            <para>Red/green/blue channel data format with 5 bits of red, 6 bits of green and 5 bits of blue, packed into 16 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B5G6R5UnormPack16">
            <summary>
            <para>Blue/green/red channel data format with 5 bits of blue, 6 bits of green and 5 bits of red, packed into 16 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R5G5B5A1UnormPack16">
            <summary>
            <para>Red/green/blue/alpha channel data format with 5 bits of red, 6 bits of green, 5 bits of blue and 1 bit of alpha, packed into 16 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B5G5R5A1UnormPack16">
            <summary>
            <para>Blue/green/red/alpha channel data format with 5 bits of blue, 6 bits of green, 5 bits of red and 1 bit of alpha, packed into 16 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A1R5G5B5UnormPack16">
            <summary>
            <para>Alpha/red/green/blue channel data format with 1 bit of alpha, 5 bits of red, 6 bits of green and 5 bits of blue, packed into 16 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8Unorm">
            <summary>
            <para>8-bit-per-channel unsigned floating-point red channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8Snorm">
            <summary>
            <para>8-bit-per-channel signed floating-point red channel data format with normalized value. Values are in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8Uscaled">
            <summary>
            <para>8-bit-per-channel unsigned floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the <c>[0.0, 255.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8Sscaled">
            <summary>
            <para>8-bit-per-channel signed floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the <c>[-127.0, 127.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8Uint">
            <summary>
            <para>8-bit-per-channel unsigned integer red channel data format. Values are in the <c>[0, 255]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8Sint">
            <summary>
            <para>8-bit-per-channel signed integer red channel data format. Values are in the <c>[-127, 127]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8Srgb">
            <summary>
            <para>8-bit-per-channel unsigned floating-point red channel data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8Unorm">
            <summary>
            <para>8-bit-per-channel unsigned floating-point red/green channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8Snorm">
            <summary>
            <para>8-bit-per-channel signed floating-point red/green channel data format with normalized value. Values are in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8Uscaled">
            <summary>
            <para>8-bit-per-channel unsigned floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the <c>[0.0, 255.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8Sscaled">
            <summary>
            <para>8-bit-per-channel signed floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the <c>[-127.0, 127.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8Uint">
            <summary>
            <para>8-bit-per-channel unsigned integer red/green channel data format. Values are in the <c>[0, 255]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8Sint">
            <summary>
            <para>8-bit-per-channel signed integer red/green channel data format. Values are in the <c>[-127, 127]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8Srgb">
            <summary>
            <para>8-bit-per-channel unsigned floating-point red/green channel data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8Unorm">
            <summary>
            <para>8-bit-per-channel unsigned floating-point red/green/blue channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8Snorm">
            <summary>
            <para>8-bit-per-channel signed floating-point red/green/blue channel data format with normalized value. Values are in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8Uscaled">
            <summary>
            <para>8-bit-per-channel unsigned floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the <c>[0.0, 255.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8Sscaled">
            <summary>
            <para>8-bit-per-channel signed floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the <c>[-127.0, 127.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8Uint">
            <summary>
            <para>8-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the <c>[0, 255]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8Sint">
            <summary>
            <para>8-bit-per-channel signed integer red/green/blue channel data format. Values are in the <c>[-127, 127]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8Srgb">
            <summary>
            <para>8-bit-per-channel unsigned floating-point red/green/blue/blue channel data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8Unorm">
            <summary>
            <para>8-bit-per-channel unsigned floating-point blue/green/red channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8Snorm">
            <summary>
            <para>8-bit-per-channel signed floating-point blue/green/red channel data format with normalized value. Values are in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8Uscaled">
            <summary>
            <para>8-bit-per-channel unsigned floating-point blue/green/red channel data format with scaled value (value is converted from integer to float). Values are in the <c>[0.0, 255.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8Sscaled">
            <summary>
            <para>8-bit-per-channel signed floating-point blue/green/red channel data format with scaled value (value is converted from integer to float). Values are in the <c>[-127.0, 127.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8Uint">
            <summary>
            <para>8-bit-per-channel unsigned integer blue/green/red channel data format. Values are in the <c>[0, 255]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8Sint">
            <summary>
            <para>8-bit-per-channel signed integer blue/green/red channel data format. Values are in the <c>[-127, 127]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8Srgb">
            <summary>
            <para>8-bit-per-channel unsigned floating-point blue/green/red data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8A8Unorm">
            <summary>
            <para>8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8A8Snorm">
            <summary>
            <para>8-bit-per-channel signed floating-point red/green/blue/alpha channel data format with normalized value. Values are in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8A8Uscaled">
            <summary>
            <para>8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the <c>[0.0, 255.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8A8Sscaled">
            <summary>
            <para>8-bit-per-channel signed floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the <c>[-127.0, 127.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8A8Uint">
            <summary>
            <para>8-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the <c>[0, 255]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8A8Sint">
            <summary>
            <para>8-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the <c>[-127, 127]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R8G8B8A8Srgb">
            <summary>
            <para>8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8A8Unorm">
            <summary>
            <para>8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8A8Snorm">
            <summary>
            <para>8-bit-per-channel signed floating-point blue/green/red/alpha channel data format with normalized value. Values are in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8A8Uscaled">
            <summary>
            <para>8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data format with scaled value (value is converted from integer to float). Values are in the <c>[0.0, 255.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8A8Sscaled">
            <summary>
            <para>8-bit-per-channel signed floating-point blue/green/red/alpha channel data format with scaled value (value is converted from integer to float). Values are in the <c>[-127.0, 127.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8A8Uint">
            <summary>
            <para>8-bit-per-channel unsigned integer blue/green/red/alpha channel data format. Values are in the <c>[0, 255]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8A8Sint">
            <summary>
            <para>8-bit-per-channel signed integer blue/green/red/alpha channel data format. Values are in the <c>[-127, 127]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8A8Srgb">
            <summary>
            <para>8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A8B8G8R8UnormPack32">
            <summary>
            <para>8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A8B8G8R8SnormPack32">
            <summary>
            <para>8-bit-per-channel signed floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Values are in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A8B8G8R8UscaledPack32">
            <summary>
            <para>8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data format with scaled value (value is converted from integer to float), packed in 32 bits. Values are in the <c>[0.0, 255.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A8B8G8R8SscaledPack32">
            <summary>
            <para>8-bit-per-channel signed floating-point alpha/red/green/blue channel data format with scaled value (value is converted from integer to float), packed in 32 bits. Values are in the <c>[-127.0, 127.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A8B8G8R8UintPack32">
            <summary>
            <para>8-bit-per-channel unsigned integer alpha/red/green/blue channel data format, packed in 32 bits. Values are in the <c>[0, 255]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A8B8G8R8SintPack32">
            <summary>
            <para>8-bit-per-channel signed integer alpha/red/green/blue channel data format, packed in 32 bits. Values are in the <c>[-127, 127]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A8B8G8R8SrgbPack32">
            <summary>
            <para>8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data format with normalized value and non-linear sRGB encoding, packed in 32 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A2R10G10B10UnormPack32">
            <summary>
            <para>Unsigned floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A2R10G10B10SnormPack32">
            <summary>
            <para>Signed floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A2R10G10B10UscaledPack32">
            <summary>
            <para>Unsigned floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the <c>[0.0, 1023.0]</c> range for red/green/blue and <c>[0.0, 3.0]</c> for alpha.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A2R10G10B10SscaledPack32">
            <summary>
            <para>Signed floating-point alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the <c>[-511.0, 511.0]</c> range for red/green/blue and <c>[-1.0, 1.0]</c> for alpha.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A2R10G10B10UintPack32">
            <summary>
            <para>Unsigned integer alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the <c>[0, 1023]</c> range for red/green/blue and <c>[0, 3]</c> for alpha.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A2R10G10B10SintPack32">
            <summary>
            <para>Signed integer alpha/red/green/blue channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 bits of green and 10 bits of blue. Values are in the <c>[-511, 511]</c> range for red/green/blue and <c>[-1, 1]</c> for alpha.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A2B10G10R10UnormPack32">
            <summary>
            <para>Unsigned floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A2B10G10R10SnormPack32">
            <summary>
            <para>Signed floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A2B10G10R10UscaledPack32">
            <summary>
            <para>Unsigned floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the <c>[0.0, 1023.0]</c> range for blue/green/red and <c>[0.0, 3.0]</c> for alpha.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A2B10G10R10SscaledPack32">
            <summary>
            <para>Signed floating-point alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the <c>[-511.0, 511.0]</c> range for blue/green/red and <c>[-1.0, 1.0]</c> for alpha.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A2B10G10R10UintPack32">
            <summary>
            <para>Unsigned integer alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the <c>[0, 1023]</c> range for blue/green/red and <c>[0, 3]</c> for alpha.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.A2B10G10R10SintPack32">
            <summary>
            <para>Signed integer alpha/blue/green/red channel data format with normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, 10 bits of green and 10 bits of red. Values are in the <c>[-511, 511]</c> range for blue/green/red and <c>[-1, 1]</c> for alpha.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16Unorm">
            <summary>
            <para>16-bit-per-channel unsigned floating-point red channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16Snorm">
            <summary>
            <para>16-bit-per-channel signed floating-point red channel data format with normalized value. Values are in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16Uscaled">
            <summary>
            <para>16-bit-per-channel unsigned floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the <c>[0.0, 65535.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16Sscaled">
            <summary>
            <para>16-bit-per-channel signed floating-point red channel data format with scaled value (value is converted from integer to float). Values are in the <c>[-32767.0, 32767.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16Uint">
            <summary>
            <para>16-bit-per-channel unsigned integer red channel data format. Values are in the <c>[0.0, 65535]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16Sint">
            <summary>
            <para>16-bit-per-channel signed integer red channel data format. Values are in the <c>[-32767, 32767]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16Sfloat">
            <summary>
            <para>16-bit-per-channel signed floating-point red channel data format with the value stored as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16Unorm">
            <summary>
            <para>16-bit-per-channel unsigned floating-point red/green channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16Snorm">
            <summary>
            <para>16-bit-per-channel signed floating-point red/green channel data format with normalized value. Values are in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16Uscaled">
            <summary>
            <para>16-bit-per-channel unsigned floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the <c>[0.0, 65535.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16Sscaled">
            <summary>
            <para>16-bit-per-channel signed floating-point red/green channel data format with scaled value (value is converted from integer to float). Values are in the <c>[-32767.0, 32767.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16Uint">
            <summary>
            <para>16-bit-per-channel unsigned integer red/green channel data format. Values are in the <c>[0.0, 65535]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16Sint">
            <summary>
            <para>16-bit-per-channel signed integer red/green channel data format. Values are in the <c>[-32767, 32767]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16Sfloat">
            <summary>
            <para>16-bit-per-channel signed floating-point red/green channel data format with the value stored as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16Unorm">
            <summary>
            <para>16-bit-per-channel unsigned floating-point red/green/blue channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16Snorm">
            <summary>
            <para>16-bit-per-channel signed floating-point red/green/blue channel data format with normalized value. Values are in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16Uscaled">
            <summary>
            <para>16-bit-per-channel unsigned floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the <c>[0.0, 65535.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16Sscaled">
            <summary>
            <para>16-bit-per-channel signed floating-point red/green/blue channel data format with scaled value (value is converted from integer to float). Values are in the <c>[-32767.0, 32767.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16Uint">
            <summary>
            <para>16-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the <c>[0.0, 65535]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16Sint">
            <summary>
            <para>16-bit-per-channel signed integer red/green/blue channel data format. Values are in the <c>[-32767, 32767]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16Sfloat">
            <summary>
            <para>16-bit-per-channel signed floating-point red/green/blue channel data format with the value stored as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16A16Unorm">
            <summary>
            <para>16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16A16Snorm">
            <summary>
            <para>16-bit-per-channel signed floating-point red/green/blue/alpha channel data format with normalized value. Values are in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16A16Uscaled">
            <summary>
            <para>16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the <c>[0.0, 65535.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16A16Sscaled">
            <summary>
            <para>16-bit-per-channel signed floating-point red/green/blue/alpha channel data format with scaled value (value is converted from integer to float). Values are in the <c>[-32767.0, 32767.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16A16Uint">
            <summary>
            <para>16-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the <c>[0.0, 65535]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16A16Sint">
            <summary>
            <para>16-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the <c>[-32767, 32767]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R16G16B16A16Sfloat">
            <summary>
            <para>16-bit-per-channel signed floating-point red/green/blue/alpha channel data format with the value stored as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R32Uint">
            <summary>
            <para>32-bit-per-channel unsigned integer red channel data format. Values are in the <c>[0, 2^32 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R32Sint">
            <summary>
            <para>32-bit-per-channel signed integer red channel data format. Values are in the <c>[2^31 + 1, 2^31 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R32Sfloat">
            <summary>
            <para>32-bit-per-channel signed floating-point red channel data format with the value stored as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R32G32Uint">
            <summary>
            <para>32-bit-per-channel unsigned integer red/green channel data format. Values are in the <c>[0, 2^32 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R32G32Sint">
            <summary>
            <para>32-bit-per-channel signed integer red/green channel data format. Values are in the <c>[2^31 + 1, 2^31 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R32G32Sfloat">
            <summary>
            <para>32-bit-per-channel signed floating-point red/green channel data format with the value stored as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R32G32B32Uint">
            <summary>
            <para>32-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the <c>[0, 2^32 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R32G32B32Sint">
            <summary>
            <para>32-bit-per-channel signed integer red/green/blue channel data format. Values are in the <c>[2^31 + 1, 2^31 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R32G32B32Sfloat">
            <summary>
            <para>32-bit-per-channel signed floating-point red/green/blue channel data format with the value stored as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R32G32B32A32Uint">
            <summary>
            <para>32-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the <c>[0, 2^32 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R32G32B32A32Sint">
            <summary>
            <para>32-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the <c>[2^31 + 1, 2^31 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R32G32B32A32Sfloat">
            <summary>
            <para>32-bit-per-channel signed floating-point red/green/blue/alpha channel data format with the value stored as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R64Uint">
            <summary>
            <para>64-bit-per-channel unsigned integer red channel data format. Values are in the <c>[0, 2^64 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R64Sint">
            <summary>
            <para>64-bit-per-channel signed integer red channel data format. Values are in the <c>[2^63 + 1, 2^63 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R64Sfloat">
            <summary>
            <para>64-bit-per-channel signed floating-point red channel data format with the value stored as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R64G64Uint">
            <summary>
            <para>64-bit-per-channel unsigned integer red/green channel data format. Values are in the <c>[0, 2^64 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R64G64Sint">
            <summary>
            <para>64-bit-per-channel signed integer red/green channel data format. Values are in the <c>[2^63 + 1, 2^63 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R64G64Sfloat">
            <summary>
            <para>64-bit-per-channel signed floating-point red/green channel data format with the value stored as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R64G64B64Uint">
            <summary>
            <para>64-bit-per-channel unsigned integer red/green/blue channel data format. Values are in the <c>[0, 2^64 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R64G64B64Sint">
            <summary>
            <para>64-bit-per-channel signed integer red/green/blue channel data format. Values are in the <c>[2^63 + 1, 2^63 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R64G64B64Sfloat">
            <summary>
            <para>64-bit-per-channel signed floating-point red/green/blue channel data format with the value stored as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R64G64B64A64Uint">
            <summary>
            <para>64-bit-per-channel unsigned integer red/green/blue/alpha channel data format. Values are in the <c>[0, 2^64 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R64G64B64A64Sint">
            <summary>
            <para>64-bit-per-channel signed integer red/green/blue/alpha channel data format. Values are in the <c>[2^63 + 1, 2^63 - 1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R64G64B64A64Sfloat">
            <summary>
            <para>64-bit-per-channel signed floating-point red/green/blue/alpha channel data format with the value stored as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B10G11R11UfloatPack32">
            <summary>
            <para>Unsigned floating-point blue/green/red data format with the value stored as-is, packed in 32 bits. The format's precision is 10 bits of blue channel, 11 bits of green channel and 11 bits of red channel.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.E5B9G9R9UfloatPack32">
            <summary>
            <para>Unsigned floating-point exposure/blue/green/red data format with the value stored as-is, packed in 32 bits. The format's precision is 5 bits of exposure, 9 bits of blue channel, 9 bits of green channel and 9 bits of red channel.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.D16Unorm">
            <summary>
            <para>16-bit unsigned floating-point depth data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.X8D24UnormPack32">
            <summary>
            <para>24-bit unsigned floating-point depth data format with normalized value, plus 8 unused bits, packed in 32 bits. Values for depth are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.D32Sfloat">
            <summary>
            <para>32-bit signed floating-point depth data format with the value stored as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.S8Uint">
            <summary>
            <para>8-bit unsigned integer stencil data format.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.D16UnormS8Uint">
            <summary>
            <para>16-bit unsigned floating-point depth data format with normalized value, plus 8 bits of stencil in unsigned integer format. Values for depth are in the <c>[0.0, 1.0]</c> range. Values for stencil are in the <c>[0, 255]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.D24UnormS8Uint">
            <summary>
            <para>24-bit unsigned floating-point depth data format with normalized value, plus 8 bits of stencil in unsigned integer format. Values for depth are in the <c>[0.0, 1.0]</c> range. Values for stencil are in the <c>[0, 255]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.D32SfloatS8Uint">
            <summary>
            <para>32-bit signed floating-point depth data format with the value stored as-is, plus 8 bits of stencil in unsigned integer format. Values for stencil are in the <c>[0, 255]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc1RgbUnormBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. The format's precision is 5 bits of red channel, 6 bits of green channel and 5 bits of blue channel. Using BC1 texture compression (also known as S3TC DXT1).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc1RgbSrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue channel data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range. The format's precision is 5 bits of red channel, 6 bits of green channel and 5 bits of blue channel. Using BC1 texture compression (also known as S3TC DXT1).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc1RgbaUnormBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 1 bit of alpha channel. Using BC1 texture compression (also known as S3TC DXT1).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc1RgbaSrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 1 bit of alpha channel. Using BC1 texture compression (also known as S3TC DXT1).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc2UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 4 bits of alpha channel. Using BC2 texture compression (also known as S3TC DXT3).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc2SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 4 bits of alpha channel. Using BC2 texture compression (also known as S3TC DXT3).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc3UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 8 bits of alpha channel. Using BC3 texture compression (also known as S3TC DXT5).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc3SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range. The format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits of blue channel and 8 bits of alpha channel. Using BC3 texture compression (also known as S3TC DXT5).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc4UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned red channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. The format's precision is 8 bits of red channel. Using BC4 texture compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc4SnormBlock">
            <summary>
            <para>VRAM-compressed signed red channel data format with normalized value. Values are in the <c>[-1.0, 1.0]</c> range. The format's precision is 8 bits of red channel. Using BC4 texture compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc5UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC5 texture compression (also known as S3TC RGTC).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc5SnormBlock">
            <summary>
            <para>VRAM-compressed signed red/green channel data format with normalized value. Values are in the <c>[-1.0, 1.0]</c> range. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC5 texture compression (also known as S3TC RGTC).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc6HUfloatBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue channel data format with the floating-point value stored as-is. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC6H texture compression (also known as BPTC HDR).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc6HSfloatBlock">
            <summary>
            <para>VRAM-compressed signed red/green/blue channel data format with the floating-point value stored as-is. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Using BC7 texture compression (also known as BPTC HDR).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc7UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Bc7SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Etc2R8G8B8UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. Using ETC2 texture compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Etc2R8G8B8SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue channel data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range. Using ETC2 texture compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Etc2R8G8B8A1UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. Red/green/blue use 8 bit of precision each, with alpha using 1 bit of precision. Using ETC2 texture compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Etc2R8G8B8A1SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range. Red/green/blue use 8 bit of precision each, with alpha using 1 bit of precision. Using ETC2 texture compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Etc2R8G8B8A8UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. Red/green/blue use 8 bits of precision each, with alpha using 8 bits of precision. Using ETC2 texture compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Etc2R8G8B8A8SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value and non-linear sRGB encoding. Values are in the <c>[0.0, 1.0]</c> range. Red/green/blue use 8 bits of precision each, with alpha using 8 bits of precision. Using ETC2 texture compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.EacR11UnormBlock">
            <summary>
            <para>11-bit VRAM-compressed unsigned red channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. Using ETC2 texture compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.EacR11SnormBlock">
            <summary>
            <para>11-bit VRAM-compressed signed red channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. Using ETC2 texture compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.EacR11G11UnormBlock">
            <summary>
            <para>11-bit VRAM-compressed unsigned red/green channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. Using ETC2 texture compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.EacR11G11SnormBlock">
            <summary>
            <para>11-bit VRAM-compressed signed red/green channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. Using ETC2 texture compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc4X4UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 4×4 blocks (highest quality). Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc4X4SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 4×4 blocks (highest quality). Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc5X4UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 5×4 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc5X4SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 5×4 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc5X5UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 5×5 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc5X5SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 5×5 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc6X5UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 6×5 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc6X5SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 6×5 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc6X6UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 6×6 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc6X6SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 6×6 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc8X5UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 8×5 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc8X5SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 8×5 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc8X6UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 8×6 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc8X6SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 8×6 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc8X8UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 8×8 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc8X8SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 8×8 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc10X5UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×5 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc10X5SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×5 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc10X6UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×6 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc10X6SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×6 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc10X8UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×8 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc10X8SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×8 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc10X10UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 10×10 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc10X10SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 10×10 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc12X10UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 12×10 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc12X10SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 12×10 blocks. Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc12X12UnormBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value, packed in 12 blocks (lowest quality). Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Astc12X12SrgbBlock">
            <summary>
            <para>VRAM-compressed unsigned floating-point data format with normalized value and non-linear sRGB encoding, packed in 12 blocks (lowest quality). Values are in the <c>[0.0, 1.0]</c> range. Using ASTC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G8B8G8R8422Unorm">
            <summary>
            <para>8-bit-per-channel unsigned floating-point green/blue/red channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B8G8R8G8422Unorm">
            <summary>
            <para>8-bit-per-channel unsigned floating-point blue/green/red channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G8B8R83Plane420Unorm">
            <summary>
            <para>8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 3 separate planes (green + blue + red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G8B8R82Plane420Unorm">
            <summary>
            <para>8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 2 separate planes (green + blue/red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G8B8R83Plane422Unorm">
            <summary>
            <para>8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 2 separate planes (green + blue + red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G8B8R82Plane422Unorm">
            <summary>
            <para>8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 2 separate planes (green + blue/red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G8B8R83Plane444Unorm">
            <summary>
            <para>8-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, stored across 3 separate planes. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R10X6UnormPack16">
            <summary>
            <para>10-bit-per-channel unsigned floating-point red channel data with normalized value, plus 6 unused bits, packed in 16 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R10X6G10X6Unorm2Pack16">
            <summary>
            <para>10-bit-per-channel unsigned floating-point red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R10X6G10X6B10X6A10X6Unorm4Pack16">
            <summary>
            <para>10-bit-per-channel unsigned floating-point red/green/blue/alpha channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G10X6B10X6G10X6R10X6422Unorm4Pack16">
            <summary>
            <para>10-bit-per-channel unsigned floating-point green/blue/green/red channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B10X6G10X6R10X6G10X6422Unorm4Pack16">
            <summary>
            <para>10-bit-per-channel unsigned floating-point blue/green/red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G10X6B10X6R10X63Plane420Unorm3Pack16">
            <summary>
            <para>10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue + red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G10X6B10X6R10X62Plane420Unorm3Pack16">
            <summary>
            <para>10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue/red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G10X6B10X6R10X63Plane422Unorm3Pack16">
            <summary>
            <para>10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G10X6B10X6R10X62Plane422Unorm3Pack16">
            <summary>
            <para>10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue/red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G10X6B10X6R10X63Plane444Unorm3Pack16">
            <summary>
            <para>10-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R12X4UnormPack16">
            <summary>
            <para>12-bit-per-channel unsigned floating-point red channel data with normalized value, plus 6 unused bits, packed in 16 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R12X4G12X4Unorm2Pack16">
            <summary>
            <para>12-bit-per-channel unsigned floating-point red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.R12X4G12X4B12X4A12X4Unorm4Pack16">
            <summary>
            <para>12-bit-per-channel unsigned floating-point red/green/blue/alpha channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G12X4B12X4G12X4R12X4422Unorm4Pack16">
            <summary>
            <para>12-bit-per-channel unsigned floating-point green/blue/green/red channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B12X4G12X4R12X4G12X4422Unorm4Pack16">
            <summary>
            <para>12-bit-per-channel unsigned floating-point blue/green/red/green channel data with normalized value, plus 6 unused bits after each channel, packed in 4×16 bits. Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel). The green channel is listed twice, but contains different values to allow it to be represented at full resolution.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G12X4B12X4R12X43Plane420Unorm3Pack16">
            <summary>
            <para>12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue + red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G12X4B12X4R12X42Plane420Unorm3Pack16">
            <summary>
            <para>12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 2 separate planes (green + blue/red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G12X4B12X4R12X43Plane422Unorm3Pack16">
            <summary>
            <para>12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G12X4B12X4R12X42Plane422Unorm3Pack16">
            <summary>
            <para>12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue/red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G12X4B12X4R12X43Plane444Unorm3Pack16">
            <summary>
            <para>12-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits and stored across 3 separate planes (green + blue + red). Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G16B16G16R16422Unorm">
            <summary>
            <para>16-bit-per-channel unsigned floating-point green/blue/red channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.B16G16R16G16422Unorm">
            <summary>
            <para>16-bit-per-channel unsigned floating-point blue/green/red channel data format with normalized value. Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G16B16R163Plane420Unorm">
            <summary>
            <para>16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 2 separate planes (green + blue + red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G16B16R162Plane420Unorm">
            <summary>
            <para>16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 2 separate planes (green + blue/red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G16B16R163Plane422Unorm">
            <summary>
            <para>16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 3 separate planes (green + blue + red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G16B16R162Plane422Unorm">
            <summary>
            <para>16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 3 separate planes (green + blue/red). Values are in the <c>[0.0, 1.0]</c> range. Blue and red channel data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will share the same value for the blue/red channel).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.G16B16R163Plane444Unorm">
            <summary>
            <para>16-bit-per-channel unsigned floating-point green/blue/red channel data with normalized value, plus 6 unused bits after each channel. Stored across 3 separate planes (green + blue + red). Values are in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.DataFormat.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.DataFormat"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BarrierMask.Raster">
            <summary>
            <para>Raster barrier mask.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BarrierMask.Compute">
            <summary>
            <para>Compute barrier mask.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BarrierMask.Transfer">
            <summary>
            <para>Transfer barrier mask.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BarrierMask.AllBarriers">
            <summary>
            <para>Barrier mask for all types (raster, compute, transfer). Equivalent to <c>BARRIER_MASK_RASTER | BARRIER_MASK_COMPUTE | BARRIER_MASK_TRANSFER</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BarrierMask.NoBarrier">
            <summary>
            <para>No barrier for any type.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureType.Type1D">
            <summary>
            <para>1-dimensional texture.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureType.Type2D">
            <summary>
            <para>2-dimensional texture.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureType.Type3D">
            <summary>
            <para>3-dimensional texture.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureType.Cube">
            <summary>
            <para><see cref="T:Godot.Cubemap"/> texture.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureType.Type1DArray">
            <summary>
            <para>Array of 1-dimensional textures.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureType.Type2DArray">
            <summary>
            <para>Array of 2-dimensional textures.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureType.CubeArray">
            <summary>
            <para>Array of <see cref="T:Godot.Cubemap"/> textures.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.TextureType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSamples.Samples1">
            <summary>
            <para>Perform 1 texture sample (this is the fastest but lowest-quality for antialiasing).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSamples.Samples2">
            <summary>
            <para>Perform 2 texture samples.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSamples.Samples4">
            <summary>
            <para>Perform 4 texture samples.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSamples.Samples8">
            <summary>
            <para>Perform 8 texture samples. Not supported on mobile GPUs (including Apple Silicon).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSamples.Samples16">
            <summary>
            <para>Perform 16 texture samples. Not supported on mobile GPUs and many desktop GPUs.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSamples.Samples32">
            <summary>
            <para>Perform 32 texture samples. Not supported on most GPUs.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSamples.Samples64">
            <summary>
            <para>Perform 64 texture samples (this is the slowest but highest-quality for antialiasing). Not supported on most GPUs.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSamples.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.TextureSamples"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureUsageBits.SamplingBit">
            <summary>
            <para>Texture can be sampled.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureUsageBits.ColorAttachmentBit">
            <summary>
            <para>Texture can be used as a color attachment in a framebuffer.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureUsageBits.DepthStencilAttachmentBit">
            <summary>
            <para>Texture can be used as a depth/stencil attachment in a framebuffer.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureUsageBits.StorageBit">
            <summary>
            <para>Texture can be used as a <a href="https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#descriptorsets-storageimage">storage image</a>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureUsageBits.StorageAtomicBit">
            <summary>
            <para>Texture can be used as a <a href="https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#descriptorsets-storageimage">storage image</a> with support for atomic operations.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureUsageBits.CpuReadBit">
            <summary>
            <para>Texture can be read back on the CPU using <see cref="M:Godot.RenderingDevice.TextureGetData(Godot.Rid,System.UInt32)"/> faster than without this bit, since it is always kept in the system memory.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureUsageBits.CanUpdateBit">
            <summary>
            <para>Texture can be updated using <see cref="M:Godot.RenderingDevice.TextureUpdate(Godot.Rid,System.UInt32,System.Byte[],Godot.RenderingDevice.BarrierMask)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureUsageBits.CanCopyFromBit">
            <summary>
            <para>Texture can be a source for <see cref="M:Godot.RenderingDevice.TextureCopy(Godot.Rid,Godot.Rid,Godot.Vector3,Godot.Vector3,Godot.Vector3,System.UInt32,System.UInt32,System.UInt32,System.UInt32,Godot.RenderingDevice.BarrierMask)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureUsageBits.CanCopyToBit">
            <summary>
            <para>Texture can be a destination for <see cref="M:Godot.RenderingDevice.TextureCopy(Godot.Rid,Godot.Rid,Godot.Vector3,Godot.Vector3,Godot.Vector3,System.UInt32,System.UInt32,System.UInt32,System.UInt32,Godot.RenderingDevice.BarrierMask)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureUsageBits.InputAttachmentBit">
            <summary>
            <para>Texture can be used as a <a href="https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#descriptorsets-inputattachment">input attachment</a> in a framebuffer.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSwizzle.Identity">
            <summary>
            <para>Return the sampled value as-is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSwizzle.Zero">
            <summary>
            <para>Always return <c>0.0</c> when sampling.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSwizzle.One">
            <summary>
            <para>Always return <c>1.0</c> when sampling.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSwizzle.R">
            <summary>
            <para>Sample the red color channel.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSwizzle.G">
            <summary>
            <para>Sample the green color channel.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSwizzle.B">
            <summary>
            <para>Sample the blue color channel.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSwizzle.A">
            <summary>
            <para>Sample the alpha channel.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSwizzle.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.TextureSwizzle"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSliceType.Slice2D">
            <summary>
            <para>2-dimensional texture slice.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSliceType.Cubemap">
            <summary>
            <para>Cubemap texture slice.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.TextureSliceType.Slice3D">
            <summary>
            <para>3-dimensional texture slice.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerFilter.Nearest">
            <summary>
            <para>Nearest-neighbor sampler filtering. Sampling at higher resolutions than the source will result in a pixelated look.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerFilter.Linear">
            <summary>
            <para>Bilinear sampler filtering. Sampling at higher resolutions than the source will result in a blurry look.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerRepeatMode.Repeat">
            <summary>
            <para>Sample with repeating enabled.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerRepeatMode.MirroredRepeat">
            <summary>
            <para>Sample with mirrored repeating enabled. When sampling outside the <c>[0.0, 1.0]</c> range, return a mirrored version of the sampler. This mirrored version is mirrored again if sampling further away, with the pattern repeating indefinitely.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerRepeatMode.ClampToEdge">
            <summary>
            <para>Sample with repeating disabled. When sampling outside the <c>[0.0, 1.0]</c> range, return the color of the last pixel on the edge.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerRepeatMode.ClampToBorder">
            <summary>
            <para>Sample with repeating disabled. When sampling outside the <c>[0.0, 1.0]</c> range, return the specified <see cref="P:Godot.RDSamplerState.BorderColor"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerRepeatMode.MirrorClampToEdge">
            <summary>
            <para>Sample with mirrored repeating enabled, but only once. When sampling in the <c>[-1.0, 0.0]</c> range, return a mirrored version of the sampler. When sampling outside the <c>[-1.0, 1.0]</c> range, return the color of the last pixel on the edge.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerRepeatMode.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.SamplerRepeatMode"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerBorderColor.FloatTransparentBlack">
            <summary>
            <para>Return a floating-point transparent black color when sampling outside the <c>[0.0, 1.0]</c> range. Only effective if the sampler repeat mode is <see cref="F:Godot.RenderingDevice.SamplerRepeatMode.ClampToBorder"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerBorderColor.IntTransparentBlack">
            <summary>
            <para>Return a integer transparent black color when sampling outside the <c>[0.0, 1.0]</c> range. Only effective if the sampler repeat mode is <see cref="F:Godot.RenderingDevice.SamplerRepeatMode.ClampToBorder"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerBorderColor.FloatOpaqueBlack">
            <summary>
            <para>Return a floating-point opaque black color when sampling outside the <c>[0.0, 1.0]</c> range. Only effective if the sampler repeat mode is <see cref="F:Godot.RenderingDevice.SamplerRepeatMode.ClampToBorder"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerBorderColor.IntOpaqueBlack">
            <summary>
            <para>Return a integer opaque black color when sampling outside the <c>[0.0, 1.0]</c> range. Only effective if the sampler repeat mode is <see cref="F:Godot.RenderingDevice.SamplerRepeatMode.ClampToBorder"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerBorderColor.FloatOpaqueWhite">
            <summary>
            <para>Return a floating-point opaque white color when sampling outside the <c>[0.0, 1.0]</c> range. Only effective if the sampler repeat mode is <see cref="F:Godot.RenderingDevice.SamplerRepeatMode.ClampToBorder"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerBorderColor.IntOpaqueWhite">
            <summary>
            <para>Return a integer opaque white color when sampling outside the <c>[0.0, 1.0]</c> range. Only effective if the sampler repeat mode is <see cref="F:Godot.RenderingDevice.SamplerRepeatMode.ClampToBorder"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.SamplerBorderColor.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.SamplerBorderColor"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.VertexFrequency.Vertex">
            <summary>
            <para>Vertex attribute addressing is a function of the vertex. This is used to specify the rate at which vertex attributes are pulled from buffers.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.VertexFrequency.Instance">
            <summary>
            <para>Vertex attribute addressing is a function of the instance index. This is used to specify the rate at which vertex attributes are pulled from buffers.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.IndexBufferFormat.Uint16">
            <summary>
            <para>Index buffer in 16-bit unsigned integer format. This limits the maximum index that can be specified to <c>65535</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.IndexBufferFormat.Uint32">
            <summary>
            <para>Index buffer in 32-bit unsigned integer format. This limits the maximum index that can be specified to <c>4294967295</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.UniformType.Sampler">
            <summary>
            <para>Sampler uniform. TODO: Difference between sampler and texture uniform</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.UniformType.SamplerWithTexture">
            <summary>
            <para>Sampler uniform with a texture.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.UniformType.Texture">
            <summary>
            <para>Texture uniform.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.UniformType.Image">
            <summary>
            <para>Image uniform. TODO: Difference between texture and image uniform</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.UniformType.TextureBuffer">
            <summary>
            <para>Texture buffer uniform. TODO: Difference between texture and texture buffe uniformr</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.UniformType.SamplerWithTextureBuffer">
            <summary>
            <para>Sampler uniform with a texture buffer. TODO: Difference between texture and texture buffer uniform</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.UniformType.ImageBuffer">
            <summary>
            <para>Image buffer uniform. TODO: Difference between texture and image uniforms</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.UniformType.UniformBuffer">
            <summary>
            <para>Uniform buffer uniform.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.UniformType.StorageBuffer">
            <summary>
            <para><a href="https://vkguide.dev/docs/chapter-4/storage_buffers/">Storage buffer</a> uniform.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.UniformType.InputAttachment">
            <summary>
            <para>Input attachment uniform.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.UniformType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.UniformType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.RenderPrimitive.Points">
            <summary>
            <para>Point rendering primitive (with constant size, regardless of distance from camera).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.RenderPrimitive.Lines">
            <summary>
            <para>Line list rendering primitive. Lines are drawn separated from each other.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.RenderPrimitive.LinesWithAdjacency">
            <summary>
            <para><a href="https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-line-lists-with-adjacency">Line list rendering primitive with adjacency.</a></para>
            <para><b>Note:</b> Adjacency is only useful with geometry shaders, which Godot does not expose.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.RenderPrimitive.Linestrips">
            <summary>
            <para>Line strip rendering primitive. Lines drawn are connected to the previous vertex.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.RenderPrimitive.LinestripsWithAdjacency">
            <summary>
            <para><a href="https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-line-strips-with-adjacency">Line strip rendering primitive with adjacency.</a></para>
            <para><b>Note:</b> Adjacency is only useful with geometry shaders, which Godot does not expose.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.RenderPrimitive.Triangles">
            <summary>
            <para>Triangle list rendering primitive. Triangles are drawn separated from each other.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.RenderPrimitive.TrianglesWithAdjacency">
            <summary>
            <para><a href="https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-triangle-lists-with-adjacency">Triangle list rendering primitive with adjacency.</a></para>
            <para> <b>Note:</b> Adjacency is only useful with geometry shaders, which Godot does not expose.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.RenderPrimitive.TriangleStrips">
            <summary>
            <para>Triangle strip rendering primitive. Triangles drawn are connected to the previous triangle.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.RenderPrimitive.TriangleStripsWithAjacency">
            <summary>
            <para><a href="https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#drawing-triangle-strips-with-adjacency">Triangle strip rendering primitive with adjacency.</a></para>
            <para><b>Note:</b> Adjacency is only useful with geometry shaders, which Godot does not expose.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.RenderPrimitive.TriangleStripsWithRestartIndex">
            <summary>
            <para>Triangle strip rendering primitive with <i>primitive restart</i> enabled. Triangles drawn are connected to the previous triangle, but a primitive restart index can be specified before drawing to create a second triangle strip after the specified index.</para>
            <para><b>Note:</b> Only compatible with indexed draws.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.RenderPrimitive.TesselationPatch">
            <summary>
            <para>Tessellation patch rendering primitive. Only useful with tessellation shaders, which can be used to deform these patches.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.RenderPrimitive.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.RenderPrimitive"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.PolygonCullMode.Disabled">
            <summary>
            <para>Do not use polygon front face or backface culling.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.PolygonCullMode.Front">
            <summary>
            <para>Use polygon frontface culling (faces pointing towards the camera are hidden).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.PolygonCullMode.Back">
            <summary>
            <para>Use polygon backface culling (faces pointing away from the camera are hidden).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.PolygonFrontFace.Clockwise">
            <summary>
            <para>Clockwise winding order to determine which face of a polygon is its front face.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.PolygonFrontFace.CounterClockwise">
            <summary>
            <para>Counter-clockwise winding order to determine which face of a polygon is its front face.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.StencilOperation.Keep">
            <summary>
            <para>Keep the current stencil value.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.StencilOperation.Zero">
            <summary>
            <para>Set the stencil value to <c>0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.StencilOperation.Replace">
            <summary>
            <para>Replace the existing stencil value with the new one.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.StencilOperation.IncrementAndClamp">
            <summary>
            <para>Increment the existing stencil value and clamp to the maximum representable unsigned value if reached. Stencil bits are considered as an unsigned integer.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.StencilOperation.DecrementAndClamp">
            <summary>
            <para>Decrement the existing stencil value and clamp to the minimum value if reached. Stencil bits are considered as an unsigned integer.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.StencilOperation.Invert">
            <summary>
            <para>Bitwise-invert the existing stencil value.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.StencilOperation.IncrementAndWrap">
            <summary>
            <para>Increment the stencil value and wrap around to <c>0</c> if reaching the maximum representable unsigned. Stencil bits are considered as an unsigned integer.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.StencilOperation.DecrementAndWrap">
            <summary>
            <para>Decrement the stencil value and wrap around to the maximum representable unsigned if reaching the minimum. Stencil bits are considered as an unsigned integer.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.StencilOperation.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.StencilOperation"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.CompareOperator.Never">
            <summary>
            <para>"Never" comparison (opposite of <see cref="F:Godot.RenderingDevice.CompareOperator.Always"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.CompareOperator.Less">
            <summary>
            <para>"Less than" comparison.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.CompareOperator.Equal">
            <summary>
            <para>"Equal" comparison.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.CompareOperator.LessOrEqual">
            <summary>
            <para>"Less than or equal" comparison.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.CompareOperator.Greater">
            <summary>
            <para>"Greater than" comparison.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.CompareOperator.NotEqual">
            <summary>
            <para>"Not equal" comparison.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.CompareOperator.GreaterOrEqual">
            <summary>
            <para>"Greater than or equal" comparison.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.CompareOperator.Always">
            <summary>
            <para>"Always" comparison (opposite of <see cref="F:Godot.RenderingDevice.CompareOperator.Never"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.CompareOperator.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.CompareOperator"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.Clear">
            <summary>
            <para>Clear logic operation (result is always <c>0</c>). See also <see cref="F:Godot.RenderingDevice.LogicOperation.Set"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.And">
            <summary>
            <para>AND logic operation.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.AndReverse">
            <summary>
            <para>AND logic operation with the <i>destination</i> operand being inverted. See also <see cref="F:Godot.RenderingDevice.LogicOperation.AndInverted"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.Copy">
            <summary>
            <para>Copy logic operation (keeps the <i>source</i> value as-is). See also <see cref="F:Godot.RenderingDevice.LogicOperation.CopyInverted"/> and <see cref="F:Godot.RenderingDevice.LogicOperation.NoOp"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.AndInverted">
            <summary>
            <para>AND logic operation with the <i>source</i> operand being inverted. See also <see cref="F:Godot.RenderingDevice.LogicOperation.AndReverse"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.NoOp">
            <summary>
            <para>No-op logic operation (keeps the <i>destination</i> value as-is). See also <see cref="F:Godot.RenderingDevice.LogicOperation.Copy"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.Xor">
            <summary>
            <para>Exclusive or (XOR) logic operation.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.Or">
            <summary>
            <para>OR logic operation.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.Nor">
            <summary>
            <para>Not-OR (NOR) logic operation.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.Equivalent">
            <summary>
            <para>Not-XOR (XNOR) logic operation.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.Invert">
            <summary>
            <para>Invert logic operation.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.OrReverse">
            <summary>
            <para>OR logic operation with the <i>destination</i> operand being inverted. See also <see cref="F:Godot.RenderingDevice.LogicOperation.OrReverse"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.CopyInverted">
            <summary>
            <para>NOT logic operation (inverts the value). See also <see cref="F:Godot.RenderingDevice.LogicOperation.Copy"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.OrInverted">
            <summary>
            <para>OR logic operation with the <i>source</i> operand being inverted. See also <see cref="F:Godot.RenderingDevice.LogicOperation.OrReverse"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.Nand">
            <summary>
            <para>Not-AND (NAND) logic operation.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.Set">
            <summary>
            <para>SET logic operation (result is always <c>1</c>). See also <see cref="F:Godot.RenderingDevice.LogicOperation.Clear"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.LogicOperation.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.LogicOperation"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.Zero">
            <summary>
            <para>Constant <c>0.0</c> blend factor.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.One">
            <summary>
            <para>Constant <c>1.0</c> blend factor.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.SrcColor">
            <summary>
            <para>Color blend factor is <c>source color</c>. Alpha blend factor is <c>source alpha</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.OneMinusSrcColor">
            <summary>
            <para>Color blend factor is <c>1.0 - source color</c>. Alpha blend factor is <c>1.0 - source alpha</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.DstColor">
            <summary>
            <para>Color blend factor is <c>destination color</c>. Alpha blend factor is <c>destination alpha</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.OneMinusDstColor">
            <summary>
            <para>Color blend factor is <c>1.0 - destination color</c>. Alpha blend factor is <c>1.0 - destination alpha</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.SrcAlpha">
            <summary>
            <para>Color and alpha blend factor is <c>source alpha</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.OneMinusSrcAlpha">
            <summary>
            <para>Color and alpha blend factor is <c>1.0 - source alpha</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.DstAlpha">
            <summary>
            <para>Color and alpha blend factor is <c>destination alpha</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.OneMinusDstAlpha">
            <summary>
            <para>Color and alpha blend factor is <c>1.0 - destination alpha</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.ConstantColor">
            <summary>
            <para>Color blend factor is <c>blend constant color</c>. Alpha blend factor is <c>blend constant alpha</c> (see <see cref="M:Godot.RenderingDevice.DrawListSetBlendConstants(System.Int64,Godot.Color)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.OneMinusConstantColor">
            <summary>
            <para>Color blend factor is <c>1.0 - blend constant color</c>. Alpha blend factor is <c>1.0 - blend constant alpha</c> (see <see cref="M:Godot.RenderingDevice.DrawListSetBlendConstants(System.Int64,Godot.Color)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.ConstantAlpha">
            <summary>
            <para>Color and alpha blend factor is <c>blend constant alpha</c> (see <see cref="M:Godot.RenderingDevice.DrawListSetBlendConstants(System.Int64,Godot.Color)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.OneMinusConstantAlpha">
            <summary>
            <para>Color and alpha blend factor is <c>1.0 - blend constant alpha</c> (see <see cref="M:Godot.RenderingDevice.DrawListSetBlendConstants(System.Int64,Godot.Color)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.SrcAlphaSaturate">
            <summary>
            <para>Color blend factor is <c>min(source alpha, 1.0 - destination alpha)</c>. Alpha blend factor is <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.Src1Color">
            <summary>
            <para>Color blend factor is <c>second source color</c>. Alpha blend factor is <c>second source alpha</c>. Only relevant for dual-source blending.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.OneMinusSrc1Color">
            <summary>
            <para>Color blend factor is <c>1.0 - second source color</c>. Alpha blend factor is <c>1.0 - second source alpha</c>. Only relevant for dual-source blending.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.Src1Alpha">
            <summary>
            <para>Color and alpha blend factor is <c>second source alpha</c>. Only relevant for dual-source blending.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.OneMinusSrc1Alpha">
            <summary>
            <para>Color and alpha blend factor is <c>1.0 - second source alpha</c>. Only relevant for dual-source blending.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendFactor.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.BlendFactor"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendOperation.Add">
            <summary>
            <para>Additive blending operation (<c>source + destination</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendOperation.Subtract">
            <summary>
            <para>Subtractive blending operation (<c>source - destination</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendOperation.ReverseSubtract">
            <summary>
            <para>Reverse subtractive blending operation (<c>destination - source</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendOperation.Minimum">
            <summary>
            <para>Minimum blending operation (keep the lowest value of the two).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendOperation.Maximum">
            <summary>
            <para>Maximum blending operation (keep the highest value of the two).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.BlendOperation.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.BlendOperation"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.InitialAction.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.InitialAction"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.FinalAction.Read">
            <summary>
            <para>Store the texture for reading and make it read-only if it has the <see cref="F:Godot.RenderingDevice.TextureUsageBits.SamplingBit"/> bit (only applies to color, depth and stencil attachments).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.FinalAction.Discard">
            <summary>
            <para>Discard the texture data and make it read-only if it has the <see cref="F:Godot.RenderingDevice.TextureUsageBits.SamplingBit"/> bit (only applies to color, depth and stencil attachments).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.FinalAction.Continue">
            <summary>
            <para>Store the texture and continue for further processing. Similar to <see cref="F:Godot.RenderingDevice.FinalAction.Read"/>, but does not make the texture read-only if it has the <see cref="F:Godot.RenderingDevice.TextureUsageBits.SamplingBit"/> bit.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.FinalAction.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.FinalAction"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.ShaderStage.Vertex">
            <summary>
            <para>Vertex shader stage. This can be used to manipulate vertices from a shader (but not create new vertices).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.ShaderStage.Fragment">
            <summary>
            <para>Fragment shader stage (called "pixel shader" in Direct3D). This can be used to manipulate pixels from a shader.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.ShaderStage.TesselationControl">
            <summary>
            <para>Tessellation control shader stage. This can be used to create additional geometry from a shader.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.ShaderStage.TesselationEvaluation">
            <summary>
            <para>Tessellation evaluation shader stage. This can be used to create additional geometry from a shader.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.ShaderStage.Compute">
            <summary>
            <para>Compute shader stage. This can be used to run arbitrary computing tasks in a shader, performing them on the GPU instead of the CPU.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.ShaderStage.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingDevice.ShaderStage"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.ShaderStage.VertexBit">
            <summary>
            <para>Vertex shader stage bit (see also <see cref="F:Godot.RenderingDevice.ShaderStage.Vertex"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.ShaderStage.FragmentBit">
            <summary>
            <para>Fragment shader stage bit (see also <see cref="F:Godot.RenderingDevice.ShaderStage.Fragment"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.ShaderStage.TesselationControlBit">
            <summary>
            <para>Tessellation control shader stage bit (see also <see cref="F:Godot.RenderingDevice.ShaderStage.TesselationControl"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.ShaderStage.TesselationEvaluationBit">
            <summary>
            <para>Tessellation evaluation shader stage bit (see also <see cref="F:Godot.RenderingDevice.ShaderStage.TesselationEvaluation"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.ShaderStage.ComputeBit">
            <summary>
            <para>Compute shader stage bit (see also <see cref="F:Godot.RenderingDevice.ShaderStage.Compute"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.ShaderLanguage.Glsl">
            <summary>
            <para>Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is the language used for core Godot shaders.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.ShaderLanguage.Hlsl">
            <summary>
            <para>Microsoft's High-Level Shading Language (used natively by Direct3D, but can also be used in Vulkan).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.PipelineSpecializationConstantType.Bool">
            <summary>
            <para>Boolean specialization constant.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.PipelineSpecializationConstantType.Int">
            <summary>
            <para>Integer specialization constant.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.PipelineSpecializationConstantType.Float">
            <summary>
            <para>Floating-point specialization constant.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxBoundUniformSets">
            <summary>
            <para>Maximum number of uniform sets that can be bound at a given time.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxFramebufferColorAttachments">
            <summary>
            <para>Maximum number of color framebuffer attachments that can be used at a given time.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxTexturesPerUniformSet">
            <summary>
            <para>Maximum number of textures that can be used per uniform set.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxSamplersPerUniformSet">
            <summary>
            <para>Maximum number of samplers that can be used per uniform set.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxStorageBuffersPerUniformSet">
            <summary>
            <para>Maximum number of <a href="https://vkguide.dev/docs/chapter-4/storage_buffers/">storage buffers</a> per uniform set.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxStorageImagesPerUniformSet">
            <summary>
            <para>Maximum number of storage images per uniform set.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxUniformBuffersPerUniformSet">
            <summary>
            <para>Maximum number of uniform buffers per uniform set.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxDrawIndexedIndex">
            <summary>
            <para>Maximum index for an indexed draw command.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxFramebufferHeight">
            <summary>
            <para>Maximum height of a framebuffer (in pixels).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxFramebufferWidth">
            <summary>
            <para>Maximum width of a framebuffer (in pixels).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxTextureArrayLayers">
            <summary>
            <para>Maximum number of texture array layers.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxTextureSize1D">
            <summary>
            <para>Maximum supported 1-dimensional texture size (in pixels on a single axis).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxTextureSize2D">
            <summary>
            <para>Maximum supported 2-dimensional texture size (in pixels on a single axis).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxTextureSize3D">
            <summary>
            <para>Maximum supported 3-dimensional texture size (in pixels on a single axis).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxTextureSizeCube">
            <summary>
            <para>Maximum supported cubemap texture size (in pixels on a single axis of a single face).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxTexturesPerShaderStage">
            <summary>
            <para>Maximum number of textures per shader stage.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxSamplersPerShaderStage">
            <summary>
            <para>Maximum number of samplers per shader stage.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxStorageBuffersPerShaderStage">
            <summary>
            <para>Maximum number of <a href="https://vkguide.dev/docs/chapter-4/storage_buffers/">storage buffers</a> per shader stage.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxStorageImagesPerShaderStage">
            <summary>
            <para>Maximum number of storage images per shader stage.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxUniformBuffersPerShaderStage">
            <summary>
            <para>Maximum number of uniform buffers per uniform set.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxPushConstantSize">
            <summary>
            <para>Maximum size of a push constant. A lot of devices are limited to 128 bytes, so try to avoid exceeding 128 bytes in push constants to ensure compatibility even if your GPU is reporting a higher value.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxUniformBufferSize">
            <summary>
            <para>Maximum size of a uniform buffer.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxVertexInputAttributeOffset">
            <summary>
            <para>Maximum vertex input attribute offset.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxVertexInputAttributes">
            <summary>
            <para>Maximum number of vertex input attributes.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxVertexInputBindings">
            <summary>
            <para>Maximum number of vertex input bindings.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxVertexInputBindingStride">
            <summary>
            <para>Maximum vertex input binding stride.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MinUniformBufferOffsetAlignment">
            <summary>
            <para>Minimum uniform buffer offset alignment.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxComputeSharedMemorySize">
            <summary>
            <para>Maximum shared memory size for compute shaders.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxComputeWorkgroupCountX">
            <summary>
            <para>Maximum number of workgroups for compute shaders on the X axis.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxComputeWorkgroupCountY">
            <summary>
            <para>Maximum number of workgroups for compute shaders on the Y axis.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxComputeWorkgroupCountZ">
            <summary>
            <para>Maximum number of workgroups for compute shaders on the Z axis.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxComputeWorkgroupInvocations">
            <summary>
            <para>Maximum number of workgroup invocations for compute shaders.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxComputeWorkgroupSizeX">
            <summary>
            <para>Maximum workgroup size for compute shaders on the X axis.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxComputeWorkgroupSizeY">
            <summary>
            <para>Maximum workgroup size for compute shaders on the Y axis.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxComputeWorkgroupSizeZ">
            <summary>
            <para>Maximum workgroup size for compute shaders on the Z axis.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxViewportDimensionsX">
            <summary>
            <para>Maximum viewport width (in pixels).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.Limit.MaxViewportDimensionsY">
            <summary>
            <para>Maximum viewport height (in pixels).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.MemoryType.Textures">
            <summary>
            <para>Memory taken by textures.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.MemoryType.Buffers">
            <summary>
            <para>Memory taken by buffers.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingDevice.MemoryType.Total">
            <summary>
            <para>Total memory taken. This is greater than the sum of <see cref="F:Godot.RenderingDevice.MemoryType.Textures"/> and <see cref="F:Godot.RenderingDevice.MemoryType.Buffers"/>, as it also includes miscellaneous memory usage.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.TextureCreate(Godot.RDTextureFormat,Godot.RDTextureView,Godot.Collections.Array{System.Byte[]})">
            <summary>
            <para>Creates a new texture. It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> Not to be confused with <see cref="M:Godot.RenderingServer.Texture2DCreate(Godot.Image)"/>, which creates the Godot-specific <see cref="T:Godot.Texture2D"/> resource as opposed to the graphics API's own texture type.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.TextureCreateShared(Godot.RDTextureView,Godot.Rid)">
            <summary>
            <para>Creates a shared texture using the specified <c>view</c> and the texture information from <c>withTexture</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.TextureCreateSharedFromSlice(Godot.RDTextureView,Godot.Rid,System.UInt32,System.UInt32,System.UInt32,Godot.RenderingDevice.TextureSliceType)">
            <summary>
            <para>Creates a shared texture using the specified <c>view</c> and the texture information from <c>withTexture</c>'s <c>layer</c> and <c>mipmap</c>. The number of included mipmaps from the original texture can be controlled using the <c>mipmaps</c> parameter. Only relevant for textures with multiple layers, such as 3D textures, texture arrays and cubemaps. For single-layer textures, use <see cref="M:Godot.RenderingDevice.TextureCreateShared(Godot.RDTextureView,Godot.Rid)"/></para>
            <para>For 2D textures (which only have one layer), <c>layer</c> must be <c>0</c>.</para>
            <para><b>Note:</b> Layer slicing is only supported for 2D texture arrays, not 3D textures or cubemaps.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.TextureUpdate(Godot.Rid,System.UInt32,System.Byte[],Godot.RenderingDevice.BarrierMask)">
            <summary>
            <para>Updates texture data with new data, replacing the previous data in place. The updated texture data must have the same dimensions and format. For 2D textures (which only have one layer), <c>layer</c> must be <c>0</c>. Returns <see cref="F:Godot.Error.Ok"/> if the update was successful, <see cref="F:Godot.Error.InvalidParameter"/> otherwise.</para>
            <para><b>Note:</b> Updating textures is forbidden during creation of a draw or compute list.</para>
            <para><b>Note:</b> The existing <c>texture</c> can't be updated while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to <see cref="F:Godot.RenderingDevice.FinalAction.Continue"/>) to update this texture.</para>
            <para><b>Note:</b> The existing <c>texture</c> requires the <see cref="F:Godot.RenderingDevice.TextureUsageBits.CanUpdateBit"/> to be updatable.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.TextureGetData(Godot.Rid,System.UInt32)">
            <summary>
            <para>Returns the <c>texture</c> data for the specified <c>layer</c> as raw binary data. For 2D textures (which only have one layer), <c>layer</c> must be <c>0</c>.</para>
            <para><b>Note:</b> <c>texture</c> can't be retrieved while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to <see cref="F:Godot.RenderingDevice.FinalAction.Continue"/>) to retrieve this texture. Otherwise, an error is printed and a empty <see cref="T:System.Byte"/>[] is returned.</para>
            <para><b>Note:</b> <c>texture</c> requires the <see cref="F:Godot.RenderingDevice.TextureUsageBits.CanCopyFromBit"/> to be retrieved. Otherwise, an error is printed and a empty <see cref="T:System.Byte"/>[] is returned.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.TextureIsFormatSupportedForUsage(Godot.RenderingDevice.DataFormat,Godot.RenderingDevice.TextureUsageBits)">
            <summary>
            <para>Returns <c>true</c> if the specified <c>format</c> is supported for the given <c>usageFlags</c>, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.TextureIsShared(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if the <c>texture</c> is shared, <c>false</c> otherwise. See <see cref="T:Godot.RDTextureView"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.TextureIsValid(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if the <c>texture</c> is valid, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.TextureCopy(Godot.Rid,Godot.Rid,Godot.Vector3,Godot.Vector3,Godot.Vector3,System.UInt32,System.UInt32,System.UInt32,System.UInt32,Godot.RenderingDevice.BarrierMask)">
            <summary>
            <para>Copies the <c>fromTexture</c> to <c>toTexture</c> with the specified <c>fromPos</c>, <c>toPos</c> and <c>size</c> coordinates. The Z axis of the <c>fromPos</c>, <c>toPos</c> and <c>size</c> must be <c>0</c> for 2-dimensional textures. Source and destination mipmaps/layers must also be specified, with these parameters being <c>0</c> for textures without mipmaps or single-layer textures. Returns <see cref="F:Godot.Error.Ok"/> if the texture copy was successful or <see cref="F:Godot.Error.InvalidParameter"/> otherwise.</para>
            <para><b>Note:</b> <c>fromTexture</c> texture can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to <see cref="F:Godot.RenderingDevice.FinalAction.Continue"/>) to copy this texture.</para>
            <para><b>Note:</b> <c>fromTexture</c> texture requires the <see cref="F:Godot.RenderingDevice.TextureUsageBits.CanCopyFromBit"/> to be retrieved.</para>
            <para><b>Note:</b> <c>toTexture</c> can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to <see cref="F:Godot.RenderingDevice.FinalAction.Continue"/>) to copy this texture.</para>
            <para><b>Note:</b> <c>toTexture</c> requires the <see cref="F:Godot.RenderingDevice.TextureUsageBits.CanCopyToBit"/> to be retrieved.</para>
            <para><b>Note:</b> <c>fromTexture</c> and <c>toTexture</c> must be of the same type (color or depth).</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.TextureClear(Godot.Rid,Godot.Color,System.UInt32,System.UInt32,System.UInt32,System.UInt32,Godot.RenderingDevice.BarrierMask)">
            <summary>
            <para>Clears the specified <c>texture</c> by replacing all of its pixels with the specified <c>color</c>. <c>baseMipmap</c> and <c>mipmapCount</c> determine which mipmaps of the texture are affected by this clear operation, while <c>baseLayer</c> and <c>layerCount</c> determine which layers of a 3D texture (or texture array) are affected by this clear operation. For 2D textures (which only have one layer by design), <c>baseLayer</c> and <c>layerCount</c> must both be <c>0</c>.</para>
            <para><b>Note:</b> <c>texture</c> can't be cleared while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to <see cref="F:Godot.RenderingDevice.FinalAction.Continue"/>) to clear this texture.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.TextureResolveMultisample(Godot.Rid,Godot.Rid,Godot.RenderingDevice.BarrierMask)">
            <summary>
            <para>Resolves the <c>fromTexture</c> texture onto <c>toTexture</c> with multisample antialiasing enabled. This must be used when rendering a framebuffer for MSAA to work. Returns <see cref="F:Godot.Error.Ok"/> if successful, <see cref="F:Godot.Error.InvalidParameter"/> otherwise.</para>
            <para><b>Note:</b> <c>fromTexture</c> and <c>toTexture</c> textures must have the same dimension, format and type (color or depth).</para>
            <para><b>Note:</b> <c>fromTexture</c> can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to <see cref="F:Godot.RenderingDevice.FinalAction.Continue"/>) to resolve this texture.</para>
            <para><b>Note:</b> <c>fromTexture</c> requires the <see cref="F:Godot.RenderingDevice.TextureUsageBits.CanCopyFromBit"/> to be retrieved.</para>
            <para><b>Note:</b> <c>fromTexture</c> must be multisampled and must also be 2D (or a slice of a 3D/cubemap texture).</para>
            <para><b>Note:</b> <c>toTexture</c> can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to <see cref="F:Godot.RenderingDevice.FinalAction.Continue"/>) to resolve this texture.</para>
            <para><b>Note:</b> <c>toTexture</c> texture requires the <see cref="F:Godot.RenderingDevice.TextureUsageBits.CanCopyToBit"/> to be retrieved.</para>
            <para><b>Note:</b> <c>toTexture</c> texture must <b>not</b> be multisampled and must also be 2D (or a slice of a 3D/cubemap texture).</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.FramebufferFormatCreate(Godot.Collections.Array{Godot.RDAttachmentFormat},System.UInt32)">
            <summary>
            <para>Creates a new framebuffer format with the specified <c>attachments</c> and <c>viewCount</c>. Returns the new framebuffer's unique framebuffer format ID.</para>
            <para>If <c>viewCount</c> is greater than or equal to <c>2</c>, enables multiview which is used for VR rendering. This requires support for the Vulkan multiview extension.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.FramebufferFormatCreateMultipass(Godot.Collections.Array{Godot.RDAttachmentFormat},Godot.Collections.Array{Godot.RDFramebufferPass},System.UInt32)">
            <summary>
            <para>Creates a multipass framebuffer format with the specified <c>attachments</c>, <c>passes</c> and <c>viewCount</c> and returns its ID. If <c>viewCount</c> is greater than or equal to <c>2</c>, enables multiview which is used for VR rendering. This requires support for the Vulkan multiview extension.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.FramebufferFormatCreateEmpty(Godot.RenderingDevice.TextureSamples)">
            <summary>
            <para>Creates a new empty framebuffer format with the specified number of <c>samples</c> and returns its ID.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.FramebufferFormatGetTextureSamples(System.Int64,System.UInt32)">
            <summary>
            <para>Returns the number of texture samples used for the given framebuffer <c>format</c> ID (returned by <see cref="M:Godot.RenderingDevice.FramebufferGetFormat(Godot.Rid)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.FramebufferCreate(Godot.Collections.Array{Godot.Rid},System.Int64,System.UInt32)">
            <summary>
            <para>Creates a new framebuffer. It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.FramebufferCreateMultipass(Godot.Collections.Array{Godot.Rid},Godot.Collections.Array{Godot.RDFramebufferPass},System.Int64,System.UInt32)">
            <summary>
            <para>Creates a new multipass framebuffer. It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.FramebufferCreateEmpty(Godot.Vector2I,Godot.RenderingDevice.TextureSamples,System.Int64)">
            <summary>
            <para>Creates a new empty framebuffer. It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.FramebufferGetFormat(Godot.Rid)">
            <summary>
            <para>Returns the format ID of the framebuffer specified by the <c>framebuffer</c> RID. This ID is guaranteed to be unique for the same formats and does not need to be freed.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.FramebufferIsValid(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if the framebuffer specified by the <c>framebuffer</c> RID is valid, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.SamplerCreate(Godot.RDSamplerState)">
            <summary>
            <para>Creates a new sampler. It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.SamplerIsFormatSupportedForFilter(Godot.RenderingDevice.DataFormat,Godot.RenderingDevice.SamplerFilter)">
            <summary>
            <para>Returns <c>true</c> if implementation supports using a texture of <c>format</c> with the given <c>samplerFilter</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.VertexBufferCreate(System.UInt32,System.Byte[],System.Boolean)">
            <summary>
            <para>It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
            <param name="data">If the parameter is null, then the default value is <c>Array.Empty&lt;byte&gt;()</c>.</param>
        </member>
        <member name="M:Godot.RenderingDevice.VertexFormatCreate(Godot.Collections.Array{Godot.RDVertexAttribute})">
            <summary>
            <para>Creates a new vertex format with the specified <c>vertexDescriptions</c>. Returns a unique vertex format ID corresponding to the newly created vertex format.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.VertexArrayCreate(System.UInt32,System.Int64,Godot.Collections.Array{Godot.Rid},System.Int64[])">
            <summary>
            <para>Creates a vertex array based on the specified buffers. Optionally, <c>offsets</c> (in bytes) may be defined for each buffer.</para>
            </summary>
            <param name="offsets">If the parameter is null, then the default value is <c>Array.Empty&lt;long&gt;()</c>.</param>
        </member>
        <member name="M:Godot.RenderingDevice.IndexBufferCreate(System.UInt32,Godot.RenderingDevice.IndexBufferFormat,System.Byte[],System.Boolean)">
            <summary>
            <para>Creates a new index buffer. It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
            <param name="data">If the parameter is null, then the default value is <c>Array.Empty&lt;byte&gt;()</c>.</param>
        </member>
        <member name="M:Godot.RenderingDevice.IndexArrayCreate(Godot.Rid,System.UInt32,System.UInt32)">
            <summary>
            <para>Creates a new index array. It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.ShaderCompileSpirVFromSource(Godot.RDShaderSource,System.Boolean)">
            <summary>
            <para>Compiles a SPIR-V from the shader source code in <c>shaderSource</c> and returns the SPIR-V as a <see cref="T:Godot.RDShaderSpirV"/>. This intermediate language shader is portable across different GPU models and driver versions, but cannot be run directly by GPUs until compiled into a binary shader using <see cref="M:Godot.RenderingDevice.ShaderCompileBinaryFromSpirV(Godot.RDShaderSpirV,System.String)"/>.</para>
            <para>If <c>allowCache</c> is <c>true</c>, make use of the shader cache generated by Godot. This avoids a potentially lengthy shader compilation step if the shader is already in cache. If <c>allowCache</c> is <c>false</c>, Godot's shader cache is ignored and the shader will always be recompiled.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.ShaderCompileBinaryFromSpirV(Godot.RDShaderSpirV,System.String)">
            <summary>
            <para>Compiles a binary shader from <c>spirVData</c> and returns the compiled binary data as a <see cref="T:System.Byte"/>[]. This compiled shader is specific to the GPU model and driver version used; it will not work on different GPU models or even different driver versions. See also <see cref="M:Godot.RenderingDevice.ShaderCompileSpirVFromSource(Godot.RDShaderSource,System.Boolean)"/>.</para>
            <para><c>name</c> is an optional human-readable name that can be given to the compiled shader for organizational purposes.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.ShaderCreateFromSpirV(Godot.RDShaderSpirV,System.String)">
            <summary>
            <para>Creates a new shader instance from SPIR-V intermediate code. It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method. See also <see cref="M:Godot.RenderingDevice.ShaderCompileSpirVFromSource(Godot.RDShaderSource,System.Boolean)"/> and <see cref="M:Godot.RenderingDevice.ShaderCreateFromBytecode(System.Byte[])"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.ShaderCreateFromBytecode(System.Byte[])">
            <summary>
            <para>Creates a new shader instance from a binary compiled shader. It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method. See also <see cref="M:Godot.RenderingDevice.ShaderCompileBinaryFromSpirV(Godot.RDShaderSpirV,System.String)"/> and <see cref="M:Godot.RenderingDevice.ShaderCreateFromSpirV(Godot.RDShaderSpirV,System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.UniformBufferCreate(System.UInt32,System.Byte[])">
            <summary>
            <para>It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
            <param name="data">If the parameter is null, then the default value is <c>Array.Empty&lt;byte&gt;()</c>.</param>
        </member>
        <member name="M:Godot.RenderingDevice.StorageBufferCreate(System.UInt32,System.Byte[],Godot.RenderingDevice.StorageBufferUsage)">
            <summary>
            <para>Creates a <a href="https://vkguide.dev/docs/chapter-4/storage_buffers/">storage buffer</a> with the specified <c>data</c> and <c>usage</c>. It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
            <param name="data">If the parameter is null, then the default value is <c>Array.Empty&lt;byte&gt;()</c>.</param>
        </member>
        <member name="M:Godot.RenderingDevice.TextureBufferCreate(System.UInt32,Godot.RenderingDevice.DataFormat,System.Byte[])">
            <summary>
            <para>Creates a new texture buffer. It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
            <param name="data">If the parameter is null, then the default value is <c>Array.Empty&lt;byte&gt;()</c>.</param>
        </member>
        <member name="M:Godot.RenderingDevice.UniformSetCreate(Godot.Collections.Array{Godot.RDUniform},Godot.Rid,System.UInt32)">
            <summary>
            <para>It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.BufferGetData(Godot.Rid,System.UInt32,System.UInt32)">
            <summary>
            <para>Returns a copy of the data of the specified <c>buffer</c>, optionally <c>offsetBytes</c> and <c>sizeBytes</c> can be set to copy only a portion of the buffer.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.RenderPipelineCreate(Godot.Rid,System.Int64,System.Int64,Godot.RenderingDevice.RenderPrimitive,Godot.RDPipelineRasterizationState,Godot.RDPipelineMultisampleState,Godot.RDPipelineDepthStencilState,Godot.RDPipelineColorBlendState,Godot.RenderingDevice.PipelineDynamicStateFlags,System.UInt32,Godot.Collections.Array{Godot.RDPipelineSpecializationConstant})">
            <summary>
            <para>Creates a new render pipeline. It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.RenderPipelineIsValid(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if the render pipeline specified by the <c>renderPipeline</c> RID is valid, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.ComputePipelineCreate(Godot.Rid,Godot.Collections.Array{Godot.RDPipelineSpecializationConstant})">
            <summary>
            <para>Creates a new compute pipeline. It can be accessed with the RID that is returned.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingDevice's <see cref="M:Godot.RenderingDevice.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.ComputePipelineIsValid(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if the compute pipeline specified by the <c>computePipeline</c> RID is valid, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.ScreenGetWidth(System.Int32)">
            <summary>
            <para>Returns the window width matching the graphics API context for the given window ID (in pixels). Despite the parameter being named <c>screen</c>, this returns the <i>window</i> size. See also <see cref="M:Godot.RenderingDevice.ScreenGetHeight(System.Int32)"/>.</para>
            <para><b>Note:</b> Only the main <see cref="T:Godot.RenderingDevice"/> returned by <see cref="M:Godot.RenderingServer.GetRenderingDevice"/> has a width. If called on a local <see cref="T:Godot.RenderingDevice"/>, this method prints an error and returns <see cref="F:Godot.RenderingDevice.InvalidId"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.ScreenGetHeight(System.Int32)">
            <summary>
            <para>Returns the window height matching the graphics API context for the given window ID (in pixels). Despite the parameter being named <c>screen</c>, this returns the <i>window</i> size. See also <see cref="M:Godot.RenderingDevice.ScreenGetWidth(System.Int32)"/>.</para>
            <para><b>Note:</b> Only the main <see cref="T:Godot.RenderingDevice"/> returned by <see cref="M:Godot.RenderingServer.GetRenderingDevice"/> has a height. If called on a local <see cref="T:Godot.RenderingDevice"/>, this method prints an error and returns <see cref="F:Godot.RenderingDevice.InvalidId"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.ScreenGetFramebufferFormat">
            <summary>
            <para>Returns the screen's framebuffer format.</para>
            <para><b>Note:</b> Only the main <see cref="T:Godot.RenderingDevice"/> returned by <see cref="M:Godot.RenderingServer.GetRenderingDevice"/> has a format. If called on a local <see cref="T:Godot.RenderingDevice"/>, this method prints an error and returns <see cref="F:Godot.RenderingDevice.InvalidId"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListBeginForScreen(System.Int32,System.Nullable{Godot.Color})">
            <summary>
            <para>High-level variant of <see cref="M:Godot.RenderingDevice.DrawListBegin(Godot.Rid,Godot.RenderingDevice.InitialAction,Godot.RenderingDevice.FinalAction,Godot.RenderingDevice.InitialAction,Godot.RenderingDevice.FinalAction,Godot.Color[],System.Single,System.UInt32,System.Nullable{Godot.Rect2},Godot.Collections.Array{Godot.Rid})"/>, with the parameters automtaically being adjusted for drawing onto the window specified by the <c>screen</c> ID.</para>
            <para><b>Note:</b> Cannot be used with local RenderingDevices, as these don't have a screen. If called on a local RenderingDevice, <see cref="M:Godot.RenderingDevice.DrawListBeginForScreen(System.Int32,System.Nullable{Godot.Color})"/> returns <see cref="F:Godot.RenderingDevice.InvalidId"/>.</para>
            </summary>
            <param name="clearColor">If the parameter is null, then the default value is <c>new Color(0, 0, 0, 1)</c>.</param>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListBegin(Godot.Rid,Godot.RenderingDevice.InitialAction,Godot.RenderingDevice.FinalAction,Godot.RenderingDevice.InitialAction,Godot.RenderingDevice.FinalAction,Godot.Color[],System.Single,System.UInt32,System.Nullable{Godot.Rect2},Godot.Collections.Array{Godot.Rid})">
            <summary>
            <para>Starts a list of raster drawing commands created with the <c>draw_*</c> methods. The returned value should be passed to other <c>draw_list_*</c> functions.</para>
            <para>Multiple draw lists cannot be created at the same time; you must finish the previous draw list first using <see cref="M:Godot.RenderingDevice.DrawListEnd(Godot.RenderingDevice.BarrierMask)"/>.</para>
            <para>A simple drawing operation might look like this (code is not a complete example):</para>
            <para><code>
            var rd = RenderingDevice.new()
            var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), Color(0, 0, 0, 0)]
            var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)
            
            # Draw opaque.
            rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)
            rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)
            rd.draw_list_set_push_constant(draw_list, raster_push_constant, raster_push_constant.size())
            rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)
            # Draw wire.
            rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)
            rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)
            rd.draw_list_set_push_constant(draw_list, raster_push_constant, raster_push_constant.size())
            rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)
            
            rd.draw_list_end()
            </code></para>
            </summary>
            <param name="clearColorValues">If the parameter is null, then the default value is <c>Array.Empty&lt;Color&gt;()</c>.</param>
            <param name="region">If the parameter is null, then the default value is <c>new Rect2(new Vector2(0, 0), new Vector2(0, 0))</c>.</param>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListBeginSplit(Godot.Rid,System.UInt32,Godot.RenderingDevice.InitialAction,Godot.RenderingDevice.FinalAction,Godot.RenderingDevice.InitialAction,Godot.RenderingDevice.FinalAction,Godot.Color[],System.Single,System.UInt32,System.Nullable{Godot.Rect2},Godot.Collections.Array{Godot.Rid})">
            <summary>
            <para>Variant of <see cref="M:Godot.RenderingDevice.DrawListBegin(Godot.Rid,Godot.RenderingDevice.InitialAction,Godot.RenderingDevice.FinalAction,Godot.RenderingDevice.InitialAction,Godot.RenderingDevice.FinalAction,Godot.Color[],System.Single,System.UInt32,System.Nullable{Godot.Rect2},Godot.Collections.Array{Godot.Rid})"/> with support for multiple splits. The <c>splits</c> parameter determines how many splits are created.</para>
            </summary>
            <param name="clearColorValues">If the parameter is null, then the default value is <c>Array.Empty&lt;Color&gt;()</c>.</param>
            <param name="region">If the parameter is null, then the default value is <c>new Rect2(new Vector2(0, 0), new Vector2(0, 0))</c>.</param>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListSetBlendConstants(System.Int64,Godot.Color)">
            <summary>
            <para>Sets blend constants for the specified <c>drawList</c> to <c>color</c>. Blend constants are used only if the graphics pipeline is created with <see cref="F:Godot.RenderingDevice.PipelineDynamicStateFlags.BlendConstants"/> flag set.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListBindRenderPipeline(System.Int64,Godot.Rid)">
            <summary>
            <para>Binds <c>renderPipeline</c> to the specified <c>drawList</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListBindUniformSet(System.Int64,Godot.Rid,System.UInt32)">
            <summary>
            <para>Binds <c>uniformSet</c> to the specified <c>drawList</c>. A <c>setIndex</c> must also be specified, which is an identifier starting from <c>0</c> that must match the one expected by the draw list.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListBindVertexArray(System.Int64,Godot.Rid)">
            <summary>
            <para>Binds <c>vertexArray</c> to the specified <c>drawList</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListBindIndexArray(System.Int64,Godot.Rid)">
            <summary>
            <para>Binds <c>indexArray</c> to the specified <c>drawList</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListSetPushConstant(System.Int64,System.Byte[],System.UInt32)">
            <summary>
            <para>Sets the push constant data to <c>buffer</c> for the specified <c>drawList</c>. The shader determines how this binary data is used. The buffer's size in bytes must also be specified in <c>sizeBytes</c> (this can be obtained by calling the <c>PackedByteArray.size</c> method on the passed <c>buffer</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListDraw(System.Int64,System.Boolean,System.UInt32,System.UInt32)">
            <summary>
            <para>Submits <c>drawList</c> for rendering on the GPU. This is the raster equivalent to <see cref="M:Godot.RenderingDevice.ComputeListDispatch(System.Int64,System.UInt32,System.UInt32,System.UInt32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListEnableScissor(System.Int64,System.Nullable{Godot.Rect2})">
            <summary>
            <para>Creates a scissor rectangle and enables it for the specified <c>drawList</c>. Scissor rectangles are used for clipping by discarding fragments that fall outside a specified rectangular portion of the screen. See also <see cref="M:Godot.RenderingDevice.DrawListDisableScissor(System.Int64)"/>.</para>
            <para><b>Note:</b> The specified <c>rect</c> is automatically intersected with the screen's dimensions, which means it cannot exceed the screen's dimensions.</para>
            </summary>
            <param name="rect">If the parameter is null, then the default value is <c>new Rect2(new Vector2(0, 0), new Vector2(0, 0))</c>.</param>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListDisableScissor(System.Int64)">
            <summary>
            <para>Removes and disables the scissor rectangle for the specified <c>drawList</c>. See also <see cref="M:Godot.RenderingDevice.DrawListEnableScissor(System.Int64,System.Nullable{Godot.Rect2})"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListSwitchToNextPass">
            <summary>
            <para>Switches to the next draw pass and returns the split's ID. Equivalent to <see cref="M:Godot.RenderingDevice.DrawListSwitchToNextPassSplit(System.UInt32)"/> with <c>splits</c> set to <c>1</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListSwitchToNextPassSplit(System.UInt32)">
            <summary>
            <para>Switches to the next draw pass, with the number of splits allocated specified in <c>splits</c>. The return value is an array containing the ID of each split. For single-split usage, see <see cref="M:Godot.RenderingDevice.DrawListSwitchToNextPass"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawListEnd(Godot.RenderingDevice.BarrierMask)">
            <summary>
            <para>Finishes a list of raster drawing commands created with the <c>draw_*</c> methods.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.ComputeListBegin(System.Boolean)">
            <summary>
            <para>Starts a list of compute commands created with the <c>compute_*</c> methods. The returned value should be passed to other <c>compute_list_*</c> functions.</para>
            <para>If <c>allowDrawOverlap</c> is <c>true</c>, you may have one draw list running at the same time as one compute list. Multiple compute lists cannot be created at the same time; you must finish the previous compute list first using <see cref="M:Godot.RenderingDevice.ComputeListEnd(Godot.RenderingDevice.BarrierMask)"/>.</para>
            <para>A simple compute operation might look like this (code is not a complete example):</para>
            <para><code>
            var rd = RenderingDevice.new()
            var compute_list = rd.compute_list_begin()
            
            rd.compute_list_bind_compute_pipeline(compute_list, compute_shader_dilate_pipeline)
            rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0)
            rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1)
            
            for i in atlas_slices:
                rd.compute_list_set_push_constant(compute_list, push_constant, push_constant.size())
                rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, group_size.z)
                # No barrier, let them run all together.
            
            rd.compute_list_end()
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.ComputeListSetPushConstant(System.Int64,System.Byte[],System.UInt32)">
            <summary>
            <para>Sets the push constant data to <c>buffer</c> for the specified <c>computeList</c>. The shader determines how this binary data is used. The buffer's size in bytes must also be specified in <c>sizeBytes</c> (this can be obtained by calling the <c>PackedByteArray.size</c> method on the passed <c>buffer</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.ComputeListDispatch(System.Int64,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>Submits the compute list for processing on the GPU. This is the compute equivalent to <see cref="M:Godot.RenderingDevice.DrawListDraw(System.Int64,System.Boolean,System.UInt32,System.UInt32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.ComputeListEnd(Godot.RenderingDevice.BarrierMask)">
            <summary>
            <para>Finishes a list of compute commands created with the <c>compute_*</c> methods.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.FreeRid(Godot.Rid)">
            <summary>
            <para>Tries to free an object in the RenderingDevice. To avoid memory leaks, this should be called after using an object as memory management does not occur automatically when using RenderingDevice directly.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.CaptureTimestamp(System.String)">
            <summary>
            <para>Creates a timestamp marker with the specified <c>name</c>. This is used for performance reporting with the <see cref="M:Godot.RenderingDevice.GetCapturedTimestampCpuTime(System.UInt32)"/>, <see cref="M:Godot.RenderingDevice.GetCapturedTimestampGpuTime(System.UInt32)"/> and <see cref="M:Godot.RenderingDevice.GetCapturedTimestampName(System.UInt32)"/> methods.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.GetCapturedTimestampsCount">
            <summary>
            <para>Returns the total number of timestamps (rendering steps) available for profiling.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.GetCapturedTimestampsFrame">
            <summary>
            <para>Returns the index of the last frame rendered that has rendering timestamps available for querying.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.GetCapturedTimestampGpuTime(System.UInt32)">
            <summary>
            <para>Returns the timestamp in GPU time for the rendering step specified by <c>index</c> (in microseconds since the engine started). See also <see cref="M:Godot.RenderingDevice.GetCapturedTimestampCpuTime(System.UInt32)"/> and <see cref="M:Godot.RenderingDevice.CaptureTimestamp(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.GetCapturedTimestampCpuTime(System.UInt32)">
            <summary>
            <para>Returns the timestamp in CPU time for the rendering step specified by <c>index</c> (in microseconds since the engine started). See also <see cref="M:Godot.RenderingDevice.GetCapturedTimestampGpuTime(System.UInt32)"/> and <see cref="M:Godot.RenderingDevice.CaptureTimestamp(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.GetCapturedTimestampName(System.UInt32)">
            <summary>
            <para>Returns the timestamp's name for the rendering step specified by <c>index</c>. See also <see cref="M:Godot.RenderingDevice.CaptureTimestamp(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.LimitGet(Godot.RenderingDevice.Limit)">
            <summary>
            <para>Returns the value of the specified <c>limit</c>. This limit varies depending on the current graphics hardware (and sometimes the driver version). If the given limit is exceeded, rendering errors will occur.</para>
            <para>Limits for various graphics hardware can be found in the <a href="https://vulkan.gpuinfo.org/">Vulkan Hardware Database</a>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.GetFrameDelay">
            <summary>
            <para>Returns the frame count kept by the graphics API. Higher values result in higher input lag, but with more consistent throughput. For the main <see cref="T:Godot.RenderingDevice"/>, frames are cycled (usually 3 with triple-buffered V-Sync enabled). However, local <see cref="T:Godot.RenderingDevice"/>s only have 1 frame.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.Submit">
            <summary>
            <para>Pushes the frame setup and draw command buffers then marks the local device as currently processing (which allows calling <see cref="M:Godot.RenderingDevice.Sync"/>).</para>
            <para><b>Note:</b> Only available in local RenderingDevices.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.Sync">
            <summary>
            <para>Forces a synchronization between the CPU and GPU, which may be required in certain cases. Only call this when needed, as CPU-GPU synchronization has a performance cost.</para>
            <para><b>Note:</b> Only available in local RenderingDevices.</para>
            <para><b>Note:</b> <see cref="M:Godot.RenderingDevice.Sync"/> can only be called after a <see cref="M:Godot.RenderingDevice.Submit"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.Barrier(Godot.RenderingDevice.BarrierMask,Godot.RenderingDevice.BarrierMask)">
            <summary>
            <para>Puts a memory barrier in place. This is used for synchronization to avoid data races. See also <see cref="M:Godot.RenderingDevice.FullBarrier"/>, which may be useful for debugging.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.FullBarrier">
            <summary>
            <para>Puts a <i>full</i> memory barrier in place. This is a memory <see cref="M:Godot.RenderingDevice.Barrier(Godot.RenderingDevice.BarrierMask,Godot.RenderingDevice.BarrierMask)"/> with all flags enabled. <see cref="M:Godot.RenderingDevice.FullBarrier"/> it should only be used for debugging as it can severely impact performance.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.CreateLocalDevice">
            <summary>
            <para>Create a new local <see cref="T:Godot.RenderingDevice"/>. This is most useful for performing compute operations on the GPU independently from the rest of the engine.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.SetResourceName(Godot.Rid,System.String)">
            <summary>
            <para>Sets the resource name for <c>id</c> to <c>name</c>. This is used for debugging with third-party tools such as <a href="https://renderdoc.org/">RenderDoc</a>.</para>
            <para>The following types of resources can be named: texture, sampler, vertex buffer, index buffer, uniform buffer, texture buffer, storage buffer, uniform set buffer, shader, render pipeline and compute pipeline. Framebuffers cannot be named. Attempting to name an incompatible resource type will print an error.</para>
            <para><b>Note:</b> Resource names are only set when the engine runs in verbose mode (<see cref="M:Godot.OS.IsStdOutVerbose"/> = <c>true</c>), or when using an engine build compiled with the <c>dev_mode=yes</c> SCons option. The graphics driver must also support the <c>VK_EXT_DEBUG_UTILS_EXTENSION_NAME</c> Vulkan extension for named resources to work.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawCommandBeginLabel(System.String,Godot.Color)">
            <summary>
            <para>Create a command buffer debug label region that can be displayed in third-party tools such as <a href="https://renderdoc.org/">RenderDoc</a>. All regions must be ended with a <see cref="M:Godot.RenderingDevice.DrawCommandEndLabel"/> call. When viewed from the linear series of submissions to a single queue, calls to <see cref="M:Godot.RenderingDevice.DrawCommandBeginLabel(System.String,Godot.Color)"/> and <see cref="M:Godot.RenderingDevice.DrawCommandEndLabel"/> must be matched and balanced.</para>
            <para>The <c>VK_EXT_DEBUG_UTILS_EXTENSION_NAME</c> Vulkan extension must be available and enabled for command buffer debug label region to work. See also <see cref="M:Godot.RenderingDevice.DrawCommandInsertLabel(System.String,Godot.Color)"/> and <see cref="M:Godot.RenderingDevice.DrawCommandEndLabel"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawCommandInsertLabel(System.String,Godot.Color)">
            <summary>
            <para>Inserts a command buffer debug label region in the current command buffer. Unlike <see cref="M:Godot.RenderingDevice.DrawCommandBeginLabel(System.String,Godot.Color)"/>, this region should not be ended with a <see cref="M:Godot.RenderingDevice.DrawCommandEndLabel"/> call.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.DrawCommandEndLabel">
            <summary>
            <para>Ends the command buffer debug label region started by a <see cref="M:Godot.RenderingDevice.DrawCommandBeginLabel(System.String,Godot.Color)"/> call.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.GetDeviceVendorName">
            <summary>
            <para>Returns the vendor of the video adapter (e.g. "NVIDIA Corporation"). Equivalent to <see cref="M:Godot.RenderingServer.GetVideoAdapterVendor"/>. See also <see cref="M:Godot.RenderingDevice.GetDeviceName"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.GetDeviceName">
            <summary>
            <para>Returns the name of the video adapter (e.g. "GeForce GTX 1080/PCIe/SSE2"). Equivalent to <see cref="M:Godot.RenderingServer.GetVideoAdapterName"/>. See also <see cref="M:Godot.RenderingDevice.GetDeviceVendorName"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.GetDevicePipelineCacheUuid">
            <summary>
            <para>Returns the universally unique identifier for the pipeline cache. This is used to cache shader files on disk, which avoids shader recompilations on subsequent engine runs. This UUID varies depending on the graphics card model, but also the driver version. Therefore, updating graphics drivers will invalidate the shader cache.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.GetMemoryUsage(Godot.RenderingDevice.MemoryType)">
            <summary>
            <para>Returns the memory usage in bytes corresponding to the given <c>type</c>. When using Vulkan, these statistics are calculated by <a href="https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator">Vulkan Memory Allocator</a>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingDevice.GetDriverResource(Godot.RenderingDevice.DriverResource,Godot.Rid,System.UInt64)">
            <summary>
            <para>Returns the unique identifier of the driver <c>resource</c> for the specified <c>rid</c>. Some driver resource types ignore the specified <c>rid</c> (see <see cref="T:Godot.RenderingDevice.DriverResource"/> descriptions). <c>index</c> is always ignored but must be specified anyway.</para>
            </summary>
        </member>
        <member name="T:Godot.RenderingServer">
            <summary>
            <para>The rendering server is the API backend for everything visible. The whole scene system mounts on it to display. The rendering server is completely opaque: the internals are entirely implementation-specific and cannot be accessed.</para>
            <para>The rendering server can be used to bypass the scene/<see cref="T:Godot.Node"/> system entirely. This can improve performance in cases where the scene system is the bottleneck, but won't improve performance otherwise (for instance, if the GPU is already fully utilized).</para>
            <para>Resources are created using the <c>*_create</c> functions. These functions return <see cref="T:Godot.Rid"/>s which are not references to the objects themselves, but opaque <i>pointers</i> towards these objects.</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.RenderingServer.ViewportCreate"/>. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using <see cref="M:Godot.RenderingServer.ViewportSetScenario(Godot.Rid,Godot.Rid)"/> or <see cref="M:Godot.RenderingServer.ViewportAttachCanvas(Godot.Rid,Godot.Rid)"/>.</para>
            <para><b>Scenarios:</b> In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the rendering server from a running game, the scenario can be accessed from the scene tree from any <see cref="T:Godot.Node3D"/> node with <see cref="M:Godot.Node3D.GetWorld3D"/>. Otherwise, a scenario can be created with <see cref="M:Godot.RenderingServer.ScenarioCreate"/>.</para>
            <para>Similarly, in 2D, a canvas is needed to draw all canvas items.</para>
            <para><b>3D:</b> 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.RenderingServer.InstanceSetBase(Godot.Rid,Godot.Rid)"/>. The instance must also be attached to the scenario using <see cref="M:Godot.RenderingServer.InstanceSetScenario(Godot.Rid,Godot.Rid)"/> in order to be visible. RenderingServer methods that don't have a prefix are usually 3D-specific (but not always).</para>
            <para><b>2D:</b> 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. 2D-specific RenderingServer methods generally start with <c>canvas_*</c>.</para>
            <para><b>Headless mode:</b> Starting the engine with the <c>--headless</c> <a href="$DOCS_URL/tutorials/editor/command_line_tutorial.html">command line argument</a> disables all rendering and window management functions. Most functions from <see cref="T:Godot.RenderingServer"/> will return dummy values in this case.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.NoIndexArray">
            <summary>
            <para>Marks an error that shows that the index array is empty.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayWeightsSize">
            <summary>
            <para>Number of weights/bones per vertex.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemZMin">
            <summary>
            <para>The minimum Z-layer for canvas items.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemZMax">
            <summary>
            <para>The maximum Z-layer for canvas items.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.MaxGlowLevels">
            <summary>
            <para>The maximum number of glow levels that can be used with the glow post-processing effect.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.MaxCursors">
            <summary>
            <para><i>Deprecated.</i> This constant is unused.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.Max2DDirectionalLights">
            <summary>
            <para>The maximum number of directional lights that can be rendered at a given time in 2D.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.MaterialRenderPriorityMin">
            <summary>
            <para>The minimum renderpriority of all materials.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.MaterialRenderPriorityMax">
            <summary>
            <para>The maximum renderpriority of all materials.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayCustomCount">
            <summary>
            <para>The number of custom data arrays available (<see cref="F:Godot.RenderingServer.ArrayType.Custom0"/>, <see cref="F:Godot.RenderingServer.ArrayType.Custom1"/>, <see cref="F:Godot.RenderingServer.ArrayType.Custom2"/>, <see cref="F:Godot.RenderingServer.ArrayType.Custom3"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.TextureLayeredType.Layered2DArray">
            <summary>
            <para>Array of 2-dimensional textures (see <see cref="T:Godot.Texture2DArray"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.TextureLayeredType.Cubemap">
            <summary>
            <para>Cubemap texture (see <see cref="T:Godot.Cubemap"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.TextureLayeredType.CubemapArray">
            <summary>
            <para>Array of cubemap textures (see <see cref="T:Godot.CubemapArray"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CubeMapLayer.Left">
            <summary>
            <para>Left face of a <see cref="T:Godot.Cubemap"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CubeMapLayer.Right">
            <summary>
            <para>Right face of a <see cref="T:Godot.Cubemap"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CubeMapLayer.Bottom">
            <summary>
            <para>Bottom face of a <see cref="T:Godot.Cubemap"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CubeMapLayer.Top">
            <summary>
            <para>Top face of a <see cref="T:Godot.Cubemap"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CubeMapLayer.Front">
            <summary>
            <para>Front face of a <see cref="T:Godot.Cubemap"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CubeMapLayer.Back">
            <summary>
            <para>Back face of a <see cref="T:Godot.Cubemap"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShaderMode.Spatial">
            <summary>
            <para>Shader is a 3D shader.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShaderMode.CanvasItem">
            <summary>
            <para>Shader is a 2D shader.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShaderMode.Particles">
            <summary>
            <para>Shader is a particle shader (can be used in both 2D and 3D).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShaderMode.Sky">
            <summary>
            <para>Shader is a 3D sky shader.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShaderMode.Fog">
            <summary>
            <para>Shader is a 3D fog shader.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShaderMode.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ShaderMode"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.Vertex">
            <summary>
            <para>Array is a vertex position array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.Normal">
            <summary>
            <para>Array is a normal array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.Tangent">
            <summary>
            <para>Array is a tangent array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.Color">
            <summary>
            <para>Array is a vertex color array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.TexUV">
            <summary>
            <para>Array is a UV coordinates array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.TexUV2">
            <summary>
            <para>Array is a UV coordinates array for the second set of UV coordinates.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.Custom0">
            <summary>
            <para>Array is a custom data array for the first set of custom data.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.Custom1">
            <summary>
            <para>Array is a custom data array for the second set of custom data.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.Custom2">
            <summary>
            <para>Array is a custom data array for the third set of custom data.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.Custom3">
            <summary>
            <para>Array is a custom data array for the fourth set of custom data.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.Bones">
            <summary>
            <para>Array contains bone information.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.Weights">
            <summary>
            <para>Array is weight information.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.Index">
            <summary>
            <para>Array is an index array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ArrayType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayCustomFormat.Rgba8Unorm">
            <summary>
            <para>Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. Values are normalized, unsigned floating-point in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayCustomFormat.Rgba8Snorm">
            <summary>
            <para>Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. Values are normalized, signed floating-point in the <c>[-1.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayCustomFormat.RgHalf">
            <summary>
            <para>Custom data array contains 16-bit-per-channel red/green color data. Values are floating-point in half precision.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayCustomFormat.RgbaHalf">
            <summary>
            <para>Custom data array contains 16-bit-per-channel red/green/blue/alpha color data. Values are floating-point in half precision.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayCustomFormat.RFloat">
            <summary>
            <para>Custom data array contains 32-bit-per-channel red color data. Values are floating-point in single precision.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayCustomFormat.RgFloat">
            <summary>
            <para>Custom data array contains 32-bit-per-channel red/green color data. Values are floating-point in single precision.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayCustomFormat.RgbFloat">
            <summary>
            <para>Custom data array contains 32-bit-per-channel red/green/blue color data. Values are floating-point in single precision.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayCustomFormat.RgbaFloat">
            <summary>
            <para>Custom data array contains 32-bit-per-channel red/green/blue/alpha color data. Values are floating-point in single precision.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayCustomFormat.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ArrayCustomFormat"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FormatVertex">
            <summary>
            <para>Flag used to mark a vertex position array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FormatNormal">
            <summary>
            <para>Flag used to mark a normal array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FormatTangent">
            <summary>
            <para>Flag used to mark a tangent array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FormatColor">
            <summary>
            <para>Flag used to mark a vertex color array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FormatTexUV">
            <summary>
            <para>Flag used to mark a UV coordinates array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FormatTexUV2">
            <summary>
            <para>Flag used to mark a UV coordinates array for the second UV coordinates.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FormatCustom0">
            <summary>
            <para>Flag used to mark an array of custom per-vertex data for the first set of custom data.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FormatCustom1">
            <summary>
            <para>Flag used to mark an array of custom per-vertex data for the second set of custom data.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FormatCustom2">
            <summary>
            <para>Flag used to mark an array of custom per-vertex data for the third set of custom data.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FormatCustom3">
            <summary>
            <para>Flag used to mark an array of custom per-vertex data for the fourth set of custom data.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FormatBones">
            <summary>
            <para>Flag used to mark a bone information array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FormatWeights">
            <summary>
            <para>Flag used to mark a weights array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FormatIndex">
            <summary>
            <para>Flag used to mark an index array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FlagUse2DVertices">
            <summary>
            <para>Flag used to mark that the array contains 2D vertices.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ArrayFormat.FlagUse8BoneWeights">
            <summary>
            <para>Flag used to mark that the array uses 8 bone weighs instead of 4.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.PrimitiveType.Points">
            <summary>
            <para>Primitive to draw consists of points.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.PrimitiveType.Lines">
            <summary>
            <para>Primitive to draw consists of lines.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.PrimitiveType.LineStrip">
            <summary>
            <para>Primitive to draw consists of a line strip from start to end.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.PrimitiveType.Triangles">
            <summary>
            <para>Primitive to draw consists of triangles.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.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.RenderingServer.PrimitiveType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.PrimitiveType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.BlendShapeMode.Normalized">
            <summary>
            <para>Blend shapes are normalized.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.BlendShapeMode.Relative">
            <summary>
            <para>Blend shapes are relative to base weight.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.MultimeshTransformFormat.Transform2D">
            <summary>
            <para>Use <see cref="T:Godot.Transform2D"/> to store MultiMesh transform.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.MultimeshTransformFormat.Transform3D">
            <summary>
            <para>Use <see cref="T:Godot.Transform3D"/> to store MultiMesh transform.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightProjectorFilter.Nearest">
            <summary>
            <para>Nearest-neighbor filter for light projectors (use for pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightProjectorFilter.Linear">
            <summary>
            <para>Linear filter for light projectors (use for non-pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightProjectorFilter.NearestMipmaps">
            <summary>
            <para>Nearest-neighbor filter for light projectors (use for pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightProjectorFilter.LinearMipmaps">
            <summary>
            <para>Linear filter for light projectors (use for non-pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightProjectorFilter.NearestMipmapsAnisotropic">
            <summary>
            <para>Nearest-neighbor filter for light projectors (use for pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by <c>ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightProjectorFilter.LinearMipmapsAnisotropic">
            <summary>
            <para>Linear filter for light projectors (use for non-pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by <c>ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightType.Directional">
            <summary>
            <para>Directional (sun/moon) light (see <see cref="T:Godot.DirectionalLight3D"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightType.Omni">
            <summary>
            <para>Omni light (see <see cref="T:Godot.OmniLight3D"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightType.Spot">
            <summary>
            <para>Spot light (see <see cref="T:Godot.SpotLight3D"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.Energy">
            <summary>
            <para>The light's energy multiplier.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.IndirectEnergy">
            <summary>
            <para>The light's indirect energy multiplier (final indirect energy is <see cref="F:Godot.RenderingServer.LightParam.Energy"/> * <see cref="F:Godot.RenderingServer.LightParam.IndirectEnergy"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.VolumetricFogEnergy">
            <summary>
            <para>The light's volumetric fog energy multiplier (final volumetric fog energy is <see cref="F:Godot.RenderingServer.LightParam.Energy"/> * <see cref="F:Godot.RenderingServer.LightParam.VolumetricFogEnergy"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.Specular">
            <summary>
            <para>The light's influence on specularity.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.Range">
            <summary>
            <para>The light's range.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.Size">
            <summary>
            <para>The size of the light when using spot light or omni light. The angular size of the light when using directional light.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.Attenuation">
            <summary>
            <para>The light's attenuation.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.SpotAngle">
            <summary>
            <para>The spotlight's angle.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.SpotAttenuation">
            <summary>
            <para>The spotlight's attenuation.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.ShadowMaxDistance">
            <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="F:Godot.RenderingServer.LightParam.ShadowSplit1Offset">
            <summary>
            <para>Proportion of shadow atlas occupied by the first split.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.ShadowSplit2Offset">
            <summary>
            <para>Proportion of shadow atlas occupied by the second split.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.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.RenderingServer.LightParam.ShadowFadeStart">
            <summary>
            <para>Proportion of shadow max distance where the shadow will start to fade out.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.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.RenderingServer.LightParam.ShadowBias">
            <summary>
            <para>Bias the shadow lookup to fix self-shadowing artifacts.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.ShadowPancakeSize">
            <summary>
            <para>Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow's camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to <c>0</c> turns off the pancaking effect.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.ShadowOpacity">
            <summary>
            <para>The light's shadow opacity. Values lower than <c>1.0</c> make the light appear through shadows. This can be used to fake global illumination at a low performance cost.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.ShadowBlur">
            <summary>
            <para>Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightParam.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.LightParam"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightBakeMode.Disabled">
            <summary>
            <para>Light is ignored when baking. This is the fastest mode, but the light will be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightBakeMode.Static">
            <summary>
            <para>Light is taken into account in static baking (<see cref="T:Godot.VoxelGI"/>, <see cref="T:Godot.LightmapGI"/>, SDFGI (<see cref="P:Godot.Environment.SdfgiEnabled"/>)). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightBakeMode.Dynamic">
            <summary>
            <para>Light is taken into account in dynamic baking (<see cref="T:Godot.VoxelGI"/> and SDFGI (<see cref="P:Godot.Environment.SdfgiEnabled"/>) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to <see cref="F:Godot.RenderingServer.LightBakeMode.Static"/>. This has a greater performance cost compared to <see cref="F:Godot.RenderingServer.LightBakeMode.Static"/>. When using SDFGI, the update speed of dynamic lights is affected by <c>ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightOmniShadowMode.DualParaboloid">
            <summary>
            <para>Use a dual paraboloid shadow map for omni lights.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.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.RenderingServer.LightDirectionalShadowMode.Orthogonal">
            <summary>
            <para>Use orthogonal shadow projection for directional light.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightDirectionalShadowMode.Parallel2Splits">
            <summary>
            <para>Use 2 splits for shadow projection when using directional light.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightDirectionalShadowMode.Parallel4Splits">
            <summary>
            <para>Use 4 splits for shadow projection when using directional light.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightDirectionalSkyMode.LightAndSky">
            <summary>
            <para>Use DirectionalLight3D in both sky rendering and scene lighting.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightDirectionalSkyMode.LightOnly">
            <summary>
            <para>Only use DirectionalLight3D in scene lighting.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.LightDirectionalSkyMode.SkyOnly">
            <summary>
            <para>Only use DirectionalLight3D in sky rendering.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShadowQuality.Hard">
            <summary>
            <para>Lowest shadow filtering quality (fastest). Soft shadows are not available with this quality setting, which means the <see cref="P:Godot.Light3D.ShadowBlur"/> property is ignored if <see cref="P:Godot.Light3D.LightSize"/> and <see cref="P:Godot.Light3D.LightAngularDistance"/> is <c>0.0</c>.</para>
            <para><b>Note:</b> The variable shadow blur performed by <see cref="P:Godot.Light3D.LightSize"/> and <see cref="P:Godot.Light3D.LightAngularDistance"/> is still effective when using hard shadow filtering. In this case, <see cref="P:Godot.Light3D.ShadowBlur"/> <i>is</i> taken into account. However, the results will not be blurred, instead the blur amount is treated as a maximum radius for the penumbra.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShadowQuality.SoftVeryLow">
            <summary>
            <para>Very low shadow filtering quality (faster). When using this quality setting, <see cref="P:Godot.Light3D.ShadowBlur"/> is automatically multiplied by 0.75× to avoid introducing too much noise. This division only applies to lights whose <see cref="P:Godot.Light3D.LightSize"/> or <see cref="P:Godot.Light3D.LightAngularDistance"/> is <c>0.0</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShadowQuality.SoftLow">
            <summary>
            <para>Low shadow filtering quality (fast).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShadowQuality.SoftMedium">
            <summary>
            <para>Medium low shadow filtering quality (average).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShadowQuality.SoftHigh">
            <summary>
            <para>High low shadow filtering quality (slow). When using this quality setting, <see cref="P:Godot.Light3D.ShadowBlur"/> is automatically multiplied by 1.5× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose <see cref="P:Godot.Light3D.LightSize"/> or <see cref="P:Godot.Light3D.LightAngularDistance"/> is <c>0.0</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShadowQuality.SoftUltra">
            <summary>
            <para>Highest low shadow filtering quality (slowest). When using this quality setting, <see cref="P:Godot.Light3D.ShadowBlur"/> is automatically multiplied by 2× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose <see cref="P:Godot.Light3D.LightSize"/> or <see cref="P:Godot.Light3D.LightAngularDistance"/> is <c>0.0</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShadowQuality.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ShadowQuality"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ReflectionProbeUpdateMode.Once">
            <summary>
            <para>Reflection probe will update reflections once and then stop.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.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.RenderingServer.ReflectionProbeAmbientMode.Disabled">
            <summary>
            <para>Do not apply any ambient lighting inside the reflection probe's box defined by its size.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ReflectionProbeAmbientMode.Environment">
            <summary>
            <para>Apply automatically-sourced environment lighting inside the reflection probe's box defined by its size.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ReflectionProbeAmbientMode.Color">
            <summary>
            <para>Apply custom ambient lighting inside the reflection probe's box defined by its size. See <see cref="M:Godot.RenderingServer.ReflectionProbeSetAmbientColor(Godot.Rid,Godot.Color)"/> and <see cref="M:Godot.RenderingServer.ReflectionProbeSetAmbientEnergy(Godot.Rid,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DecalTexture.Albedo">
            <summary>
            <para>Albedo texture slot in a decal (<see cref="P:Godot.Decal.TextureAlbedo"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DecalTexture.Normal">
            <summary>
            <para>Normal map texture slot in a decal (<see cref="P:Godot.Decal.TextureNormal"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DecalTexture.Orm">
            <summary>
            <para>Occlusion/Roughness/Metallic texture slot in a decal (<see cref="P:Godot.Decal.TextureOrm"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DecalTexture.Emission">
            <summary>
            <para>Emission texture slot in a decal (<see cref="P:Godot.Decal.TextureEmission"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DecalTexture.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.DecalTexture"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DecalFilter.Nearest">
            <summary>
            <para>Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DecalFilter.Linear">
            <summary>
            <para>Linear filter for decals (use for non-pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DecalFilter.NearestMipmaps">
            <summary>
            <para>Nearest-neighbor filter for decals (use for pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DecalFilter.LinearMipmaps">
            <summary>
            <para>Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DecalFilter.NearestMipmapsAnisotropic">
            <summary>
            <para>Nearest-neighbor filter for decals (use for pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by <c>ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DecalFilter.LinearMipmapsAnisotropic">
            <summary>
            <para>Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by <c>ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.VoxelGIQuality.Low">
            <summary>
            <para>Low <see cref="T:Godot.VoxelGI"/> rendering quality using 4 cones.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.VoxelGIQuality.High">
            <summary>
            <para>High <see cref="T:Godot.VoxelGI"/> rendering quality using 6 cones.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ParticlesMode.Mode2D">
            <summary>
            <para>2D particles.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ParticlesMode.Mode3D">
            <summary>
            <para>3D particles.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ParticlesDrawOrder.Index">
            <summary>
            <para>Draw particles in the order that they appear in the particles array.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ParticlesDrawOrder.Lifetime">
            <summary>
            <para>Sort particles based on their lifetime.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ParticlesDrawOrder.ViewDepth">
            <summary>
            <para>Sort particles based on their distance to the camera.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ParticlesCollisionHeightfieldResolution.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ParticlesCollisionHeightfieldResolution"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.FogVolumeShape.Ellipsoid">
            <summary>
            <para><see cref="T:Godot.FogVolume"/> will be shaped like an ellipsoid (stretched sphere).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.FogVolumeShape.Cone">
            <summary>
            <para><see cref="T:Godot.FogVolume"/> will be shaped like a cone pointing upwards (in local coordinates). The cone's angle is set automatically to fill the size. The cone will be adjusted to fit within the size. Rotate the <see cref="T:Godot.FogVolume"/> node to reorient the cone. Non-uniform scaling via size is not supported (scale the <see cref="T:Godot.FogVolume"/> node instead).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.FogVolumeShape.Cylinder">
            <summary>
            <para><see cref="T:Godot.FogVolume"/> will be shaped like an upright cylinder (in local coordinates). Rotate the <see cref="T:Godot.FogVolume"/> node to reorient the cylinder. The cylinder will be adjusted to fit within the size. Non-uniform scaling via size is not supported (scale the <see cref="T:Godot.FogVolume"/> node instead).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.FogVolumeShape.Box">
            <summary>
            <para><see cref="T:Godot.FogVolume"/> will be shaped like a box.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.FogVolumeShape.World">
            <summary>
            <para><see cref="T:Godot.FogVolume"/> will have no shape, will cover the whole world and will not be culled.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.FogVolumeShape.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.FogVolumeShape"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportScaling3DMode.Bilinear">
            <summary>
            <para>Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using <see cref="P:Godot.Viewport.Scaling3DScale"/>. Values less than <c>1.0</c> will result in undersampling while values greater than <c>1.0</c> will result in supersampling. A value of <c>1.0</c> disables scaling.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportScaling3DMode.Fsr">
            <summary>
            <para>Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using <see cref="P:Godot.Viewport.Scaling3DScale"/>. Values less than <c>1.0</c> will be result in the viewport being upscaled using FSR. Values greater than <c>1.0</c> are not supported and bilinear downsampling will be used instead. A value of <c>1.0</c> disables scaling.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportScaling3DMode.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ViewportScaling3DMode"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportUpdateMode.Disabled">
            <summary>
            <para>Do not update the viewport's render target.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportUpdateMode.Once">
            <summary>
            <para>Update the viewport's render target once, then switch to <see cref="F:Godot.RenderingServer.ViewportUpdateMode.Disabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportUpdateMode.WhenVisible">
            <summary>
            <para>Update the viewport's render target only when it is visible. This is the default value.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportUpdateMode.WhenParentVisible">
            <summary>
            <para>Update the viewport's render target only when its parent is visible.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportUpdateMode.Always">
            <summary>
            <para>Always update the viewport's render target.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportClearMode.Always">
            <summary>
            <para>Always clear the viewport's render target before drawing.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportClearMode.Never">
            <summary>
            <para>Never clear the viewport's render target.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportClearMode.OnlyNextFrame">
            <summary>
            <para>Clear the viewport's render target on the next frame, then switch to <see cref="F:Godot.RenderingServer.ViewportClearMode.Never"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportEnvironmentMode.Disabled">
            <summary>
            <para>Disable rendering of 3D environment over 2D canvas.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportEnvironmentMode.Enabled">
            <summary>
            <para>Enable rendering of 3D environment over 2D canvas.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportEnvironmentMode.Inherit">
            <summary>
            <para>Inherit enable/disable value from parent. If the topmost parent is also set to <see cref="F:Godot.RenderingServer.ViewportEnvironmentMode.Inherit"/>, then this has the same behavior as <see cref="F:Godot.RenderingServer.ViewportEnvironmentMode.Enabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportEnvironmentMode.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ViewportEnvironmentMode"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportSdfOversize.Oversize100Percent">
            <summary>
            <para>Do not oversize the 2D signed distance field. Occluders may disappear when touching the viewport's edges, and <see cref="T:Godot.GpuParticles3D"/> collision may stop working earlier than intended. This has the lowest GPU requirements.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportSdfOversize.Oversize120Percent">
            <summary>
            <para>2D signed distance field covers 20% of the viewport's size outside the viewport on each side (top, right, bottom, left).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportSdfOversize.Oversize150Percent">
            <summary>
            <para>2D signed distance field covers 50% of the viewport's size outside the viewport on each side (top, right, bottom, left).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportSdfOversize.Oversize200Percent">
            <summary>
            <para>2D signed distance field covers 100% of the viewport's size outside the viewport on each side (top, right, bottom, left). This has the highest GPU requirements.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportSdfOversize.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ViewportSdfOversize"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportSdfScale.Scale100Percent">
            <summary>
            <para>Full resolution 2D signed distance field scale. This has the highest GPU requirements.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportSdfScale.Scale50Percent">
            <summary>
            <para>Half resolution 2D signed distance field scale on each axis (25% of the viewport pixel count).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportSdfScale.Scale25Percent">
            <summary>
            <para>Quarter resolution 2D signed distance field scale on each axis (6.25% of the viewport pixel count). This has the lowest GPU requirements.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportSdfScale.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ViewportSdfScale"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportMsaa.Disabled">
            <summary>
            <para>Multisample antialiasing for 3D is disabled. This is the default value, and also the fastest setting.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportMsaa.Msaa2X">
            <summary>
            <para>Multisample antialiasing uses 2 samples per pixel for 3D. This has a moderate impact on performance.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportMsaa.Msaa4X">
            <summary>
            <para>Multisample antialiasing uses 4 samples per pixel for 3D. This has a high impact on performance.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportMsaa.Msaa8X">
            <summary>
            <para>Multisample antialiasing uses 8 samples per pixel for 3D. This has a very high impact on performance. Likely unsupported on low-end and older hardware.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportMsaa.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ViewportMsaa"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportScreenSpaceAA.Disabled">
            <summary>
            <para>Do not perform any antialiasing in the full screen post-process.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportScreenSpaceAA.Fxaa">
            <summary>
            <para>Use 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.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportScreenSpaceAA.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ViewportScreenSpaceAA"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportOcclusionCullingBuildQuality.Low">
            <summary>
            <para>Low occlusion culling BVH build quality (as defined by Embree). Results in the lowest CPU usage, but least effective culling.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportOcclusionCullingBuildQuality.Medium">
            <summary>
            <para>Medium occlusion culling BVH build quality (as defined by Embree).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportOcclusionCullingBuildQuality.High">
            <summary>
            <para>High occlusion culling BVH build quality (as defined by Embree). Results in the highest CPU usage, but most effective culling.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportRenderInfo.ObjectsInFrame">
            <summary>
            <para>Number of objects drawn in a single frame.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportRenderInfo.PrimitivesInFrame">
            <summary>
            <para>Number of vertices drawn in a single frame.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportRenderInfo.DrawCallsInFrame">
            <summary>
            <para>Number of draw calls during this frame.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportRenderInfo.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ViewportRenderInfo"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportRenderInfoType.Visible">
            <summary>
            <para>Visible render pass (excluding shadows).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportRenderInfoType.Shadow">
            <summary>
            <para>Shadow render pass. Objects will be rendered several times depending on the number of amounts of lights with shadows and the number of directional shadow splits.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportRenderInfoType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ViewportRenderInfoType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.Disabled">
            <summary>
            <para>Debug draw is disabled. Default setting.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.Unshaded">
            <summary>
            <para>Objects are displayed without light information.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.Lighting">
            <summary>
            <para>Objects are displayed with only light information.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.Overdraw">
            <summary>
            <para>Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw (represented by brighter colors) means you are wasting performance on drawing pixels that are being hidden behind others.</para>
            <para><b>Note:</b> When using this debug draw mode, custom shaders will be ignored. This means vertex displacement won't be visible anymore.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.Wireframe">
            <summary>
            <para>Debug draw draws objects in wireframe.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.NormalBuffer">
            <summary>
            <para>Normal buffer is drawn instead of regular scene so you can see the per-pixel normals that will be used by post-processing effects.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.VoxelGIAlbedo">
            <summary>
            <para>Objects are displayed with only the albedo value from <see cref="T:Godot.VoxelGI"/>s.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.VoxelGILighting">
            <summary>
            <para>Objects are displayed with only the lighting value from <see cref="T:Godot.VoxelGI"/>s.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.VoxelGIEmission">
            <summary>
            <para>Objects are displayed with only the emission color from <see cref="T:Godot.VoxelGI"/>s.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.ShadowAtlas">
            <summary>
            <para>Draws the shadow atlas that stores shadows from <see cref="T:Godot.OmniLight3D"/>s and <see cref="T:Godot.SpotLight3D"/>s in the upper left quadrant of the <see cref="T:Godot.Viewport"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.DirectionalShadowAtlas">
            <summary>
            <para>Draws the shadow atlas that stores shadows from <see cref="T:Godot.DirectionalLight3D"/>s in the upper left quadrant of the <see cref="T:Godot.Viewport"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.SceneLuminance">
            <summary>
            <para>Draws the estimated scene luminance. This is a 1×1 texture that is generated when autoexposure is enabled to control the scene's exposure.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.Ssao">
            <summary>
            <para>Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have <see cref="P:Godot.Environment.SsaoEnabled"/> set in your <see cref="T:Godot.WorldEnvironment"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.Ssil">
            <summary>
            <para>Draws the screen space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have <see cref="P:Godot.Environment.SsilEnabled"/> set in your <see cref="T:Godot.WorldEnvironment"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.PssmSplits">
            <summary>
            <para>Colors each PSSM split for the <see cref="T:Godot.DirectionalLight3D"/>s in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.DecalAtlas">
            <summary>
            <para>Draws the decal atlas that stores decal textures from <see cref="T:Godot.Decal"/>s.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.Sdfgi">
            <summary>
            <para>Draws SDFGI cascade data. This is the data structure that is used to bounce lighting against and create reflections.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.SdfgiProbes">
            <summary>
            <para>Draws SDFGI probe data. This is the data structure that is used to give indirect lighting dynamic objects moving within the scene.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.GIBuffer">
            <summary>
            <para>Draws the global illumination buffer (<see cref="T:Godot.VoxelGI"/> or SDFGI).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.DisableLod">
            <summary>
            <para>Disable mesh LOD. All meshes are drawn with full detail, which can be used to compare performance.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.ClusterOmniLights">
            <summary>
            <para>Draws the <see cref="T:Godot.OmniLight3D"/> cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.ClusterSpotLights">
            <summary>
            <para>Draws the <see cref="T:Godot.SpotLight3D"/> cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.ClusterDecals">
            <summary>
            <para>Draws the <see cref="T:Godot.Decal"/> cluster. Clustering determines where decals are positioned in screen-space, which allows the engine to only process these portions of the screen for decals.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.ClusterReflectionProbes">
            <summary>
            <para>Draws the <see cref="T:Godot.ReflectionProbe"/> cluster. Clustering determines where reflection probes are positioned in screen-space, which allows the engine to only process these portions of the screen for reflection probes.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.Occluders">
            <summary>
            <para>Draws the occlusion culling buffer. This low-resolution occlusion culling buffer is rasterized on the CPU and is used to check whether instances are occluded by other objects.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportDebugDraw.MotionVectors">
            <summary>
            <para>Draws the motion vectors buffer. This is used by temporal antialiasing to correct for motion that occurs during gameplay.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportVrsMode.Disabled">
            <summary>
            <para>Variable rate shading is disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportVrsMode.Texture">
            <summary>
            <para>Variable rate shading uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportVrsMode.XR">
            <summary>
            <para>Variable rate shading texture is supplied by the primary <see cref="T:Godot.XRInterface"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ViewportVrsMode.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.ViewportVrsMode"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.SkyMode.Automatic">
            <summary>
            <para>Automatically selects the appropriate process mode based on your sky shader. If your shader uses <c>TIME</c> or <c>POSITION</c>, this will use <see cref="F:Godot.RenderingServer.SkyMode.Realtime"/>. If your shader uses any of the <c>LIGHT_*</c> variables or any custom uniforms, this uses <see cref="F:Godot.RenderingServer.SkyMode.Incremental"/>. Otherwise, this defaults to <see cref="F:Godot.RenderingServer.SkyMode.Quality"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.SkyMode.Quality">
            <summary>
            <para>Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than <see cref="F:Godot.RenderingServer.SkyMode.Realtime"/> but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing <c>ProjectSettings.rendering/reflections/sky_reflections/ggx_samples</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.SkyMode.Incremental">
            <summary>
            <para>Uses the same high quality importance sampling to process the radiance map as <see cref="F:Godot.RenderingServer.SkyMode.Quality"/>, but updates over several frames. The number of frames is determined by <c>ProjectSettings.rendering/reflections/sky_reflections/roughness_layers</c>. Use this when you need highest quality radiance maps, but have a sky that updates slowly.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.SkyMode.Realtime">
            <summary>
            <para>Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on <c>ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality</c>.</para>
            <para><b>Note:</b> The fast filtering algorithm is limited to 256×256 cubemaps, so <see cref="M:Godot.RenderingServer.SkySetRadianceSize(Godot.Rid,System.Int32)"/> must be set to <c>256</c>. Otherwise, a warning is printed and the overridden radiance size is ignored.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentBG.ClearColor">
            <summary>
            <para>Use the clear color as background.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentBG.Color">
            <summary>
            <para>Use a specified color as the background.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentBG.Sky">
            <summary>
            <para>Use a sky resource for the background.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.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.RenderingServer.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.RenderingServer.EnvironmentBG.CameraFeed">
            <summary>
            <para>Displays a camera feed in the background.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentBG.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.EnvironmentBG"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentAmbientSource.Bg">
            <summary>
            <para>Gather ambient light from whichever source is specified as the background.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentAmbientSource.Disabled">
            <summary>
            <para>Disable ambient light.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentAmbientSource.Color">
            <summary>
            <para>Specify a specific <see cref="T:Godot.Color"/> for ambient light.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentAmbientSource.Sky">
            <summary>
            <para>Gather ambient light from the <see cref="T:Godot.Sky"/> regardless of what the background is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentReflectionSource.Bg">
            <summary>
            <para>Use the background for reflections.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentReflectionSource.Disabled">
            <summary>
            <para>Disable reflections.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentReflectionSource.Sky">
            <summary>
            <para>Use the <see cref="T:Godot.Sky"/> for reflections regardless of what the background is.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentGlowBlendMode.Additive">
            <summary>
            <para>Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentGlowBlendMode.Screen">
            <summary>
            <para>Screen glow blending mode. Increases brightness, used frequently with bloom.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentGlowBlendMode.Softlight">
            <summary>
            <para>Soft light glow blending mode. Modifies contrast, exposes shadows and highlights (vivid bloom).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentGlowBlendMode.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.RenderingServer.EnvironmentGlowBlendMode.Mix">
            <summary>
            <para>Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.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.RenderingServer.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.RenderingServer.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.RenderingServer.EnvironmentToneMapper.Reinhard"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentToneMapper.Aces">
            <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.RenderingServer.EnvironmentToneMapper.Reinhard"/> and <see cref="F:Godot.RenderingServer.EnvironmentToneMapper.Filmic"/>.</para>
            <para><b>Note:</b> This tonemapping operator is called "ACES Fitted" in Godot 3.x.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsrRoughnessQuality.Disabled">
            <summary>
            <para>Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsrRoughnessQuality.Low">
            <summary>
            <para>Low quality of roughness filter for screen-space reflections.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsrRoughnessQuality.Medium">
            <summary>
            <para>Medium quality of roughness filter for screen-space reflections.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsrRoughnessQuality.High">
            <summary>
            <para>High quality of roughness filter for screen-space reflections. This is the slowest option.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsaoQuality.VeryLow">
            <summary>
            <para>Lowest quality of screen-space ambient occlusion.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsaoQuality.Low">
            <summary>
            <para>Low quality screen-space ambient occlusion.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsaoQuality.Medium">
            <summary>
            <para>Medium quality screen-space ambient occlusion.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsaoQuality.High">
            <summary>
            <para>High quality screen-space ambient occlusion.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsaoQuality.Ultra">
            <summary>
            <para>Highest quality screen-space ambient occlusion. Uses the adaptive target setting which can be dynamically adjusted to smoothly balance performance and visual quality.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsilQuality.VeryLow">
            <summary>
            <para>Lowest quality of screen-space indirect lighting.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsilQuality.Low">
            <summary>
            <para>Low quality screen-space indirect lighting.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsilQuality.Medium">
            <summary>
            <para>High quality screen-space indirect lighting.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsilQuality.High">
            <summary>
            <para>High quality screen-space indirect lighting.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSsilQuality.Ultra">
            <summary>
            <para>Highest quality screen-space indirect lighting. Uses the adaptive target setting which can be dynamically adjusted to smoothly balance performance and visual quality.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiyScale.Scale50Percent">
            <summary>
            <para>Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice as short as they are wide. This allows providing increased GI detail and reduced light leaking with thin floors and ceilings. This is usually the best choice for scenes that don't feature much verticality.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiyScale.Scale75Percent">
            <summary>
            <para>Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between the 50% and 100% SDFGI Y scales.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiyScale.Scale100Percent">
            <summary>
            <para>Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as tall as they are wide. This is usually the best choice for highly vertical scenes. The downside is that light leaking may become more noticeable with thin floors and ceilings.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiRayCount.Count4">
            <summary>
            <para>Throw 4 rays per frame when converging SDFGI. This has the lowest GPU requirements, but creates the most noisy result.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiRayCount.Count8">
            <summary>
            <para>Throw 8 rays per frame when converging SDFGI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiRayCount.Count16">
            <summary>
            <para>Throw 16 rays per frame when converging SDFGI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiRayCount.Count32">
            <summary>
            <para>Throw 32 rays per frame when converging SDFGI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiRayCount.Count64">
            <summary>
            <para>Throw 64 rays per frame when converging SDFGI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiRayCount.Count96">
            <summary>
            <para>Throw 96 rays per frame when converging SDFGI. This has high GPU requirements.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiRayCount.Count128">
            <summary>
            <para>Throw 128 rays per frame when converging SDFGI. This has very high GPU requirements, but creates the least noisy result.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiRayCount.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.EnvironmentSdfgiRayCount"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiFramesToConverge.In5Frames">
            <summary>
            <para>Converge SDFGI over 5 frames. This is the most responsive, but creates the most noisy result with a given ray count.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiFramesToConverge.In10Frames">
            <summary>
            <para>Configure SDFGI to fully converge over 10 frames.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiFramesToConverge.In15Frames">
            <summary>
            <para>Configure SDFGI to fully converge over 15 frames.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiFramesToConverge.In20Frames">
            <summary>
            <para>Configure SDFGI to fully converge over 20 frames.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiFramesToConverge.In25Frames">
            <summary>
            <para>Configure SDFGI to fully converge over 25 frames.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiFramesToConverge.In30Frames">
            <summary>
            <para>Configure SDFGI to fully converge over 30 frames. This is the least responsive, but creates the least noisy result with a given ray count.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiFramesToConverge.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.EnvironmentSdfgiFramesToConverge"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiFramesToUpdateLight.In1Frame">
            <summary>
            <para>Update indirect light from dynamic lights in SDFGI over 1 frame. This is the most responsive, but has the highest GPU requirements.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiFramesToUpdateLight.In2Frames">
            <summary>
            <para>Update indirect light from dynamic lights in SDFGI over 2 frames.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiFramesToUpdateLight.In4Frames">
            <summary>
            <para>Update indirect light from dynamic lights in SDFGI over 4 frames.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiFramesToUpdateLight.In8Frames">
            <summary>
            <para>Update indirect light from dynamic lights in SDFGI over 8 frames.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiFramesToUpdateLight.In16Frames">
            <summary>
            <para>Update indirect light from dynamic lights in SDFGI over 16 frames. This is the least responsive, but has the lowest GPU requirements.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.EnvironmentSdfgiFramesToUpdateLight.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.EnvironmentSdfgiFramesToUpdateLight"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.SubSurfaceScatteringQuality.Disabled">
            <summary>
            <para>Disables subsurface scattering entirely, even on materials that have <see cref="P:Godot.BaseMaterial3D.SubsurfScatterEnabled"/> set to <c>true</c>. This has the lowest GPU requirements.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.SubSurfaceScatteringQuality.Low">
            <summary>
            <para>Low subsurface scattering quality.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.SubSurfaceScatteringQuality.Medium">
            <summary>
            <para>Medium subsurface scattering quality.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.SubSurfaceScatteringQuality.High">
            <summary>
            <para>High subsurface scattering quality. This has the highest GPU requirements.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DofBokehShape.Box">
            <summary>
            <para>Calculate the DOF blur using a box filter. The fastest option, but results in obvious lines in blur pattern.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DofBokehShape.Hexagon">
            <summary>
            <para>Calculates DOF blur using a hexagon shaped filter.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DofBokehShape.Circle">
            <summary>
            <para>Calculates DOF blur using a circle shaped filter. Best quality and most realistic, but slowest. Use only for areas where a lot of performance can be dedicated to post-processing (e.g. cutscenes).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DofBlurQuality.VeryLow">
            <summary>
            <para>Lowest quality DOF blur. This is the fastest setting, but you may be able to see filtering artifacts.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DofBlurQuality.Low">
            <summary>
            <para>Low quality DOF blur.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DofBlurQuality.Medium">
            <summary>
            <para>Medium quality DOF blur.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.DofBlurQuality.High">
            <summary>
            <para>Highest quality DOF blur. Results in the smoothest looking blur by taking the most samples, but is also significantly slower.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.None">
            <summary>
            <para>The instance does not have a type.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.Mesh">
            <summary>
            <para>The instance is a mesh.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.Multimesh">
            <summary>
            <para>The instance is a multimesh.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.Particles">
            <summary>
            <para>The instance is a particle emitter.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.ParticlesCollision">
            <summary>
            <para>The instance is a GPUParticles collision shape.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.Light">
            <summary>
            <para>The instance is a light.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.ReflectionProbe">
            <summary>
            <para>The instance is a reflection probe.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.Decal">
            <summary>
            <para>The instance is a decal.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.VoxelGI">
            <summary>
            <para>The instance is a VoxelGI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.Lightmap">
            <summary>
            <para>The instance is a lightmap.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.Occluder">
            <summary>
            <para>The instance is an occlusion culling occluder.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.VisiblityNotifier">
            <summary>
            <para>The instance is a visible on-screen notifier.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.FogVolume">
            <summary>
            <para>The instance is a fog volume.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.InstanceType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceType.GeometryMask">
            <summary>
            <para>A combination of the flags of geometry instances (mesh, multimesh, immediate and particles).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceFlags.UseBakedLight">
            <summary>
            <para>Allows the instance to be used in baked lighting.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceFlags.UseDynamicGI">
            <summary>
            <para>Allows the instance to be used with dynamic global illumination.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceFlags.DrawNextFrameIfVisible">
            <summary>
            <para>When set, manually requests to draw geometry on next frame.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceFlags.IgnoreOcclusionCulling">
            <summary>
            <para>Always draw, even if the instance would be culled by occlusion culling. Does not affect view frustum culling.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.InstanceFlags.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.InstanceFlags"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShadowCastingSetting.Off">
            <summary>
            <para>Disable shadows from this instance.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.ShadowCastingSetting.On">
            <summary>
            <para>Cast shadows from this instance.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.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.RenderingServer.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.RenderingServer.VisibilityRangeFadeMode.Disabled">
            <summary>
            <para>Disable visibility range fading for the given instance.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.VisibilityRangeFadeMode.Self">
            <summary>
            <para>Fade-out the given instance when it approaches its visibility range limits.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.VisibilityRangeFadeMode.Dependencies">
            <summary>
            <para>Fade-in the given instance's dependencies when reaching its visibility range limits.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.BakeChannels.AlbedoAlpha">
            <summary>
            <para>Index of <see cref="T:Godot.Image"/> in array of <see cref="T:Godot.Image"/>s returned by <see cref="M:Godot.RenderingServer.BakeRenderUV2(Godot.Rid,Godot.Collections.Array{Godot.Rid},Godot.Vector2I)"/>. Image uses <see cref="F:Godot.Image.Format.Rgba8"/> and contains albedo color in the <c>.rgb</c> channels and alpha in the <c>.a</c> channel.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.BakeChannels.Normal">
            <summary>
            <para>Index of <see cref="T:Godot.Image"/> in array of <see cref="T:Godot.Image"/>s returned by <see cref="M:Godot.RenderingServer.BakeRenderUV2(Godot.Rid,Godot.Collections.Array{Godot.Rid},Godot.Vector2I)"/>. Image uses <see cref="F:Godot.Image.Format.Rgba8"/> and contains the per-pixel normal of the object in the <c>.rgb</c> channels and nothing in the <c>.a</c> channel. The per-pixel normal is encoded as <c>normal * 0.5 + 0.5</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.BakeChannels.Orm">
            <summary>
            <para>Index of <see cref="T:Godot.Image"/> in array of <see cref="T:Godot.Image"/>s returned by <see cref="M:Godot.RenderingServer.BakeRenderUV2(Godot.Rid,Godot.Collections.Array{Godot.Rid},Godot.Vector2I)"/>. Image uses <see cref="F:Godot.Image.Format.Rgba8"/> and contains ambient occlusion (from material and decals only) in the <c>.r</c> channel, roughness in the <c>.g</c> channel, metallic in the <c>.b</c> channel and sub surface scattering amount in the <c>.a</c> channel.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.BakeChannels.Emission">
            <summary>
            <para>Index of <see cref="T:Godot.Image"/> in array of <see cref="T:Godot.Image"/>s returned by <see cref="M:Godot.RenderingServer.BakeRenderUV2(Godot.Rid,Godot.Collections.Array{Godot.Rid},Godot.Vector2I)"/>. Image uses <see cref="F:Godot.Image.Format.Rgbah"/> and contains emission color in the <c>.rgb</c> channels and nothing in the <c>.a</c> channel.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasTextureChannel.Diffuse">
            <summary>
            <para>Diffuse canvas texture (<see cref="P:Godot.CanvasTexture.DiffuseTexture"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasTextureChannel.Normal">
            <summary>
            <para>Normal map canvas texture (<see cref="P:Godot.CanvasTexture.NormalTexture"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasTextureChannel.Specular">
            <summary>
            <para>Specular map canvas texture (<see cref="P:Godot.CanvasTexture.SpecularTexture"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.NinePatchAxisMode.Stretch">
            <summary>
            <para>The nine patch gets stretched where needed.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.NinePatchAxisMode.Tile">
            <summary>
            <para>The nine patch gets filled with tiles where needed.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.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.RenderingServer.CanvasItemTextureFilter.Default">
            <summary>
            <para>Uses the default filter mode for this <see cref="T:Godot.Viewport"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemTextureFilter.Nearest">
            <summary>
            <para>The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemTextureFilter.Linear">
            <summary>
            <para>The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemTextureFilter.NearestWithMipmaps">
            <summary>
            <para>The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemTextureFilter.LinearWithMipmaps">
            <summary>
            <para>The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemTextureFilter.NearestWithMipmapsAnisotropic">
            <summary>
            <para>The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemTextureFilter.LinearWithMipmapsAnisotropic">
            <summary>
            <para>The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemTextureFilter.Max">
            <summary>
            <para>Max value for <see cref="T:Godot.RenderingServer.CanvasItemTextureFilter"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemTextureRepeat.Default">
            <summary>
            <para>Uses the default repeat mode for this <see cref="T:Godot.Viewport"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemTextureRepeat.Disabled">
            <summary>
            <para>Disables textures repeating. Instead, when reading UVs outside the 0-1 range, the value will be clamped to the edge of the texture, resulting in a stretched out look at the borders of the texture.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemTextureRepeat.Enabled">
            <summary>
            <para>Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemTextureRepeat.Mirror">
            <summary>
            <para>Flip the texture when repeating so that the edge lines up instead of abruptly changing.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasItemTextureRepeat.Max">
            <summary>
            <para>Max value for <see cref="T:Godot.RenderingServer.CanvasItemTextureRepeat"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasGroupMode.Disabled">
            <summary>
            <para>Child draws over parent and is not clipped.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasGroupMode.ClipOnly">
            <summary>
            <para>Parent is used for the purposes of clipping only. Child is clipped to the parent's visible area, parent is not drawn.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasGroupMode.ClipAndDraw">
            <summary>
            <para>Parent is used for clipping child, but parent is also drawn underneath child as normal before clipping child to its visible area.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasLightMode.Point">
            <summary>
            <para>2D point light (see <see cref="T:Godot.PointLight2D"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasLightMode.Directional">
            <summary>
            <para>2D directional (sun/moon) light (see <see cref="T:Godot.DirectionalLight2D"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasLightBlendMode.Add">
            <summary>
            <para>Adds light color additive to the canvas.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasLightBlendMode.Sub">
            <summary>
            <para>Adds light color subtractive to the canvas.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasLightBlendMode.Mix">
            <summary>
            <para>The light adds color depending on transparency.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasLightShadowFilter.None">
            <summary>
            <para>Do not apply a filter to canvas light shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasLightShadowFilter.Pcf5">
            <summary>
            <para>Use PCF5 filtering to filter canvas light shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasLightShadowFilter.Pcf13">
            <summary>
            <para>Use PCF13 filtering to filter canvas light shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasLightShadowFilter.Max">
            <summary>
            <para>Max value of the <see cref="T:Godot.RenderingServer.CanvasLightShadowFilter"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasOccluderPolygonCullMode.Disabled">
            <summary>
            <para>Culling of the canvas occluder is disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasOccluderPolygonCullMode.Clockwise">
            <summary>
            <para>Culling of the canvas occluder is clockwise.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.CanvasOccluderPolygonCullMode.CounterClockwise">
            <summary>
            <para>Culling of the canvas occluder is counterclockwise.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Bool">
            <summary>
            <para>Boolean global shader parameter (<c>global uniform bool ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Bvec2">
            <summary>
            <para>2-dimensional boolean vector global shader parameter (<c>global uniform bvec2 ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Bvec3">
            <summary>
            <para>3-dimensional boolean vector global shader parameter (<c>global uniform bvec3 ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Bvec4">
            <summary>
            <para>4-dimensional boolean vector global shader parameter (<c>global uniform bvec4 ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Int">
            <summary>
            <para>Integer global shader parameter (<c>global uniform int ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Ivec2">
            <summary>
            <para>2-dimensional integer vector global shader parameter (<c>global uniform ivec2 ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Ivec3">
            <summary>
            <para>3-dimensional integer vector global shader parameter (<c>global uniform ivec3 ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Ivec4">
            <summary>
            <para>4-dimensional integer vector global shader parameter (<c>global uniform ivec4 ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Rect2I">
            <summary>
            <para>2-dimensional integer rectangle global shader parameter (<c>global uniform ivec4 ...</c>). Equivalent to <see cref="F:Godot.RenderingServer.GlobalShaderParameterType.Ivec4"/> in shader code, but exposed as a <see cref="T:Godot.Rect2I"/> in the editor UI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Uint">
            <summary>
            <para>Unsigned integer global shader parameter (<c>global uniform uint ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Uvec2">
            <summary>
            <para>2-dimensional unsigned integer vector global shader parameter (<c>global uniform uvec2 ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Uvec3">
            <summary>
            <para>3-dimensional unsigned integer vector global shader parameter (<c>global uniform uvec3 ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Uvec4">
            <summary>
            <para>4-dimensional unsigned integer vector global shader parameter (<c>global uniform uvec4 ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Float">
            <summary>
            <para>Single-precision floating-point global shader parameter (<c>global uniform float ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Vec2">
            <summary>
            <para>2-dimensional floating-point vector global shader parameter (<c>global uniform vec2 ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Vec3">
            <summary>
            <para>3-dimensional floating-point vector global shader parameter (<c>global uniform vec3 ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Vec4">
            <summary>
            <para>4-dimensional floating-point vector global shader parameter (<c>global uniform vec4 ...</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Color">
            <summary>
            <para>Color global shader parameter (<c>global uniform vec4 ...</c>). Equivalent to <see cref="F:Godot.RenderingServer.GlobalShaderParameterType.Vec4"/> in shader code, but exposed as a <see cref="T:Godot.Color"/> in the editor UI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Rect2">
            <summary>
            <para>2-dimensional floating-point rectangle global shader parameter (<c>global uniform vec4 ...</c>). Equivalent to <see cref="F:Godot.RenderingServer.GlobalShaderParameterType.Vec4"/> in shader code, but exposed as a <see cref="T:Godot.Rect2"/> in the editor UI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Mat2">
            <summary>
            <para>2×2 matrix global shader parameter (<c>global uniform mat2 ...</c>). Exposed as a <see cref="T:System.Int32"/>[] in the editor UI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Mat3">
            <summary>
            <para>3×3 matrix global shader parameter (<c>global uniform mat3 ...</c>). Exposed as a <see cref="T:Godot.Basis"/> in the editor UI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Mat4">
            <summary>
            <para>4×4 matrix global shader parameter (<c>global uniform mat4 ...</c>). Exposed as a <see cref="T:Godot.Projection"/> in the editor UI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Transform2D">
            <summary>
            <para>2-dimensional transform global shader parameter (<c>global uniform mat2x3 ...</c>). Exposed as a <see cref="T:Godot.Transform2D"/> in the editor UI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Transform">
            <summary>
            <para>3-dimensional transform global shader parameter (<c>global uniform mat3x4 ...</c>). Exposed as a <see cref="T:Godot.Transform3D"/> in the editor UI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Sampler2D">
            <summary>
            <para>2D sampler global shader parameter (<c>global uniform sampler2D ...</c>). Exposed as a <see cref="T:Godot.Texture2D"/> in the editor UI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Sampler2Darray">
            <summary>
            <para>2D sampler array global shader parameter (<c>global uniform sampler2DArray ...</c>). Exposed as a <see cref="T:Godot.Texture2DArray"/> in the editor UI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Sampler3D">
            <summary>
            <para>3D sampler global shader parameter (<c>global uniform sampler3D ...</c>). Exposed as a <see cref="T:Godot.Texture3D"/> in the editor UI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Samplercube">
            <summary>
            <para>Cubemap sampler global shader parameter (<c>global uniform samplerCube ...</c>). Exposed as a <see cref="T:Godot.Cubemap"/> in the editor UI.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.GlobalShaderParameterType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RenderingServer.GlobalShaderParameterType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.RenderingInfo.TotalObjectsInFrame">
            <summary>
            <para>Number of objects rendered in the current 3D scene. This varies depending on camera position and rotation.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.RenderingInfo.TotalPrimitivesInFrame">
            <summary>
            <para>Number of vertices/indices rendered in the current 3D scene. This varies depending on camera position and rotation.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.RenderingInfo.TotalDrawCallsInFrame">
            <summary>
            <para>Number of draw calls performed to render in the current 3D scene. This varies depending on camera position and rotation.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.RenderingInfo.TextureMemUsed">
            <summary>
            <para>Texture memory used (in bytes).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.RenderingInfo.BufferMemUsed">
            <summary>
            <para>Buffer memory used (in bytes).</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.RenderingInfo.VideoMemUsed">
            <summary>
            <para>Video memory used (in bytes). This is always greater than the sum of <see cref="F:Godot.RenderingServer.RenderingInfo.TextureMemUsed"/> and <see cref="F:Godot.RenderingServer.RenderingInfo.BufferMemUsed"/>, since there is miscellaneous data not accounted for by those two metrics.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.Features.Shaders">
            <summary>
            <para>Hardware supports shaders. This enum is currently unused in Godot 3.x.</para>
            </summary>
        </member>
        <member name="F:Godot.RenderingServer.Features.Multithreaded">
            <summary>
            <para>Hardware supports multithreading. This enum is currently unused in Godot 3.x.</para>
            </summary>
        </member>
        <member name="P:Godot.RenderingServer.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.RenderingServer.ForceDraw(System.Boolean,System.Double)"/> to draw a frame even with rendering disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.Texture2DCreate(Godot.Image)">
            <summary>
            <para>Creates a 2-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>texture_2d_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.Texture2D"/>.</para>
            <para><b>Note:</b> Not to be confused with <see cref="M:Godot.RenderingDevice.TextureCreate(Godot.RDTextureFormat,Godot.RDTextureView,Godot.Collections.Array{System.Byte[]})"/>, which creates the graphics API's own texture type as opposed to the Godot-specific <see cref="T:Godot.Texture2D"/> resource.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.Texture2DLayeredCreate(Godot.Collections.Array{Godot.Image},Godot.RenderingServer.TextureLayeredType)">
            <summary>
            <para>Creates a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>texture_2d_layered_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.TextureLayered"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.Texture3DCreate(Godot.Image.Format,System.Int32,System.Int32,System.Int32,System.Boolean,Godot.Collections.Array{Godot.Image})">
            <summary>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.Texture3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.TextureProxyCreate(Godot.Rid)">
            <summary>
            <para><i>Deprecated.</i> As ProxyTexture was removed in Godot 4, this method does nothing when called and always returns a null <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.Texture2DUpdate(Godot.Rid,Godot.Image,System.Int32)">
            <summary>
            <para>Updates the texture specified by the <c>texture</c> <see cref="T:Godot.Rid"/> with the data in <c>image</c>. A <c>layer</c> must also be specified, which should be <c>0</c> when updating a single-layer texture (<see cref="T:Godot.Texture2D"/>).</para>
            <para><b>Note:</b> The <c>image</c> must have the same width, height and format as the current <c>texture</c> data. Otherwise, an error will be printed and the original texture won't be modified. If you need to use different width, height or format, use <see cref="M:Godot.RenderingServer.TextureReplace(Godot.Rid,Godot.Rid)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.Texture3DUpdate(Godot.Rid,Godot.Collections.Array{Godot.Image})">
            <summary>
            <para>Updates the texture specified by the <c>texture</c> <see cref="T:Godot.Rid"/>'s data with the data in <c>data</c>. All the texture's layers must be replaced at once.</para>
            <para><b>Note:</b> The <c>texture</c> must have the same width, height, depth and format as the current texture data. Otherwise, an error will be printed and the original texture won't be modified. If you need to use different width, height, depth or format, use <see cref="M:Godot.RenderingServer.TextureReplace(Godot.Rid,Godot.Rid)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.TextureProxyUpdate(Godot.Rid,Godot.Rid)">
            <summary>
            <para><i>Deprecated.</i> ProxyTexture was removed in Godot 4, so this method cannot be used anymore.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.Texture2DPlaceholderCreate">
            <summary>
            <para>Creates a placeholder for a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>texture_2d_layered_*</c> RenderingServer functions, although it does nothing when used. See also <see cref="M:Godot.RenderingServer.Texture2DLayeredPlaceholderCreate(Godot.RenderingServer.TextureLayeredType)"/></para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.PlaceholderTexture2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.Texture2DLayeredPlaceholderCreate(Godot.RenderingServer.TextureLayeredType)">
            <summary>
            <para>Creates a placeholder for a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>texture_2d_layered_*</c> RenderingServer functions, although it does nothing when used. See also <see cref="M:Godot.RenderingServer.Texture2DPlaceholderCreate"/>.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.PlaceholderTextureLayered"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.Texture3DPlaceholderCreate">
            <summary>
            <para>Creates a placeholder for a 3-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>texture_3d_*</c> RenderingServer functions, although it does nothing when used.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.PlaceholderTexture3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.Texture2DGet(Godot.Rid)">
            <summary>
            <para>Returns an <see cref="T:Godot.Image"/> instance from the given <c>texture</c> <see cref="T:Godot.Rid"/>.</para>
            <para>Example of getting the test texture from <see cref="M:Godot.RenderingServer.GetTestTexture"/> and applying it to a <see cref="T:Godot.Sprite2D"/> node:</para>
            <para><code>
            var texture_rid = RenderingServer.get_test_texture()
            var texture = ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid))
            $Sprite2D.texture = texture
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.Texture2DLayerGet(Godot.Rid,System.Int32)">
            <summary>
            <para>Returns an <see cref="T:Godot.Image"/> instance from the given <c>texture</c> <see cref="T:Godot.Rid"/> and <c>layer</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.Texture3DGet(Godot.Rid)">
            <summary>
            <para>Returns 3D texture data as an array of <see cref="T:Godot.Image"/>s for the specified texture <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.TextureReplace(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Replaces <c>texture</c>'s texture data by the texture specified by the <c>byTexture</c> RID, without changing <c>texture</c>'s RID.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.TextureGetRdTexture(Godot.Rid,System.Boolean)">
            <summary>
            <para>Returns a texture <see cref="T:Godot.Rid"/> that can be used with <see cref="T:Godot.RenderingDevice"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.TextureGetNativeHandle(Godot.Rid,System.Boolean)">
            <summary>
            <para>Returns the internal graphics handle for this texture object. For use when communicating with 3rd party APIs mostly with GDExternal.</para>
            <para><b>Note:</b> This functions returns a <c>uint64_t</c> which internally maps to a <c>GLuint</c> (OpenGL) or <c>VkImage</c> (Vulkan).</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ShaderCreate">
            <summary>
            <para>Creates an empty shader and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>shader_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.Shader"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ShaderSetCode(Godot.Rid,System.String)">
            <summary>
            <para>Sets the shader's source code (which triggers recompilation after being changed).</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ShaderSetPathHint(Godot.Rid,System.String)">
            <summary>
            <para>Sets the path hint for the specified shader. This should generally match the <see cref="T:Godot.Shader"/> resource's <see cref="P:Godot.Resource.ResourcePath"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ShaderGetCode(Godot.Rid)">
            <summary>
            <para>Returns a shader's source code as a string.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GetShaderParameterList(Godot.Rid)">
            <summary>
            <para>Returns the parameters of a shader.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ShaderGetParameterDefault(Godot.Rid,Godot.StringName)">
            <summary>
            <para>Returns the default value for the specified shader uniform. This is usually the value written in the shader source code.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ShaderSetDefaultTextureParameter(Godot.Rid,Godot.StringName,Godot.Rid,System.Int32)">
            <summary>
            <para>Sets a shader's default texture. Overwrites the texture given by name.</para>
            <para><b>Note:</b> If the sampler array is used use <c>index</c> to access the specified texture.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ShaderGetDefaultTextureParameter(Godot.Rid,Godot.StringName,System.Int32)">
            <summary>
            <para>Returns a default texture from a shader searched by name.</para>
            <para><b>Note:</b> If the sampler array is used use <c>index</c> to access the specified texture.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MaterialCreate">
            <summary>
            <para>Creates an empty material and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>material_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.Material"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MaterialSetShader(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets a shader material's shader.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MaterialSetParam(Godot.Rid,Godot.StringName,Godot.Variant)">
            <summary>
            <para>Sets a material's parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MaterialGetParam(Godot.Rid,Godot.StringName)">
            <summary>
            <para>Returns the value of a certain material's parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MaterialSetRenderPriority(Godot.Rid,System.Int32)">
            <summary>
            <para>Sets a material's render priority.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MaterialSetNextPass(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets an object's next material.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MeshCreate">
            <summary>
            <para>Creates a new mesh and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>mesh_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para>To place in a scene, attach this mesh to an instance using <see cref="M:Godot.RenderingServer.InstanceSetBase(Godot.Rid,Godot.Rid)"/> using the returned RID.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MeshGetBlendShapeCount(Godot.Rid)">
            <summary>
            <para>Returns a mesh's blend shape count.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MeshSetBlendShapeMode(Godot.Rid,Godot.RenderingServer.BlendShapeMode)">
            <summary>
            <para>Sets a mesh's blend shape mode.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MeshGetBlendShapeMode(Godot.Rid)">
            <summary>
            <para>Returns a mesh's blend shape mode.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MeshSurfaceSetMaterial(Godot.Rid,System.Int32,Godot.Rid)">
            <summary>
            <para>Sets a mesh's surface's material.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MeshSurfaceGetMaterial(Godot.Rid,System.Int32)">
            <summary>
            <para>Returns a mesh's surface's material.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MeshSurfaceGetArrays(Godot.Rid,System.Int32)">
            <summary>
            <para>Returns a mesh's surface's buffer arrays.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MeshSurfaceGetBlendShapeArrays(Godot.Rid,System.Int32)">
            <summary>
            <para>Returns a mesh's surface's arrays for blend shapes.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MeshGetSurfaceCount(Godot.Rid)">
            <summary>
            <para>Returns a mesh's number of surfaces.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MeshSetCustomAabb(Godot.Rid,Godot.Aabb)">
            <summary>
            <para>Sets a mesh's custom aabb.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MeshGetCustomAabb(Godot.Rid)">
            <summary>
            <para>Returns a mesh's custom aabb.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MeshClear(Godot.Rid)">
            <summary>
            <para>Removes all surfaces from a mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MultimeshCreate">
            <summary>
            <para>Creates a new multimesh on the RenderingServer and returns an <see cref="T:Godot.Rid"/> handle. This RID will be used in all <c>multimesh_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para>To place in a scene, attach this multimesh to an instance using <see cref="M:Godot.RenderingServer.InstanceSetBase(Godot.Rid,Godot.Rid)"/> using the returned RID.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.MultiMesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MultimeshGetInstanceCount(Godot.Rid)">
            <summary>
            <para>Returns the number of instances allocated for this multimesh.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.MultimeshInstanceSetTransform(Godot.Rid,System.Int32,Godot.Transform3D)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform3D"/> for this instance. Equivalent to <see cref="M:Godot.MultiMesh.SetInstanceTransform(System.Int32,Godot.Transform3D)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.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.RenderingServer.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.RenderingServer.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.RenderingServer.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.RenderingServer.MultimeshInstanceGetTransform(Godot.Rid,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Transform3D"/> of the specified instance.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.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.RenderingServer.MultimeshInstanceGetCustomData(Godot.Rid,System.Int32)">
            <summary>
            <para>Returns the custom data associated with the specified instance.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.MultimeshGetVisibleInstances(Godot.Rid)">
            <summary>
            <para>Returns the number of visible instances for this multimesh.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MultimeshSetBuffer(Godot.Rid,System.Single[])">
            <summary>
            <para>Set the entire data to use for drawing the <c>multimesh</c> at once to <c>buffer</c> (such as instance transforms and colors). <c>buffer</c>'s size must match the number of instances multiplied by the per-instance data size (which depends on the enabled MultiMesh fields). Otherwise, an error message is printed and nothing is rendered. See also <see cref="M:Godot.RenderingServer.MultimeshGetBuffer(Godot.Rid)"/>.</para>
            <para>The per-instance data size and expected data order is:</para>
            <para><code>
            2D:
              - Position: 8 floats (8 floats for Transform2D)
              - Position + Vertex color: 12 floats (8 floats for Transform2D, 4 floats for Color)
              - Position + Custom data: 12 floats (8 floats for Transform2D, 4 floats of custom data)
              - Position + Vertex color + Custom data: 16 floats (8 floats for Transform2D, 4 floats for Color, 4 floats of custom data)
            3D:
              - Position: 12 floats (12 floats for Transform3D)
              - Position + Vertex color: 16 floats (12 floats for Transform3D, 4 floats for Color)
              - Position + Custom data: 16 floats (12 floats for Transform3D, 4 floats of custom data)
              - Position + Vertex color + Custom data: 20 floats (12 floats for Transform3D, 4 floats for Color, 4 floats of custom data)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MultimeshGetBuffer(Godot.Rid)">
            <summary>
            <para>Returns the MultiMesh data (such as instance transforms, colors, etc). See <see cref="M:Godot.RenderingServer.MultimeshSetBuffer(Godot.Rid,System.Single[])"/> for a description of the returned data.</para>
            <para><b>Note:</b> If the buffer is in the engine's internal cache, it will have to be fetched from GPU memory and possibly decompressed. This means <see cref="M:Godot.RenderingServer.MultimeshGetBuffer(Godot.Rid)"/> is potentially a slow operation and should be avoided whenever possible.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SkeletonCreate">
            <summary>
            <para>Creates a skeleton and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>skeleton_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SkeletonGetBoneCount(Godot.Rid)">
            <summary>
            <para>Returns the number of bones allocated for this skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SkeletonBoneSetTransform(Godot.Rid,System.Int32,Godot.Transform3D)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform3D"/> for a specific bone of this skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SkeletonBoneGetTransform(Godot.Rid,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Transform3D"/> set for a specific bone of this skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.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.RenderingServer.DirectionalLightCreate">
            <summary>
            <para>Creates a directional light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most <c>light_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para>To place in a scene, attach this directional light to an instance using <see cref="M:Godot.RenderingServer.InstanceSetBase(Godot.Rid,Godot.Rid)"/> using the returned RID.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.DirectionalLight3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.OmniLightCreate">
            <summary>
            <para>Creates a new omni light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most <c>light_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para>To place in a scene, attach this omni light to an instance using <see cref="M:Godot.RenderingServer.InstanceSetBase(Godot.Rid,Godot.Rid)"/> using the returned RID.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.OmniLight3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SpotLightCreate">
            <summary>
            <para>Creates a spot light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most <c>light_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para>To place in a scene, attach this spot light to an instance using <see cref="M:Godot.RenderingServer.InstanceSetBase(Godot.Rid,Godot.Rid)"/> using the returned RID.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightSetColor(Godot.Rid,Godot.Color)">
            <summary>
            <para>Sets the color of the light. Equivalent to <see cref="P:Godot.Light3D.LightColor"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightSetParam(Godot.Rid,Godot.RenderingServer.LightParam,System.Single)">
            <summary>
            <para>Sets the specified 3D light parameter. See <see cref="T:Godot.RenderingServer.LightParam"/> for options. Equivalent to <see cref="M:Godot.Light3D.SetParam(Godot.Light3D.Param,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightSetShadow(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, light will cast shadows. Equivalent to <see cref="P:Godot.Light3D.ShadowEnabled"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightSetProjector(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the projector texture to use for the specified 3D light. Equivalent to <see cref="P:Godot.Light3D.LightProjector"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightSetNegative(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the 3D light will subtract light instead of adding light. Equivalent to <see cref="P:Godot.Light3D.LightNegative"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightSetCullMask(Godot.Rid,System.UInt32)">
            <summary>
            <para>Sets the cull mask for this 3D light. Lights only affect objects in the selected layers. Equivalent to <see cref="P:Godot.Light3D.LightCullMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightSetDistanceFade(Godot.Rid,System.Boolean,System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets the distance fade for this 3D light. This acts as a form of level of detail (LOD) and can be used to improve performance. Equivalent to <see cref="P:Godot.Light3D.DistanceFadeEnabled"/>, <see cref="P:Godot.Light3D.DistanceFadeBegin"/>, <see cref="P:Godot.Light3D.DistanceFadeShadow"/>, and <see cref="P:Godot.Light3D.DistanceFadeLength"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.InstanceGeometrySetCastShadowsSetting(Godot.Rid,Godot.RenderingServer.ShadowCastingSetting)"/>. Equivalent to <see cref="P:Godot.Light3D.ShadowReverseCullFace"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightSetBakeMode(Godot.Rid,Godot.RenderingServer.LightBakeMode)">
            <summary>
            <para>Sets the bake mode to use for the specified 3D light. Equivalent to <see cref="P:Godot.Light3D.LightBakeMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightSetMaxSdfgiCascade(Godot.Rid,System.UInt32)">
            <summary>
            <para>Sets the maximum SDFGI cascade in which the 3D light's indirect lighting is rendered. Higher values allow the light to be rendered in SDFGI further away from the camera.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightOmniSetShadowMode(Godot.Rid,Godot.RenderingServer.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.OmniLight3D.OmniShadowMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightDirectionalSetShadowMode(Godot.Rid,Godot.RenderingServer.LightDirectionalShadowMode)">
            <summary>
            <para>Sets the shadow mode for this directional light. Equivalent to <see cref="P:Godot.DirectionalLight3D.DirectionalShadowMode"/>. See <see cref="T:Godot.RenderingServer.LightDirectionalShadowMode"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.DirectionalLight3D.DirectionalShadowBlendSplits"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightDirectionalSetSkyMode(Godot.Rid,Godot.RenderingServer.LightDirectionalSkyMode)">
            <summary>
            <para>If <c>true</c>, this light will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightProjectorsSetFilter(Godot.RenderingServer.LightProjectorFilter)">
            <summary>
            <para>Sets the texture filter mode to use when rendering light projectors. This parameter is global and cannot be set on a per-light basis.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.PositionalSoftShadowFilterSetQuality(Godot.RenderingServer.ShadowQuality)">
            <summary>
            <para>Sets the filter quality for omni and spot light shadows in 3D. See also <c>ProjectSettings.rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality</c>. This parameter is global and cannot be set on a per-viewport basis.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.DirectionalSoftShadowFilterSetQuality(Godot.RenderingServer.ShadowQuality)">
            <summary>
            <para>Sets the filter <c>quality</c> for directional light shadows in 3D. See also <c>ProjectSettings.rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality</c>. This parameter is global and cannot be set on a per-viewport basis.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.DirectionalShadowAtlasSetSize(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the <c>size</c> of the directional light shadows in 3D. See also <c>ProjectSettings.rendering/lights_and_shadows/directional_shadow/size</c>. This parameter is global and cannot be set on a per-viewport basis.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ReflectionProbeCreate">
            <summary>
            <para>Creates a reflection probe and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>reflection_probe_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para>To place in a scene, attach this reflection probe to an instance using <see cref="M:Godot.RenderingServer.InstanceSetBase(Godot.Rid,Godot.Rid)"/> using the returned RID.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.ReflectionProbe"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ReflectionProbeSetUpdateMode(Godot.Rid,Godot.RenderingServer.ReflectionProbeUpdateMode)">
            <summary>
            <para>Sets how often the reflection probe updates. Can either be once or every frame. See <see cref="T:Godot.RenderingServer.ReflectionProbeUpdateMode"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.ReflectionProbeSetAmbientMode(Godot.Rid,Godot.RenderingServer.ReflectionProbeAmbientMode)">
            <summary>
            <para>Sets the reflection probe's ambient light mode. Equivalent to <see cref="P:Godot.ReflectionProbe.AmbientMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ReflectionProbeSetAmbientColor(Godot.Rid,Godot.Color)">
            <summary>
            <para>Sets the reflection probe's custom ambient light color. Equivalent to <see cref="P:Godot.ReflectionProbe.AmbientColor"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ReflectionProbeSetAmbientEnergy(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the reflection probe's custom ambient light energy. Equivalent to <see cref="P:Godot.ReflectionProbe.AmbientColorEnergy"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.ReflectionProbeSetSize(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.Size"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.ReflectionProbeSetAsInterior(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, reflections will ignore sky contribution. Equivalent to <see cref="P:Godot.ReflectionProbe.Interior"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.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.RenderingServer.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.RenderingServer.ReflectionProbeSetResolution(Godot.Rid,System.Int32)">
            <summary>
            <para>Sets the resolution to use when rendering the specified reflection probe. The <c>resolution</c> is specified for each cubemap face: for instance, specifying <c>512</c> will allocate 6 faces of 512×512 each (plus mipmaps for roughness levels).</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ReflectionProbeSetMeshLodThreshold(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the mesh level of detail to use in the reflection probe rendering. Higher values will use less detailed versions of meshes that have LOD variations generated, which can improve performance. Equivalent to <see cref="P:Godot.ReflectionProbe.MeshLodThreshold"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.DecalCreate">
            <summary>
            <para>Creates a decal and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>decal_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para>To place in a scene, attach this decal to an instance using <see cref="M:Godot.RenderingServer.InstanceSetBase(Godot.Rid,Godot.Rid)"/> using the returned RID.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.Decal"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.DecalSetSize(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Sets the <c>size</c> of the decal specified by the <c>decal</c> RID. Equivalent to <see cref="P:Godot.Decal.Size"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.DecalSetTexture(Godot.Rid,Godot.RenderingServer.DecalTexture,Godot.Rid)">
            <summary>
            <para>Sets the <c>texture</c> in the given texture <c>type</c> slot for the specified decal. Equivalent to <see cref="M:Godot.Decal.SetTexture(Godot.Decal.DecalTexture,Godot.Texture2D)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.DecalSetEmissionEnergy(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the emission <c>energy</c> in the decal specified by the <c>decal</c> RID. Equivalent to <see cref="P:Godot.Decal.EmissionEnergy"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.DecalSetAlbedoMix(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <c>albedoMix</c> in the decal specified by the <c>decal</c> RID. Equivalent to <see cref="P:Godot.Decal.AlbedoMix"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.DecalSetModulate(Godot.Rid,Godot.Color)">
            <summary>
            <para>Sets the color multiplier in the decal specified by the <c>decal</c> RID to <c>color</c>. Equivalent to <see cref="P:Godot.Decal.Modulate"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.DecalSetCullMask(Godot.Rid,System.UInt32)">
            <summary>
            <para>Sets the cull <c>mask</c> in the decal specified by the <c>decal</c> RID. Equivalent to <see cref="P:Godot.Decal.CullMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.DecalSetDistanceFade(Godot.Rid,System.Boolean,System.Single,System.Single)">
            <summary>
            <para>Sets the distance fade parameters in the decal specified by the <c>decal</c> RID. Equivalent to <see cref="P:Godot.Decal.DistanceFadeEnabled"/>, <see cref="P:Godot.Decal.DistanceFadeBegin"/> and <see cref="P:Godot.Decal.DistanceFadeLength"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.DecalSetFade(Godot.Rid,System.Single,System.Single)">
            <summary>
            <para>Sets the upper fade (<c>above</c>) and lower fade (<c>below</c>) in the decal specified by the <c>decal</c> RID. Equivalent to <see cref="P:Godot.Decal.UpperFade"/> and <see cref="P:Godot.Decal.LowerFade"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.DecalSetNormalFade(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the normal <c>fade</c> in the decal specified by the <c>decal</c> RID. Equivalent to <see cref="P:Godot.Decal.NormalFade"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.DecalsSetFilter(Godot.RenderingServer.DecalFilter)">
            <summary>
            <para>Sets the texture <c>filter</c> mode to use when rendering decals. This parameter is global and cannot be set on a per-decal basis.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GISetUseHalfResolution(System.Boolean)">
            <summary>
            <para>If <c>halfResolution</c> is <c>true</c>, renders <see cref="T:Godot.VoxelGI"/> and SDFGI (<see cref="P:Godot.Environment.SdfgiEnabled"/>) buffers at halved resolution on each axis (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. <see cref="T:Godot.LightmapGI"/> rendering is not affected by this setting. Equivalent to <c>ProjectSettings.rendering/global_illumination/gi/use_half_resolution</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.VoxelGICreate">
            <summary>
            <para>Creates a new voxel-based global illumination object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>voxel_gi_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.VoxelGI"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.VoxelGISetDynamicRange(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <see cref="P:Godot.VoxelGIData.DynamicRange"/> value to use on the specified <c>voxelGI</c>'s <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.VoxelGISetPropagation(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <see cref="P:Godot.VoxelGIData.Propagation"/> value to use on the specified <c>voxelGI</c>'s <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.VoxelGISetEnergy(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <see cref="P:Godot.VoxelGIData.Energy"/> value to use on the specified <c>voxelGI</c>'s <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.VoxelGISetBakedExposureNormalization(Godot.Rid,System.Single)">
            <summary>
            <para>Used to inform the renderer what exposure normalization value was used while baking the voxel gi. This value will be used and modulated at run time to ensure that the voxel gi maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see <see cref="M:Godot.RenderingServer.CameraAttributesSetExposure(Godot.Rid,System.Single,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.VoxelGISetBias(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <see cref="P:Godot.VoxelGIData.Bias"/> value to use on the specified <c>voxelGI</c>'s <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.VoxelGISetNormalBias(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <see cref="P:Godot.VoxelGIData.NormalBias"/> value to use on the specified <c>voxelGI</c>'s <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.VoxelGISetInterior(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets the <see cref="P:Godot.VoxelGIData.Interior"/> value to use on the specified <c>voxelGI</c>'s <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.VoxelGISetUseTwoBounces(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets the <see cref="P:Godot.VoxelGIData.UseTwoBounces"/> value to use on the specified <c>voxelGI</c>'s <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.VoxelGISetQuality(Godot.RenderingServer.VoxelGIQuality)">
            <summary>
            <para>Sets the <c>ProjectSettings.rendering/global_illumination/voxel_gi/quality</c> value to use when rendering. This parameter is global and cannot be set on a per-VoxelGI basis.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightmapCreate">
            <summary>
            <para>Creates a new lightmap global illumination instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>lightmap_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.LightmapGI"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightmapSetTextures(Godot.Rid,Godot.Rid,System.Boolean)">
            <summary>
            <para>Set the textures on the given <c>lightmap</c> GI instance to the texture array pointed to by the <c>light</c> RID. If the lightmap texture was baked with <see cref="P:Godot.LightmapGI.Directional"/> set to <c>true</c>, then <c>usesSh</c> must also be <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.LightmapSetBakedExposureNormalization(Godot.Rid,System.Single)">
            <summary>
            <para>Used to inform the renderer what exposure normalization value was used while baking the lightmap. This value will be used and modulated at run time to ensure that the lightmap maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see <see cref="M:Godot.RenderingServer.CameraAttributesSetExposure(Godot.Rid,System.Single,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesCreate">
            <summary>
            <para>Creates a GPU-based particle system and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>particles_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para>To place in a scene, attach these particles to an instance using <see cref="M:Godot.RenderingServer.InstanceSetBase(Godot.Rid,Godot.Rid)"/> using the returned RID.</para>
            <para><b>Note:</b> The equivalent nodes are <see cref="T:Godot.GpuParticles2D"/> and <see cref="T:Godot.GpuParticles3D"/>.</para>
            <para><b>Note:</b> All <c>particles_*</c> methods only apply to GPU-based particles, not CPU-based particles. <see cref="T:Godot.CpuParticles2D"/> and <see cref="T:Godot.CpuParticles3D"/> do not have equivalent RenderingServer functions available, as these use <see cref="T:Godot.MultiMeshInstance2D"/> and <see cref="T:Godot.MultiMeshInstance3D"/> under the hood (see <c>multimesh_*</c> methods).</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesSetMode(Godot.Rid,Godot.RenderingServer.ParticlesMode)">
            <summary>
            <para>Sets whether the GPU particles specified by the <c>particles</c> RID should be rendered in 2D or 3D according to <c>mode</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.GpuParticles3D.Emitting"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesGetEmitting(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if particles are currently set to emitting.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.GpuParticles3D.Amount"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesSetLifetime(Godot.Rid,System.Double)">
            <summary>
            <para>Sets the lifetime of each particle in the system. Equivalent to <see cref="P:Godot.GpuParticles3D.Lifetime"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesSetOneShot(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, particles will emit once and then stop. Equivalent to <see cref="P:Godot.GpuParticles3D.OneShot"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesSetPreProcessTime(Godot.Rid,System.Double)">
            <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.GpuParticles3D.Preprocess"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesSetExplosivenessRatio(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the explosiveness ratio. Equivalent to <see cref="P:Godot.GpuParticles3D.Explosiveness"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.GpuParticles3D.Randomness"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesSetCustomAabb(Godot.Rid,Godot.Aabb)">
            <summary>
            <para>Sets a custom axis-aligned bounding box for the particle system. Equivalent to <see cref="P:Godot.GpuParticles3D.VisibilityAabb"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesSetSpeedScale(Godot.Rid,System.Double)">
            <summary>
            <para>Sets the speed scale of the particle system. Equivalent to <see cref="P:Godot.GpuParticles3D.SpeedScale"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.GpuParticles3D.LocalCoords"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesSetProcessMaterial(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the material for processing the particles.</para>
            <para><b>Note:</b> This is not the material used to draw the materials. Equivalent to <see cref="P:Godot.GpuParticles3D.ProcessMaterial"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.GpuParticles3D.FixedFps"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.GpuParticles3D.FractDelta"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesSetTrails(Godot.Rid,System.Boolean,System.Single)">
            <summary>
            <para>If <c>enable</c> is <c>true</c>, enables trails for the <c>particles</c> with the specified <c>lengthSec</c> in seconds. Equivalent to <see cref="P:Godot.GpuParticles3D.TrailEnabled"/> and <see cref="P:Godot.GpuParticles3D.TrailLifetime"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.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.RenderingServer.InstancesCullAabb(Godot.Aabb,Godot.Rid)"/>, <see cref="M:Godot.RenderingServer.InstancesCullConvex(Godot.Collections.Array{Godot.Plane},Godot.Rid)"/>, or <see cref="M:Godot.RenderingServer.InstancesCullRay(Godot.Vector3,Godot.Vector3,Godot.Rid)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesRestart(Godot.Rid)">
            <summary>
            <para>Reset the particles on the next update. Equivalent to <see cref="M:Godot.GpuParticles3D.Restart"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesEmit(Godot.Rid,Godot.Transform3D,Godot.Vector3,Godot.Color,Godot.Color,System.UInt32)">
            <summary>
            <para>Manually emits particles from the <c>particles</c> instance.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesSetDrawOrder(Godot.Rid,Godot.RenderingServer.ParticlesDrawOrder)">
            <summary>
            <para>Sets the draw order of the particles to one of the named enums from <see cref="T:Godot.RenderingServer.ParticlesDrawOrder"/>. See <see cref="T:Godot.RenderingServer.ParticlesDrawOrder"/> for options. Equivalent to <see cref="P:Godot.GpuParticles3D.DrawOrder"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesSetDrawPasses(Godot.Rid,System.Int32)">
            <summary>
            <para>Sets the number of draw passes to use. Equivalent to <see cref="P:Godot.GpuParticles3D.DrawPasses"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.GpuParticles3D.DrawPass1"/>, <see cref="P:Godot.GpuParticles3D.DrawPass2"/>, <see cref="P:Godot.GpuParticles3D.DrawPass3"/>, and <see cref="P:Godot.GpuParticles3D.DrawPass4"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesGetCurrentAabb(Godot.Rid)">
            <summary>
            <para>Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to <see cref="M:Godot.GpuParticles3D.CaptureAabb"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesSetEmissionTransform(Godot.Rid,Godot.Transform3D)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform3D"/> that will be used by the particles when they first emit.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesCollisionCreate">
            <summary>
            <para>Creates a new 3D GPU particle collision or attractor and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most <c>particles_collision_*</c> RenderingServer functions.</para>
            <para><b>Note:</b> The equivalent nodes are <see cref="T:Godot.GpuParticlesCollision3D"/> and <see cref="T:Godot.GpuParticlesAttractor3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesCollisionSetCollisionType(Godot.Rid,Godot.RenderingServer.ParticlesCollisionType)">
            <summary>
            <para>Sets the collision or attractor shape <c>type</c> for the 3D GPU particles collision or attractor specified by the <c>particlesCollision</c> RID.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesCollisionSetCullMask(Godot.Rid,System.UInt32)">
            <summary>
            <para>Sets the cull <c>mask</c> for the 3D GPU particles collision or attractor specified by the <c>particlesCollision</c> RID. Equivalent to <see cref="P:Godot.GpuParticlesCollision3D.CullMask"/> or <see cref="P:Godot.GpuParticlesAttractor3D.CullMask"/> depending on the <c>particlesCollision</c> type.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesCollisionSetSphereRadius(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <c>radius</c> for the 3D GPU particles sphere collision or attractor specified by the <c>particlesCollision</c> RID. Equivalent to <see cref="P:Godot.GpuParticlesCollisionSphere3D.Radius"/> or <see cref="P:Godot.GpuParticlesAttractorSphere3D.Radius"/> depending on the <c>particlesCollision</c> type.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesCollisionSetBoxExtents(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Sets the <c>extents</c> for the 3D GPU particles collision by the <c>particlesCollision</c> RID. Equivalent to <see cref="P:Godot.GpuParticlesCollisionBox3D.Size"/>, <see cref="P:Godot.GpuParticlesCollisionSdf3D.Size"/>, <see cref="P:Godot.GpuParticlesCollisionHeightField3D.Size"/>, <see cref="P:Godot.GpuParticlesAttractorBox3D.Size"/> or <see cref="P:Godot.GpuParticlesAttractorVectorField3D.Size"/> depending on the <c>particlesCollision</c> type.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesCollisionSetAttractorStrength(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the <c>strength</c> for the 3D GPU particles attractor specified by the <c>particlesCollision</c> RID. Only used for attractors, not colliders. Equivalent to <see cref="P:Godot.GpuParticlesAttractor3D.Strength"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesCollisionSetAttractorDirectionality(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the directionality <c>amount</c> for the 3D GPU particles attractor specified by the <c>particlesCollision</c> RID. Only used for attractors, not colliders. Equivalent to <see cref="P:Godot.GpuParticlesAttractor3D.Directionality"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesCollisionSetAttractorAttenuation(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the attenuation <c>curve</c> for the 3D GPU particles attractor specified by the <c>particlesCollision</c> RID. Only used for attractors, not colliders. Equivalent to <see cref="P:Godot.GpuParticlesAttractor3D.Attenuation"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesCollisionSetFieldTexture(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the signed distance field <c>texture</c> for the 3D GPU particles collision specified by the <c>particlesCollision</c> RID. Equivalent to <see cref="P:Godot.GpuParticlesCollisionSdf3D.Texture"/> or <see cref="P:Godot.GpuParticlesAttractorVectorField3D.Texture"/> depending on the <c>particlesCollision</c> type.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesCollisionHeightFieldUpdate(Godot.Rid)">
            <summary>
            <para>Requests an update for the 3D GPU particle collision heightfield. This may be automatically called by the 3D GPU particle collision heightfield depending on its <see cref="P:Godot.GpuParticlesCollisionHeightField3D.UpdateMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ParticlesCollisionSetHeightFieldResolution(Godot.Rid,Godot.RenderingServer.ParticlesCollisionHeightfieldResolution)">
            <summary>
            <para>Sets the heightmap <c>resolution</c> for the 3D GPU particles heightfield collision specified by the <c>particlesCollision</c> RID. Equivalent to <see cref="P:Godot.GpuParticlesCollisionHeightField3D.Resolution"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.FogVolumeCreate">
            <summary>
            <para>Creates a new fog volume and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>fog_volume_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.FogVolume"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.FogVolumeSetShape(Godot.Rid,Godot.RenderingServer.FogVolumeShape)">
            <summary>
            <para>Sets the shape of the fog volume to either <see cref="F:Godot.RenderingServer.FogVolumeShape.Ellipsoid"/>, <see cref="F:Godot.RenderingServer.FogVolumeShape.Cone"/>, <see cref="F:Godot.RenderingServer.FogVolumeShape.Cylinder"/>, <see cref="F:Godot.RenderingServer.FogVolumeShape.Box"/> or <see cref="F:Godot.RenderingServer.FogVolumeShape.World"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.FogVolumeSetSize(Godot.Rid,Godot.Vector3)">
            <summary>
            <para>Sets the size of the fog volume when shape is <see cref="F:Godot.RenderingServer.FogVolumeShape.Ellipsoid"/>, <see cref="F:Godot.RenderingServer.FogVolumeShape.Cone"/>, <see cref="F:Godot.RenderingServer.FogVolumeShape.Cylinder"/> or <see cref="F:Godot.RenderingServer.FogVolumeShape.Box"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.FogVolumeSetMaterial(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the <see cref="T:Godot.Material"/> of the fog volume. Can be either a <see cref="T:Godot.FogMaterial"/> or a custom <see cref="T:Godot.ShaderMaterial"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.VisibilityNotifierCreate">
            <summary>
            <para>Creates a new 3D visibility notifier object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>visibility_notifier_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para>To place in a scene, attach this mesh to an instance using <see cref="M:Godot.RenderingServer.InstanceSetBase(Godot.Rid,Godot.Rid)"/> using the returned RID.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.VisibleOnScreenNotifier3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.OccluderCreate">
            <summary>
            <para>Creates an occluder instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>occluder_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.Occluder3D"/> (not to be confused with the <see cref="T:Godot.OccluderInstance3D"/> node).</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.OccluderSetMesh(Godot.Rid,Godot.Vector3[],System.Int32[])">
            <summary>
            <para>Sets the mesh data for the given occluder RID, which controls the shape of the occlusion culling that will be performed.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CameraCreate">
            <summary>
            <para>Creates a 3D camera and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>camera_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.Camera3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.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.RenderingServer.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.RenderingServer.CameraSetTransform(Godot.Rid,Godot.Transform3D)">
            <summary>
            <para>Sets <see cref="T:Godot.Transform3D"/> of camera.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.Camera3D.CullMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CameraSetEnvironment(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the environment used by this camera. Equivalent to <see cref="P:Godot.Camera3D.Environment"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CameraSetCameraAttributes(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the camera_attributes created with <see cref="M:Godot.RenderingServer.CameraAttributesCreate"/> to the given camera.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CameraSetUseVerticalAspect(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, preserves the horizontal aspect ratio which is equivalent to <see cref="F:Godot.Camera3D.KeepAspectEnum.Width"/>. If <c>false</c>, preserves the vertical aspect ratio which is equivalent to <see cref="F:Godot.Camera3D.KeepAspectEnum.Height"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportCreate">
            <summary>
            <para>Creates an empty viewport and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>viewport_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.Viewport"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetUseXR(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the viewport uses augmented or virtual reality technologies. See <see cref="T:Godot.XRInterface"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetSize(Godot.Rid,System.Int32,System.Int32)">
            <summary>
            <para>Sets the viewport's width and height in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.ViewportSetParentViewport(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the viewport's parent to the viewport specified by the <c>parentViewport</c> RID.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportAttachToScreen(Godot.Rid,System.Nullable{Godot.Rect2},System.Int32)">
            <summary>
            <para>Copies the viewport to a region of the screen specified by <c>rect</c>. If <see cref="M:Godot.RenderingServer.ViewportSetRenderDirectToScreen(Godot.Rid,System.Boolean)"/> is <c>true</c>, then the 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>FIXME: The method seems to be non-existent.</para>
            <para></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.RenderingServer.ViewportSetRenderDirectToScreen(Godot.Rid,System.Boolean)"/>.</para>
            </summary>
            <param name="rect">If the parameter is null, then the default value is <c>new Rect2(new Vector2(0, 0), new Vector2(0, 0))</c>.</param>
        </member>
        <member name="M:Godot.RenderingServer.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 screen_texture. 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.RenderingServer.ViewportSetCanvasCullMask(Godot.Rid,System.UInt32)">
            <summary>
            <para>Sets the rendering mask associated with this <see cref="T:Godot.Viewport"/>. Only <see cref="T:Godot.CanvasItem"/> nodes with a matching rendering visibility layer will be rendered by this <see cref="T:Godot.Viewport"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetScaling3DMode(Godot.Rid,Godot.RenderingServer.ViewportScaling3DMode)">
            <summary>
            <para>Sets the 3D resolution scaling mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetScaling3DScale(Godot.Rid,System.Single)">
            <summary>
            <para>Scales the 3D render buffer based on the viewport size uses an image filter specified in <see cref="T:Godot.RenderingServer.ViewportScaling3DMode"/> to scale the output image to the full viewport size. Values lower than <c>1.0</c> can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than <c>1.0</c> are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also <see cref="T:Godot.RenderingServer.ViewportMsaa"/> for multi-sample antialiasing, which is significantly cheaper but only smoothens the edges of polygons.</para>
            <para>When using FSR upscaling, AMD recommends exposing the following values as preset options to users "Ultra Quality: 0.77", "Quality: 0.67", "Balanced: 0.59", "Performance: 0.5" instead of exposing the entire scale.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetFsrSharpness(Godot.Rid,System.Single)">
            <summary>
            <para>Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetTextureMipmapBias(Godot.Rid,System.Single)">
            <summary>
            <para>Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between <c>-0.75</c> and <c>0.0</c>. Enabling temporal antialiasing (<c>ProjectSettings.rendering/anti_aliasing/quality/use_taa</c>) can help reduce the graininess visible when using negative mipmap bias.</para>
            <para><b>Note:</b> When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is <c>-log2(1.0 / scale) + mipmap_bias</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetUpdateMode(Godot.Rid,Godot.RenderingServer.ViewportUpdateMode)">
            <summary>
            <para>Sets when the viewport should be updated. See <see cref="T:Godot.RenderingServer.ViewportUpdateMode"/> constants for options.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetClearMode(Godot.Rid,Godot.RenderingServer.ViewportClearMode)">
            <summary>
            <para>Sets the clear mode of a viewport. See <see cref="T:Godot.RenderingServer.ViewportClearMode"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportGetRenderTarget(Godot.Rid)">
            <summary>
            <para>Returns the render target for the viewport.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportGetTexture(Godot.Rid)">
            <summary>
            <para>Returns the viewport's last rendered frame.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetDisable3D(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the viewport's 3D elements are not rendered.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetDisable2D(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the viewport's canvas (i.e. 2D and GUI elements) is not rendered.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetEnvironmentMode(Godot.Rid,Godot.RenderingServer.ViewportEnvironmentMode)">
            <summary>
            <para>Sets the viewport's environment mode which allows enabling or disabling rendering of 3D environment over 2D canvas. When disabled, 2D will not be affected by the environment. When enabled, 2D will be affected by the environment if the environment background mode is <see cref="F:Godot.RenderingServer.EnvironmentBG.Canvas"/>. The default behavior is to inherit the setting from the viewport's parent. If the topmost parent is also set to <see cref="F:Godot.RenderingServer.ViewportEnvironmentMode.Inherit"/>, then the behavior will be the same as if it was set to <see cref="F:Godot.RenderingServer.ViewportEnvironmentMode.Enabled"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportAttachCamera(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets a viewport's camera.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetScenario(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets a viewport's scenario. The scenario contains information about environment information, reflection atlas, etc.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportAttachCanvas(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets a viewport's canvas.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportRemoveCanvas(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Detaches a viewport from a canvas and vice versa.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetSnap2DTransformsToPixel(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, canvas item transforms (i.e. origin position) are snapped to the nearest pixel when rendering. This can lead to a crisper appearance at the cost of less smooth movement, especially when <see cref="T:Godot.Camera2D"/> smoothing is enabled. Equivalent to <c>ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetSnap2DVerticesToPixel(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, canvas item vertices (i.e. polygon points) are snapped to the nearest pixel when rendering. This can lead to a crisper appearance at the cost of less smooth movement, especially when <see cref="T:Godot.Camera2D"/> smoothing is enabled. Equivalent to <c>ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetDefaultCanvasItemTextureFilter(Godot.Rid,Godot.RenderingServer.CanvasItemTextureFilter)">
            <summary>
            <para>Sets the default texture filtering mode for the specified <c>viewport</c> RID. See <see cref="T:Godot.RenderingServer.CanvasItemTextureFilter"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetDefaultCanvasItemTextureRepeat(Godot.Rid,Godot.RenderingServer.CanvasItemTextureRepeat)">
            <summary>
            <para>Sets the default texture repeat mode for the specified <c>viewport</c> RID. See <see cref="T:Godot.RenderingServer.CanvasItemTextureRepeat"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetCanvasTransform(Godot.Rid,Godot.Rid,Godot.Transform2D)">
            <summary>
            <para>Sets the transformation of a viewport's canvas.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.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.RenderingServer.ViewportSetGlobalCanvasTransform(Godot.Rid,Godot.Transform2D)">
            <summary>
            <para>Sets the viewport's global transformation matrix.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetSdfOversizeAndScale(Godot.Rid,Godot.RenderingServer.ViewportSdfOversize,Godot.RenderingServer.ViewportSdfScale)">
            <summary>
            <para>Sets the viewport's 2D signed distance field <c>ProjectSettings.rendering/2d/sdf/oversize</c> and <c>ProjectSettings.rendering/2d/sdf/scale</c>. This is used when sampling the signed distance field in <see cref="T:Godot.CanvasItem"/> shaders as well as <see cref="T:Godot.GpuParticles2D"/> collision. This is <i>not</i> used by SDFGI in 3D rendering.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetPositionalShadowAtlasSize(Godot.Rid,System.Int32,System.Boolean)">
            <summary>
            <para>Sets the <c>size</c> of the shadow atlas's images (used for omni and spot lights) on the viewport specified by the <c>viewport</c> RID. The value is rounded up to the nearest power of 2. If <c>use16Bits</c> is <c>true</c>, use 16 bits for the omni/spot shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.</para>
            <para><b>Note:</b> If this is set to <c>0</c>, no positional shadows will be visible at all. This can improve performance significantly on low-end systems by reducing both the CPU and GPU load (as fewer draw calls are needed to draw the scene without shadows).</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetPositionalShadowAtlasQuadrantSubdivision(Godot.Rid,System.Int32,System.Int32)">
            <summary>
            <para>Sets the number of subdivisions to use in the specified shadow atlas <c>quadrant</c> for omni and spot shadows. See also <see cref="M:Godot.Viewport.SetPositionalShadowAtlasQuadrantSubdiv(System.Int32,Godot.Viewport.PositionalShadowAtlasQuadrantSubdiv)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetMsaa3D(Godot.Rid,Godot.RenderingServer.ViewportMsaa)">
            <summary>
            <para>Sets the multisample anti-aliasing mode for 3D on the specified <c>viewport</c> RID. See <see cref="T:Godot.RenderingServer.ViewportMsaa"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetMsaa2D(Godot.Rid,Godot.RenderingServer.ViewportMsaa)">
            <summary>
            <para>Sets the multisample anti-aliasing mode for 2D/Canvas on the specified <c>viewport</c> RID. See <see cref="T:Godot.RenderingServer.ViewportMsaa"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetScreenSpaceAA(Godot.Rid,Godot.RenderingServer.ViewportScreenSpaceAA)">
            <summary>
            <para>Sets the viewport's screen-space antialiasing mode.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetUseTaa(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, use Temporal Anti-Aliasing. Equivalent to <c>ProjectSettings.rendering/anti_aliasing/quality/use_taa</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetUseDebanding(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, enables debanding on the specified viewport. Equivalent to <c>ProjectSettings.rendering/anti_aliasing/quality/use_debanding</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetUseOcclusionCulling(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, enables occlusion culling on the specified viewport. Equivalent to <c>ProjectSettings.rendering/occlusion_culling/use_occlusion_culling</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetOcclusionRaysPerThread(System.Int32)">
            <summary>
            <para>Sets the <c>ProjectSettings.rendering/occlusion_culling/occlusion_rays_per_thread</c> to use for occlusion culling. This parameter is global and cannot be set on a per-viewport basis.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetOcclusionCullingBuildQuality(Godot.RenderingServer.ViewportOcclusionCullingBuildQuality)">
            <summary>
            <para>Sets the <c>ProjectSettings.rendering/occlusion_culling/bvh_build_quality</c> to use for occlusion culling. This parameter is global and cannot be set on a per-viewport basis.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportGetRenderInfo(Godot.Rid,Godot.RenderingServer.ViewportRenderInfoType,Godot.RenderingServer.ViewportRenderInfo)">
            <summary>
            <para>Returns a statistic about the rendering engine which can be used for performance profiling. This is separated into render pass <c>type</c>s, each of them having the same <c>info</c>s you can query (different passes will return different values). See <see cref="T:Godot.RenderingServer.ViewportRenderInfoType"/> for a list of render pass types and <see cref="T:Godot.RenderingServer.ViewportRenderInfo"/> for a list of information that can be queried.</para>
            <para>See also <see cref="M:Godot.RenderingServer.GetRenderingInfo(Godot.RenderingServer.RenderingInfo)"/>, which returns global information across all viewports.</para>
            <para><b>Note:</b> Viewport rendering information is not available until at least 2 frames have been rendered by the engine. If rendering information is not available, <see cref="M:Godot.RenderingServer.ViewportGetRenderInfo(Godot.Rid,Godot.RenderingServer.ViewportRenderInfoType,Godot.RenderingServer.ViewportRenderInfo)"/> returns <c>0</c>. To print rendering information in <c>_ready()</c> successfully, use the following:</para>
            <para><code>
            func _ready():
                for _i in 2:
                    await get_tree().process_frame
            
                print(
                        RenderingServer.viewport_get_render_info(get_viewport().get_viewport_rid(),
                        RenderingServer.VIEWPORT_RENDER_INFO_TYPE_VISIBLE,
                        RenderingServer.VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME)
                )
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetDebugDraw(Godot.Rid,Godot.RenderingServer.ViewportDebugDraw)">
            <summary>
            <para>Sets the debug draw mode of a viewport. See <see cref="T:Godot.RenderingServer.ViewportDebugDraw"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetMeasureRenderTime(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets the measurement for the given <c>viewport</c> RID (obtained using <see cref="M:Godot.Viewport.GetViewportRid"/>). Once enabled, <see cref="M:Godot.RenderingServer.ViewportGetMeasuredRenderTimeCpu(Godot.Rid)"/> and <see cref="M:Godot.RenderingServer.ViewportGetMeasuredRenderTimeGpu(Godot.Rid)"/> will return values greater than <c>0.0</c> when queried with the given <c>viewport</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportGetMeasuredRenderTimeCpu(Godot.Rid)">
            <summary>
            <para>Returns the CPU time taken to render the last frame in milliseconds. This <i>only</i> includes time spent in rendering-related operations; scripts' <c>_process</c> functions and other engine subsystems are not included in this readout. To get a complete readout of CPU time spent to render the scene, sum the render times of all viewports that are drawn every frame plus <see cref="M:Godot.RenderingServer.GetFrameSetupTimeCpu"/>. Unlike <see cref="M:Godot.Engine.GetFramesPerSecond"/>, this method will accurately reflect CPU utilization even if framerate is capped via V-Sync or <see cref="P:Godot.Engine.MaxFps"/>. See also <see cref="M:Godot.RenderingServer.ViewportGetMeasuredRenderTimeGpu(Godot.Rid)"/>.</para>
            <para><b>Note:</b> Requires measurements to be enabled on the specified <c>viewport</c> using <see cref="M:Godot.RenderingServer.ViewportSetMeasureRenderTime(Godot.Rid,System.Boolean)"/>. Otherwise, this method returns <c>0.0</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportGetMeasuredRenderTimeGpu(Godot.Rid)">
            <summary>
            <para>Returns the GPU time taken to render the last frame in milliseconds. To get a complete readout of GPU time spent to render the scene, sum the render times of all viewports that are drawn every frame. Unlike <see cref="M:Godot.Engine.GetFramesPerSecond"/>, this method accurately reflects GPU utilization even if framerate is capped via V-Sync or <see cref="P:Godot.Engine.MaxFps"/>. See also <see cref="M:Godot.RenderingServer.ViewportGetMeasuredRenderTimeGpu(Godot.Rid)"/>.</para>
            <para><b>Note:</b> Requires measurements to be enabled on the specified <c>viewport</c> using <see cref="M:Godot.RenderingServer.ViewportSetMeasureRenderTime(Godot.Rid,System.Boolean)"/>. Otherwise, this method returns <c>0.0</c>.</para>
            <para><b>Note:</b> When GPU utilization is low enough during a certain period of time, GPUs will decrease their power state (which in turn decreases core and memory clock speeds). This can cause the reported GPU time to increase if GPU utilization is kept low enough by a framerate cap (compared to what it would be at the GPU's highest power state). Keep this in mind when benchmarking using <see cref="M:Godot.RenderingServer.ViewportGetMeasuredRenderTimeGpu(Godot.Rid)"/>. This behavior can be overridden in the graphics driver settings at the cost of higher power usage.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetVrsMode(Godot.Rid,Godot.RenderingServer.ViewportVrsMode)">
            <summary>
            <para>Sets the Variable Rate Shading (VRS) mode for the viewport. If the GPU does not support VRS, this property is ignored. Equivalent to <c>ProjectSettings.rendering/vrs/mode</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ViewportSetVrsTexture(Godot.Rid,Godot.Rid)">
            <summary>
            <para>The texture to use when the VRS mode is set to <see cref="!:Godot.RenderingServer.ViewportVRSMode.Texture"/>. Equivalent to <c>ProjectSettings.rendering/vrs/texture</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SkyCreate">
            <summary>
            <para>Creates an empty sky and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>sky_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SkySetRadianceSize(Godot.Rid,System.Int32)">
            <summary>
            <para>Sets the <c>radianceSize</c> of the sky specified by the <c>sky</c> RID (in pixels). Equivalent to <see cref="P:Godot.Sky.RadianceSize"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SkySetMode(Godot.Rid,Godot.RenderingServer.SkyMode)">
            <summary>
            <para>Sets the process <c>mode</c> of the sky specified by the <c>sky</c> RID. Equivalent to <see cref="P:Godot.Sky.ProcessMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SkySetMaterial(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the material that the sky uses to render the background, ambient and reflection maps.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SkyBakePanorama(Godot.Rid,System.Single,System.Boolean,Godot.Vector2I)">
            <summary>
            <para>Generates and returns an <see cref="T:Godot.Image"/> containing the radiance map for the specified <c>sky</c> RID. This supports built-in sky material and custom sky shaders. If <c>bakeIrradiance</c> is <c>true</c>, the irradiance map is saved instead of the radiance map. The radiance map is used to render reflected light, while the irradiance map is used to render ambient light. See also <see cref="M:Godot.RenderingServer.EnvironmentBakePanorama(Godot.Rid,System.Boolean,Godot.Vector2I)"/>.</para>
            <para><b>Note:</b> The image is saved in linear color space without any tonemapping performed, which means it will look too dark if viewed directly in an image editor. <c>energy</c> values above <c>1.0</c> can be used to brighten the resulting image.</para>
            <para><b>Note:</b> <c>size</c> should be a 2:1 aspect ratio for the generated panorama to have square pixels. For radiance maps, there is no point in using a height greater than <see cref="P:Godot.Sky.RadianceSize"/>, as it won't increase detail. Irradiance maps only contain low-frequency data, so there is usually no point in going past a size of 128×64 pixels when saving an irradiance map.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentCreate">
            <summary>
            <para>Creates an environment and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>environment_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.Environment"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetBackground(Godot.Rid,Godot.RenderingServer.EnvironmentBG)">
            <summary>
            <para>Sets the environment's background mode. Equivalent to <see cref="P:Godot.Environment.BackgroundMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetSky(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the <see cref="T:Godot.Sky"/> to be used as the environment's background when using <i>BGMode</i> sky. Equivalent to <see cref="P:Godot.Environment.Sky"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.SkyCustomFov"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.SkyRotation"/>, where the rotation vector is used to construct the <see cref="T:Godot.Basis"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetBgColor(Godot.Rid,Godot.Color)">
            <summary>
            <para>Color displayed for clear areas of the scene. Only effective if using the <see cref="F:Godot.RenderingServer.EnvironmentBG.Color"/> background mode.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetBgEnergy(Godot.Rid,System.Single,System.Single)">
            <summary>
            <para>Sets the intensity of the background color.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.EnvironmentSetAmbientLight(Godot.Rid,Godot.Color,Godot.RenderingServer.EnvironmentAmbientSource,System.Single,System.Single,Godot.RenderingServer.EnvironmentReflectionSource)">
            <summary>
            <para>Sets the values to be used for ambient light rendering. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetGlow(Godot.Rid,System.Boolean,System.Single[],System.Single,System.Single,System.Single,System.Single,Godot.RenderingServer.EnvironmentGlowBlendMode,System.Single,System.Single,System.Single,System.Single,Godot.Rid)">
            <summary>
            <para>Configures glow for the specified environment RID. See <c>glow_*</c> properties in <see cref="T:Godot.Environment"/> for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetTonemap(Godot.Rid,Godot.RenderingServer.EnvironmentToneMapper,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.RenderingServer.EnvironmentSetAdjustment(Godot.Rid,System.Boolean,System.Single,System.Single,System.Single,System.Boolean,Godot.Rid)">
            <summary>
            <para>Sets the values to be used with the "adjustments" post-process effect. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetSsr(Godot.Rid,System.Boolean,System.Int32,System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets the variables to be used with the screen-space reflections (SSR) post-process effect. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetSsao(Godot.Rid,System.Boolean,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,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.RenderingServer.EnvironmentSetFog(Godot.Rid,System.Boolean,Godot.Color,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>Configures fog for the specified environment RID. See <c>fog_*</c> properties in <see cref="T:Godot.Environment"/> for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetSdfgi(Godot.Rid,System.Boolean,System.Int32,System.Single,Godot.RenderingServer.EnvironmentSdfgiyScale,System.Boolean,System.Single,System.Boolean,System.Single,System.Single,System.Single)">
            <summary>
            <para>Configures signed distance field global illumination for the specified environment RID. See <c>sdfgi_*</c> properties in <see cref="T:Godot.Environment"/> for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetVolumetricFog(Godot.Rid,System.Boolean,System.Single,Godot.Color,Godot.Color,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets the variables to be used with the volumetric fog post-process effect. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentGlowSetUseBicubicUpscale(System.Boolean)">
            <summary>
            <para>If <c>enable</c> is <c>true</c>, enables bicubic upscaling for glow which improves quality at the cost of performance. Equivalent to <c>ProjectSettings.rendering/environment/glow/upscale_mode</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetSsaoQuality(Godot.RenderingServer.EnvironmentSsaoQuality,System.Boolean,System.Single,System.Int32,System.Single,System.Single)">
            <summary>
            <para>Sets the quality level of 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.RenderingServer.EnvironmentSetSsilQuality(Godot.RenderingServer.EnvironmentSsilQuality,System.Boolean,System.Single,System.Int32,System.Single,System.Single)">
            <summary>
            <para>Sets the quality level of the screen-space indirect lighting (SSIL) post-process effect. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetSdfgiRayCount(Godot.RenderingServer.EnvironmentSdfgiRayCount)">
            <summary>
            <para>Sets the number of rays to throw per frame when computing signed distance field global illumination. Equivalent to <c>ProjectSettings.rendering/global_illumination/sdfgi/probe_ray_count</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetSdfgiFramesToConverge(Godot.RenderingServer.EnvironmentSdfgiFramesToConverge)">
            <summary>
            <para>Sets the number of frames to use for converging signed distance field global illumination. Equivalent to <c>ProjectSettings.rendering/global_illumination/sdfgi/frames_to_converge</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetSdfgiFramesToUpdateLight(Godot.RenderingServer.EnvironmentSdfgiFramesToUpdateLight)">
            <summary>
            <para>Sets the update speed for dynamic lights' indirect lighting when computing signed distance field global illumination. Equivalent to <c>ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetVolumetricFogVolumeSize(System.Int32,System.Int32)">
            <summary>
            <para>Sets the resolution of the volumetric fog's froxel buffer. <c>size</c> is modified by the screen's aspect ratio and then used to set the width and height of the buffer. While <c>depth</c> is directly used to set the depth of the buffer.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentSetVolumetricFogFilterActive(System.Boolean)">
            <summary>
            <para>Enables filtering of the volumetric fog scattering buffer. This results in much smoother volumes with very few under-sampling artifacts.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.EnvironmentBakePanorama(Godot.Rid,System.Boolean,Godot.Vector2I)">
            <summary>
            <para>Generates and returns an <see cref="T:Godot.Image"/> containing the radiance map for the specified <c>environment</c> RID's sky. This supports built-in sky material and custom sky shaders. If <c>bakeIrradiance</c> is <c>true</c>, the irradiance map is saved instead of the radiance map. The radiance map is used to render reflected light, while the irradiance map is used to render ambient light. See also <see cref="M:Godot.RenderingServer.SkyBakePanorama(Godot.Rid,System.Single,System.Boolean,Godot.Vector2I)"/>.</para>
            <para><b>Note:</b> The image is saved in linear color space without any tonemapping performed, which means it will look too dark if viewed directly in an image editor.</para>
            <para><b>Note:</b> <c>size</c> should be a 2:1 aspect ratio for the generated panorama to have square pixels. For radiance maps, there is no point in using a height greater than <see cref="P:Godot.Sky.RadianceSize"/>, as it won't increase detail. Irradiance maps only contain low-frequency data, so there is usually no point in going past a size of 128×64 pixels when saving an irradiance map.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ScreenSpaceRoughnessLimiterSetActive(System.Boolean,System.Single,System.Single)">
            <summary>
            <para>Sets the screen-space roughness limiter parameters, such as whether it should be enabled and its thresholds. Equivalent to <c>ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/enabled</c>, <c>ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/amount</c> and <c>ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/limit</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SubSurfaceScatteringSetQuality(Godot.RenderingServer.SubSurfaceScatteringQuality)">
            <summary>
            <para>Sets <c>ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_quality</c> to use when rendering materials that have subsurface scattering enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SubSurfaceScatteringSetScale(System.Single,System.Single)">
            <summary>
            <para>Sets the <c>ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_scale</c> and <c>ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale</c> to use when rendering materials that have subsurface scattering enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CameraAttributesCreate">
            <summary>
            <para>Creates a camera attributes object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>camera_attributes_</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.CameraAttributes"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CameraAttributesSetDofBlurQuality(Godot.RenderingServer.DofBlurQuality,System.Boolean)">
            <summary>
            <para>Sets the quality level of the DOF blur effect to one of the options in <see cref="T:Godot.RenderingServer.DofBlurQuality"/>. <c>useJitter</c> can be used to jitter samples taken during the blur pass to hide artifacts at the cost of looking more fuzzy.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CameraAttributesSetDofBlurBokehShape(Godot.RenderingServer.DofBokehShape)">
            <summary>
            <para>Sets the shape of the DOF bokeh pattern. Different shapes may be used to achieve artistic effect, or to meet performance targets. For more detail on available options see <see cref="T:Godot.RenderingServer.DofBokehShape"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CameraAttributesSetDofBlur(Godot.Rid,System.Boolean,System.Single,System.Single,System.Boolean,System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets the parameters to use with the DOF blur effect. These parameters take on the same meaning as their counterparts in <see cref="T:Godot.CameraAttributesPractical"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CameraAttributesSetExposure(Godot.Rid,System.Single,System.Single)">
            <summary>
            <para>Sets the exposure values that will be used by the renderers. The normalization amount is used to bake a given Exposure Value (EV) into rendering calculations to reduce the dynamic range of the scene.</para>
            <para>The normalization factor can be calculated from exposure value (EV100) as follows:</para>
            <para><code>
            func get_exposure_normalization(float ev100):
                    return 1.0 / (pow(2.0, ev100) * 1.2)
            </code></para>
            <para>The exposure value can be calculated from aperture (in f-stops), shutter speed (in seconds), and sensitivity (in ISO) as follows:</para>
            <para><code>
            func get_exposure(float aperture, float shutter_speed, float sensitivity):
                return log2((aperture * aperture) / shutterSpeed * (100.0 / sensitivity))
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CameraAttributesSetAutoExposure(Godot.Rid,System.Boolean,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets the parameters to use with the auto-exposure effect. These parameters take on the same meaning as their counterparts in <see cref="T:Godot.CameraAttributes"/> and <see cref="T:Godot.CameraAttributesPractical"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ScenarioCreate">
            <summary>
            <para>Creates a scenario and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>scenario_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para>The scenario is the 3D world that all the visual instances exist in.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ScenarioSetEnvironment(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the environment that will be used with this scenario. See also <see cref="T:Godot.Environment"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.ScenarioSetCameraAttributes(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the camera attributes (<c>effects</c>) that will be used with this scenario. See also <see cref="T:Godot.CameraAttributes"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceCreate2(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Creates a visual instance, adds it to the RenderingServer, 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> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method. This is a shorthand for using <see cref="M:Godot.RenderingServer.InstanceCreate"/> and setting the base and scenario manually.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceCreate">
            <summary>
            <para>Creates a visual instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>instance_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para>An instance is a way of placing a 3D object in the scenario. Objects like particles, meshes, reflection probes and decals need to be associated with an instance to be visible in the scenario using <see cref="M:Godot.RenderingServer.InstanceSetBase(Godot.Rid,Godot.Rid)"/>.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.VisualInstance3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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 RenderingServer that can be displayed. For example, any of the light types, mesh, multimesh, particle system, reflection probe, decal, lightmap, voxel GI and visibility notifiers 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.RenderingServer.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.RenderingServer.InstanceSetLayerMask(Godot.Rid,System.UInt32)">
            <summary>
            <para>Sets the render layers that this instance will be drawn to. Equivalent to <see cref="P:Godot.VisualInstance3D.Layers"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceSetPivotData(Godot.Rid,System.Single,System.Boolean)">
            <summary>
            <para>Sets the sorting offset and switches between using the bounding box or instance origin for depth sorting.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceSetTransform(Godot.Rid,Godot.Transform3D)">
            <summary>
            <para>Sets the world space transform of the instance. Equivalent to <see cref="P:Godot.Node3D.Transform"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.InstancesCullAabb(Godot.Aabb,Godot.Rid)"/>, <see cref="M:Godot.RenderingServer.InstancesCullConvex(Godot.Collections.Array{Godot.Plane},Godot.Rid)"/>, and <see cref="M:Godot.RenderingServer.InstancesCullRay(Godot.Vector3,Godot.Vector3,Godot.Rid)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.InstanceSetSurfaceOverrideMaterial(Godot.Rid,System.Int32,Godot.Rid)">
            <summary>
            <para>Sets the override material of a specific surface. Equivalent to <see cref="M:Godot.MeshInstance3D.SetSurfaceOverrideMaterial(System.Int32,Godot.Material)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceSetVisible(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets whether an instance is drawn or not. Equivalent to <see cref="P:Godot.Node3D.Visible"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceGeometrySetTransparency(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the transparency for the given geometry instance. Equivalent to <see cref="P:Godot.GeometryInstance3D.Transparency"/>.</para>
            <para>A transparency of <c>0.0</c> is fully opaque, while <c>1.0</c> is fully transparent. Values greater than <c>0.0</c> (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting <c>transparency</c> to a value greater than <c>0.0</c> (exclusive) will <i>not</i> disable shadow rendering.</para>
            <para>In spatial shaders, <c>1.0 - transparency</c> is set as the default value of the <c>ALPHA</c> built-in.</para>
            <para><b>Note:</b> <c>transparency</c> is clamped between <c>0.0</c> and <c>1.0</c>, so this property cannot be used to make transparent materials more opaque than they originally are.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceSetCustomAabb(Godot.Rid,Godot.Aabb)">
            <summary>
            <para>Sets a custom AABB to use when culling objects from the view frustum. Equivalent to setting <see cref="P:Godot.GeometryInstance3D.CustomAabb"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.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.GeometryInstance3D.ExtraCullMargin"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceSetVisibilityParent(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the visibility parent for the given instance. Equivalent to <see cref="P:Godot.Node3D.VisibilityParent"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceSetIgnoreCulling(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>true</c>, ignores both frustum and occlusion culling on the specified 3D geometry instance. This is not the same as <see cref="P:Godot.GeometryInstance3D.IgnoreOcclusionCulling"/>, which only ignores occlusion culling and leaves frustum culling intact.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceGeometrySetFlag(Godot.Rid,Godot.RenderingServer.InstanceFlags,System.Boolean)">
            <summary>
            <para>Sets the flag for a given <see cref="T:Godot.RenderingServer.InstanceFlags"/>. See <see cref="T:Godot.RenderingServer.InstanceFlags"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceGeometrySetCastShadowsSetting(Godot.Rid,Godot.RenderingServer.ShadowCastingSetting)">
            <summary>
            <para>Sets the shadow casting setting to one of <see cref="T:Godot.RenderingServer.ShadowCastingSetting"/>. Equivalent to <see cref="P:Godot.GeometryInstance3D.CastShadow"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.GeometryInstance3D.MaterialOverride"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.GeometryInstance3D.MaterialOverlay"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceGeometrySetVisibilityRange(Godot.Rid,System.Single,System.Single,System.Single,System.Single,Godot.RenderingServer.VisibilityRangeFadeMode)">
            <summary>
            <para>Sets the visibility range values for the given geometry instance. Equivalent to <see cref="P:Godot.GeometryInstance3D.VisibilityRangeBegin"/> and related properties.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceGeometrySetLightmap(Godot.Rid,Godot.Rid,Godot.Rect2,System.Int32)">
            <summary>
            <para>Sets the lightmap GI instance to use for the specified 3D geometry instance. The lightmap UV scale for the specified instance (equivalent to <see cref="P:Godot.GeometryInstance3D.GILightmapScale"/>) and lightmap atlas slice must also be specified.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceGeometrySetLodBias(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the level of detail bias to use when rendering the specified 3D geometry instance. Higher values result in higher detail from further away. Equivalent to <see cref="P:Godot.GeometryInstance3D.LodBias"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceGeometrySetShaderParameter(Godot.Rid,Godot.StringName,Godot.Variant)">
            <summary>
            <para>Sets the per-instance shader uniform on the specified 3D geometry instance. Equivalent to <see cref="M:Godot.GeometryInstance3D.SetInstanceShaderParameter(Godot.StringName,Godot.Variant)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceGeometryGetShaderParameter(Godot.Rid,Godot.StringName)">
            <summary>
            <para>Returns the value of the per-instance shader uniform from the specified 3D geometry instance. Equivalent to <see cref="M:Godot.GeometryInstance3D.GetInstanceShaderParameter(Godot.StringName)"/>.</para>
            <para><b>Note:</b> Per-instance shader parameter names are case-sensitive.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceGeometryGetShaderParameterDefaultValue(Godot.Rid,Godot.StringName)">
            <summary>
            <para>Returns the default value of the per-instance shader uniform from the specified 3D geometry instance. Equivalent to <see cref="M:Godot.GeometryInstance3D.GetInstanceShaderParameter(Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstanceGeometryGetShaderParameterList(Godot.Rid)">
            <summary>
            <para>Returns a dictionary of per-instance shader uniform names of the per-instance shader uniform from the specified 3D geometry instance. The returned dictionary is in PropertyInfo format, with the keys <c>name</c>, <c>class_name</c>, <c>type</c>, <c>hint</c>, <c>hint_string</c> and <c>usage</c>. Equivalent to <see cref="M:Godot.GeometryInstance3D.GetInstanceShaderParameter(Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstancesCullAabb(Godot.Aabb,Godot.Rid)">
            <summary>
            <para>Returns an array of object IDs intersecting with the provided AABB. Only 3D nodes that inherit from <see cref="T:Godot.VisualInstance3D"/> are considered, such as <see cref="T:Godot.MeshInstance3D"/> or <see cref="T:Godot.DirectionalLight3D"/>. Use <c>@GlobalScope.instance_from_id</c> to obtain the actual nodes. A scenario RID must be provided, which is available in the <see cref="T:Godot.World3D"/> you want to query. This forces an update for all resources queued to update.</para>
            <para><b>Warning:</b> This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstancesCullRay(Godot.Vector3,Godot.Vector3,Godot.Rid)">
            <summary>
            <para>Returns an array of object IDs intersecting with the provided 3D ray. Only 3D nodes that inherit from <see cref="T:Godot.VisualInstance3D"/> are considered, such as <see cref="T:Godot.MeshInstance3D"/> or <see cref="T:Godot.DirectionalLight3D"/>. Use <c>@GlobalScope.instance_from_id</c> to obtain the actual nodes. A scenario RID must be provided, which is available in the <see cref="T:Godot.World3D"/> you want to query. This forces an update for all resources queued to update.</para>
            <para><b>Warning:</b> This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.InstancesCullConvex(Godot.Collections.Array{Godot.Plane},Godot.Rid)">
            <summary>
            <para>Returns an array of object IDs intersecting with the provided convex shape. Only 3D nodes that inherit from <see cref="T:Godot.VisualInstance3D"/> are considered, such as <see cref="T:Godot.MeshInstance3D"/> or <see cref="T:Godot.DirectionalLight3D"/>. Use <c>@GlobalScope.instance_from_id</c> to obtain the actual nodes. A scenario RID must be provided, which is available in the <see cref="T:Godot.World3D"/> you want to query. This forces an update for all resources queued to update.</para>
            <para><b>Warning:</b> This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.BakeRenderUV2(Godot.Rid,Godot.Collections.Array{Godot.Rid},Godot.Vector2I)">
            <summary>
            <para>Bakes the material data of the Mesh passed in the <c>base</c> parameter with optional <c>materialOverrides</c> to a set of <see cref="T:Godot.Image"/>s of size <c>imageSize</c>. Returns an array of <see cref="T:Godot.Image"/>s containing material properties as specified in <see cref="T:Godot.RenderingServer.BakeChannels"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para>Canvas has no <see cref="T:Godot.Resource"/> or <see cref="T:Godot.Node"/> equivalent.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.CanvasSetModulate(Godot.Rid,Godot.Color)">
            <summary>
            <para>Modulates all colors in the given canvas.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasTextureCreate">
            <summary>
            <para>Creates a canvas texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>canvas_texture_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method. See also <see cref="M:Godot.RenderingServer.Texture2DCreate(Godot.Image)"/>.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.CanvasTexture"/> and is only meant to be used in 2D rendering, not 3D.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasTextureSetChannel(Godot.Rid,Godot.RenderingServer.CanvasTextureChannel,Godot.Rid)">
            <summary>
            <para>Sets the <c>channel</c>'s <c>texture</c> for the canvas texture specified by the <c>canvasTexture</c> RID. Equivalent to <see cref="P:Godot.CanvasTexture.DiffuseTexture"/>, <see cref="P:Godot.CanvasTexture.NormalTexture"/> and <see cref="P:Godot.CanvasTexture.SpecularTexture"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasTextureSetShadingParameters(Godot.Rid,Godot.Color,System.Single)">
            <summary>
            <para>Sets the <c>baseColor</c> and <c>shininess</c> to use for the canvas texture specified by the <c>canvasTexture</c> RID. Equivalent to <see cref="P:Godot.CanvasTexture.SpecularColor"/> and <see cref="P:Godot.CanvasTexture.SpecularShininess"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasTextureSetTextureFilter(Godot.Rid,Godot.RenderingServer.CanvasItemTextureFilter)">
            <summary>
            <para>Sets the texture <c>filter</c> mode to use for the canvas texture specified by the <c>canvasTexture</c> RID.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasTextureSetTextureRepeat(Godot.Rid,Godot.RenderingServer.CanvasItemTextureRepeat)">
            <summary>
            <para>Sets the texture <c>repeat</c> mode to use for the canvas texture specified by the <c>canvasTexture</c> RID.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemCreate">
            <summary>
            <para>Creates a new CanvasItem instance 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> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetParent(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets a parent <see cref="T:Godot.CanvasItem"/> to the <see cref="T:Godot.CanvasItem"/>. The item will inherit transform, modulation and visibility from its parent, like <see cref="T:Godot.CanvasItem"/> nodes in the scene tree.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetDefaultTextureFilter(Godot.Rid,Godot.RenderingServer.CanvasItemTextureFilter)">
            <summary>
            <para>Sets the default texture filter mode for the canvas item specified by the <c>item</c> RID. Equivalent to <see cref="P:Godot.CanvasItem.TextureFilter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetDefaultTextureRepeat(Godot.Rid,Godot.RenderingServer.CanvasItemTextureRepeat)">
            <summary>
            <para>Sets the default texture repeat mode for the canvas item specified by the <c>item</c> RID. Equivalent to <see cref="P:Godot.CanvasItem.TextureRepeat"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetVisible(Godot.Rid,System.Boolean)">
            <summary>
            <para>Sets the visibility of the <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetLightMask(Godot.Rid,System.Int32)">
            <summary>
            <para>Sets the light <c>mask</c> for the canvas item specified by the <c>item</c> RID. Equivalent to <see cref="P:Godot.CanvasItem.LightMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetVisibilityLayer(Godot.Rid,System.UInt32)">
            <summary>
            <para>Sets the rendering visibility layer associated with this <see cref="T:Godot.CanvasItem"/>. Only <see cref="T:Godot.Viewport"/> nodes with a matching rendering mask will render this <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetTransform(Godot.Rid,Godot.Transform2D)">
            <summary>
            <para>Sets the <c>transform</c> of the canvas item specified by the <c>item</c> RID. This affects where and how the item will be drawn. Child canvas items' transforms are multiplied by their parent's transform. Equivalent to <see cref="P:Godot.Node2D.Transform"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetClip(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>clip</c> is <c>true</c>, makes the canvas item specified by the <c>item</c> RID not draw anything outside of its rect's coordinates. This clipping is fast, but works only with axis-aligned rectangles. This means that rotation is ignored by the clipping rectangle. For more advanced clipping shapes, use <see cref="M:Godot.RenderingServer.CanvasItemSetCanvasGroupMode(Godot.Rid,Godot.RenderingServer.CanvasGroupMode,System.Single,System.Boolean,System.Single,System.Boolean)"/> instead.</para>
            <para><b>Note:</b> The equivalent node functionality is found in <see cref="P:Godot.Label.ClipText"/>, <see cref="T:Godot.RichTextLabel"/> (always enabled) and more.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetDistanceFieldMode(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>enabled</c> is <c>true</c>, enables multichannel signed distance field rendering mode for the canvas item specified by the <c>item</c> RID. This is meant to be used for font rendering, or with specially generated images using <a href="https://github.com/Chlumsky/msdfgen">msdfgen</a>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetCustomRect(Godot.Rid,System.Boolean,System.Nullable{Godot.Rect2})">
            <summary>
            <para>If <c>useCustomRect</c> is <c>true</c>, sets the custom visibility rectangle (used for culling) to <c>rect</c> for the canvas item specified by <c>item</c>. Setting a custom visibility rect can reduce CPU load when drawing lots of 2D instances. If <c>useCustomRect</c> is <c>false</c>, automatically computes a visibility rectangle based on the canvas item's draw commands.</para>
            </summary>
            <param name="rect">If the parameter is null, then the default value is <c>new Rect2(new Vector2(0, 0), new Vector2(0, 0))</c>.</param>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetModulate(Godot.Rid,Godot.Color)">
            <summary>
            <para>Multiplies the color of the canvas item specified by the <c>item</c> RID, while affecting its children. See also <see cref="M:Godot.RenderingServer.CanvasItemSetSelfModulate(Godot.Rid,Godot.Color)"/>. Equivalent to <see cref="P:Godot.CanvasItem.Modulate"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetSelfModulate(Godot.Rid,Godot.Color)">
            <summary>
            <para>Multiplies the color of the canvas item specified by the <c>item</c> RID, without affecting its children. See also <see cref="M:Godot.RenderingServer.CanvasItemSetModulate(Godot.Rid,Godot.Color)"/>. Equivalent to <see cref="P:Godot.CanvasItem.SelfModulate"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetDrawBehindParent(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>enabled</c> is <c>true</c>, draws the canvas item specified by the <c>item</c> RID behind its parent. Equivalent to <see cref="P:Godot.CanvasItem.ShowBehindParent"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddLine(Godot.Rid,Godot.Vector2,Godot.Vector2,Godot.Color,System.Single,System.Boolean)">
            <summary>
            <para>Draws a line on the <see cref="T:Godot.CanvasItem"/> pointed to by the <c>item</c> <see cref="T:Godot.Rid"/>. See also <see cref="M:Godot.CanvasItem.DrawLine(Godot.Vector2,Godot.Vector2,Godot.Color,System.Single,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddPolyline(Godot.Rid,Godot.Vector2[],Godot.Color[],System.Single,System.Boolean)">
            <summary>
            <para>Draws a 2D polyline on the <see cref="T:Godot.CanvasItem"/> pointed to by the <c>item</c> <see cref="T:Godot.Rid"/>. 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>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddMultiline(Godot.Rid,Godot.Vector2[],Godot.Color[],System.Single)">
            <summary>
            <para>Draws a 2D multiline on the <see cref="T:Godot.CanvasItem"/> pointed to by the <c>item</c> <see cref="T:Godot.Rid"/>. See also <see cref="M:Godot.CanvasItem.DrawMultiline(Godot.Vector2[],Godot.Color,System.Single)"/> and <see cref="M:Godot.CanvasItem.DrawMultilineColors(Godot.Vector2[],Godot.Color[],System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddRect(Godot.Rid,Godot.Rect2,Godot.Color)">
            <summary>
            <para>Draws a rectangle on the <see cref="T:Godot.CanvasItem"/> pointed to by the <c>item</c> <see cref="T:Godot.Rid"/>. See also <see cref="M:Godot.CanvasItem.DrawRect(Godot.Rect2,Godot.Color,System.Boolean,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddCircle(Godot.Rid,Godot.Vector2,System.Single,Godot.Color)">
            <summary>
            <para>Draws a circle on the <see cref="T:Godot.CanvasItem"/> pointed to by the <c>item</c> <see cref="T:Godot.Rid"/>. See also <see cref="M:Godot.CanvasItem.DrawCircle(Godot.Vector2,System.Single,Godot.Color)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddTextureRect(Godot.Rid,Godot.Rect2,Godot.Rid,System.Boolean,System.Nullable{Godot.Color},System.Boolean)">
            <summary>
            <para>Draws a 2D textured rectangle on the <see cref="T:Godot.CanvasItem"/> pointed to by the <c>item</c> <see cref="T:Godot.Rid"/>. See also <see cref="M:Godot.CanvasItem.DrawTextureRect(Godot.Texture2D,Godot.Rect2,System.Boolean,System.Nullable{Godot.Color},System.Boolean)"/> and <see cref="M:Godot.Texture2D.DrawRect(Godot.Rid,Godot.Rect2,System.Boolean,System.Nullable{Godot.Color},System.Boolean)"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddMsdfTextureRectRegion(Godot.Rid,Godot.Rect2,Godot.Rid,Godot.Rect2,System.Nullable{Godot.Color},System.Int32,System.Single,System.Single)">
            <summary>
            <para>See also <see cref="M:Godot.CanvasItem.DrawMsdfTextureRectRegion(Godot.Texture2D,Godot.Rect2,Godot.Rect2,System.Nullable{Godot.Color},System.Double,System.Double,System.Double)"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddLcdTextureRectRegion(Godot.Rid,Godot.Rect2,Godot.Rid,Godot.Rect2,Godot.Color)">
            <summary>
            <para>See also <see cref="M:Godot.CanvasItem.DrawLcdTextureRectRegion(Godot.Texture2D,Godot.Rect2,Godot.Rect2,System.Nullable{Godot.Color})"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddTextureRectRegion(Godot.Rid,Godot.Rect2,Godot.Rid,Godot.Rect2,System.Nullable{Godot.Color},System.Boolean,System.Boolean)">
            <summary>
            <para>Draws the specified region of a 2D textured rectangle on the <see cref="T:Godot.CanvasItem"/> pointed to by the <c>item</c> <see cref="T:Godot.Rid"/>. See also <see cref="M:Godot.CanvasItem.DrawTextureRectRegion(Godot.Texture2D,Godot.Rect2,Godot.Rect2,System.Nullable{Godot.Color},System.Boolean,System.Boolean)"/> and <see cref="M:Godot.Texture2D.DrawRectRegion(Godot.Rid,Godot.Rect2,Godot.Rect2,System.Nullable{Godot.Color},System.Boolean,System.Boolean)"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddNinePatch(Godot.Rid,Godot.Rect2,Godot.Rect2,Godot.Rid,Godot.Vector2,Godot.Vector2,Godot.RenderingServer.NinePatchAxisMode,Godot.RenderingServer.NinePatchAxisMode,System.Boolean,System.Nullable{Godot.Color})">
            <summary>
            <para>Draws a nine-patch rectangle on the <see cref="T:Godot.CanvasItem"/> pointed to by the <c>item</c> <see cref="T:Godot.Rid"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddPrimitive(Godot.Rid,Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Rid)">
            <summary>
            <para>Draws a 2D primitive on the <see cref="T:Godot.CanvasItem"/> pointed to by the <c>item</c> <see cref="T:Godot.Rid"/>. See also <see cref="M:Godot.CanvasItem.DrawPrimitive(Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Texture2D)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddPolygon(Godot.Rid,Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Rid)">
            <summary>
            <para>Draws a 2D polygon on the <see cref="T:Godot.CanvasItem"/> pointed to by the <c>item</c> <see cref="T:Godot.Rid"/>. If you need more flexibility (such as being able to use bones), use <see cref="M:Godot.RenderingServer.CanvasItemAddTriangleArray(Godot.Rid,System.Int32[],Godot.Vector2[],Godot.Color[],Godot.Vector2[],System.Int32[],System.Single[],Godot.Rid,System.Int32)"/> instead. See also <see cref="M:Godot.CanvasItem.DrawPolygon(Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Texture2D)"/>.</para>
            </summary>
            <param name="uvs">If the parameter is null, then the default value is <c>Array.Empty&lt;Vector2&gt;()</c>.</param>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddTriangleArray(Godot.Rid,System.Int32[],Godot.Vector2[],Godot.Color[],Godot.Vector2[],System.Int32[],System.Single[],Godot.Rid,System.Int32)">
            <summary>
            <para>Draws a triangle array on the <see cref="T:Godot.CanvasItem"/> pointed to by the <c>item</c> <see cref="T:Godot.Rid"/>. This is internally used by <see cref="T:Godot.Line2D"/> and <see cref="T:Godot.StyleBoxFlat"/> for rendering. <see cref="M:Godot.RenderingServer.CanvasItemAddTriangleArray(Godot.Rid,System.Int32[],Godot.Vector2[],Godot.Color[],Godot.Vector2[],System.Int32[],System.Single[],Godot.Rid,System.Int32)"/> is highly flexible, but more complex to use than <see cref="M:Godot.RenderingServer.CanvasItemAddPolygon(Godot.Rid,Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Rid)"/>.</para>
            <para><b>Note:</b> <c>count</c> is unused and can be left unspecified.</para>
            </summary>
            <param name="uvs">If the parameter is null, then the default value is <c>Array.Empty&lt;Vector2&gt;()</c>.</param>
            <param name="bones">If the parameter is null, then the default value is <c>Array.Empty&lt;int&gt;()</c>.</param>
            <param name="weights">If the parameter is null, then the default value is <c>Array.Empty&lt;float&gt;()</c>.</param>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddMesh(Godot.Rid,Godot.Rid,System.Nullable{Godot.Transform2D},System.Nullable{Godot.Color},Godot.Rid)">
            <summary>
            <para>Draws a mesh created with <see cref="M:Godot.RenderingServer.MeshCreate"/> with given <c>transform</c>, <c>modulate</c> color, and <c>texture</c>. This is used internally by <see cref="T:Godot.MeshInstance2D"/>.</para>
            </summary>
            <param name="transform">If the parameter is null, then the default value is <c>Transform2D.Identity</c>.</param>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddMultimesh(Godot.Rid,Godot.Rid,Godot.Rid)">
            <summary>
            <para>Draws a 2D <see cref="T:Godot.MultiMesh"/> on the <see cref="T:Godot.CanvasItem"/> pointed to by the <c>item</c> <see cref="T:Godot.Rid"/>. See also <see cref="M:Godot.CanvasItem.DrawMultimesh(Godot.MultiMesh,Godot.Texture2D)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddParticles(Godot.Rid,Godot.Rid,Godot.Rid)">
            <summary>
            <para>Draws particles on the <see cref="T:Godot.CanvasItem"/> pointed to by the <c>item</c> <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddSetTransform(Godot.Rid,Godot.Transform2D)">
            <summary>
            <para>Sets a <see cref="T:Godot.Transform2D"/> that will be used to transform subsequent canvas item commands.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddClipIgnore(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>ignore</c> is <c>true</c>, ignore clipping on items drawn with this canvas item until this is called again with <c>ignore</c> set to false.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemAddAnimationSlice(Godot.Rid,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>Subsequent drawing commands will be ignored unless they fall within the specified animation slice. This is a faster way to implement animations that loop on background rather than redrawing constantly.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetSortChildrenByY(Godot.Rid,System.Boolean)">
            <summary>
            <para>If <c>enabled</c> is <c>true</c>, child nodes with the lowest Y position are drawn before those with a higher Y position. Y-sorting only affects children that inherit from the canvas item specified by the <c>item</c> RID, not the canvas item itself. Equivalent to <see cref="P:Godot.CanvasItem.YSortEnabled"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.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.RenderingServer.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.RenderingServer.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.RenderingServer.CanvasItemSetDrawIndex(Godot.Rid,System.Int32)">
            <summary>
            <para>Sets the index for the <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetMaterial(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets a new <c>material</c> to the canvas item specified by the <c>item</c> RID. Equivalent to <see cref="P:Godot.CanvasItem.Material"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.CanvasItemSetVisibilityNotifier(Godot.Rid,System.Boolean,Godot.Rect2,Godot.Callable,Godot.Callable)">
            <summary>
            <para>Sets the given <see cref="T:Godot.CanvasItem"/> as visibility notifier. <c>area</c> defines the area of detecting visibility. <c>enterCallable</c> is called when the <see cref="T:Godot.CanvasItem"/> enters the screen, <c>exitCallable</c> is called when the <see cref="T:Godot.CanvasItem"/> exits the screen. If <c>enable</c> is <c>false</c>, the item will no longer function as notifier.</para>
            <para>This method can be used to manually mimic <see cref="T:Godot.VisibleOnScreenNotifier2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasItemSetCanvasGroupMode(Godot.Rid,Godot.RenderingServer.CanvasGroupMode,System.Single,System.Boolean,System.Single,System.Boolean)">
            <summary>
            <para>Sets the canvas group mode used during 2D rendering for the canvas item specified by the <c>item</c> RID. For faster but more limited clipping, use <see cref="M:Godot.RenderingServer.CanvasItemSetClip(Godot.Rid,System.Boolean)"/> instead.</para>
            <para><b>Note:</b> The equivalent node functionality is found in <see cref="T:Godot.CanvasGroup"/> and <see cref="P:Godot.CanvasItem.ClipChildren"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightCreate">
            <summary>
            <para>Creates a canvas light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>canvas_light_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.Light2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.CanvasLightSetEnabled(Godot.Rid,System.Boolean)">
            <summary>
            <para>Enables or disables a canvas light.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightSetTextureScale(Godot.Rid,System.Single)">
            <summary>
            <para>Sets the scale factor of a <see cref="T:Godot.PointLight2D"/>'s texture. Equivalent to <see cref="P:Godot.PointLight2D.TextureScale"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightSetTransform(Godot.Rid,Godot.Transform2D)">
            <summary>
            <para>Sets the canvas light's <see cref="T:Godot.Transform2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightSetTexture(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets the texture to be used by a <see cref="T:Godot.PointLight2D"/>. Equivalent to <see cref="P:Godot.PointLight2D.Texture"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightSetTextureOffset(Godot.Rid,Godot.Vector2)">
            <summary>
            <para>Sets the offset of a <see cref="T:Godot.PointLight2D"/>'s texture. Equivalent to <see cref="P:Godot.PointLight2D.Offset"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightSetColor(Godot.Rid,Godot.Color)">
            <summary>
            <para>Sets the color for a light.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightSetHeight(Godot.Rid,System.Single)">
            <summary>
            <para>Sets a canvas light's height.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightSetEnergy(Godot.Rid,System.Single)">
            <summary>
            <para>Sets a canvas light's energy.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.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.RenderingServer.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.RenderingServer.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.RenderingServer.CanvasLightSetMode(Godot.Rid,Godot.RenderingServer.CanvasLightMode)">
            <summary>
            <para>The mode of the light, see <see cref="T:Godot.RenderingServer.CanvasLightMode"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightSetShadowEnabled(Godot.Rid,System.Boolean)">
            <summary>
            <para>Enables or disables the canvas light's shadow.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightSetShadowFilter(Godot.Rid,Godot.RenderingServer.CanvasLightShadowFilter)">
            <summary>
            <para>Sets the canvas light's shadow's filter, see <see cref="T:Godot.RenderingServer.CanvasLightShadowFilter"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightSetShadowColor(Godot.Rid,Godot.Color)">
            <summary>
            <para>Sets the color of the canvas light's shadow.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightSetShadowSmooth(Godot.Rid,System.Single)">
            <summary>
            <para>Smoothens the shadow. The lower, the smoother.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightSetBlendMode(Godot.Rid,Godot.RenderingServer.CanvasLightBlendMode)">
            <summary>
            <para>Sets the blend mode for the given canvas light. See <see cref="T:Godot.RenderingServer.CanvasLightBlendMode"/> for options. Equivalent to <see cref="P:Godot.Light2D.BlendMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightOccluderCreate">
            <summary>
            <para>Creates a light occluder and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>canvas_light_occluder_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent node is <see cref="T:Godot.LightOccluder2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.CanvasLightOccluderSetEnabled(Godot.Rid,System.Boolean)">
            <summary>
            <para>Enables or disables light occluder.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightOccluderSetPolygon(Godot.Rid,Godot.Rid)">
            <summary>
            <para>Sets a light occluder's polygon.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasLightOccluderSetTransform(Godot.Rid,Godot.Transform2D)">
            <summary>
            <para>Sets a light occluder's <see cref="T:Godot.Transform2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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.RenderingServer.CanvasOccluderPolygonCreate">
            <summary>
            <para>Creates a new light occluder polygon and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all <c>canvas_occluder_polygon_*</c> RenderingServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the RenderingServer's <see cref="M:Godot.RenderingServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> The equivalent resource is <see cref="T:Godot.OccluderPolygon2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasOccluderPolygonSetShape(Godot.Rid,Godot.Vector2[],System.Boolean)">
            <summary>
            <para>Sets the shape of the occluder polygon.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasOccluderPolygonSetCullMode(Godot.Rid,Godot.RenderingServer.CanvasOccluderPolygonCullMode)">
            <summary>
            <para>Sets an occluder polygons cull mode. See <see cref="T:Godot.RenderingServer.CanvasOccluderPolygonCullMode"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CanvasSetShadowTextureSize(System.Int32)">
            <summary>
            <para>Sets the <c>ProjectSettings.rendering/2d/shadow_atlas/size</c> to use for <see cref="T:Godot.Light2D"/> shadow rendering (in pixels). The value is rounded up to the nearest power of 2.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GlobalShaderParameterAdd(Godot.StringName,Godot.RenderingServer.GlobalShaderParameterType,Godot.Variant)">
            <summary>
            <para>Creates a new global shader uniform.</para>
            <para><b>Note:</b> Global shader parameter names are case-sensitive.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GlobalShaderParameterRemove(Godot.StringName)">
            <summary>
            <para>Removes the global shader uniform specified by <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GlobalShaderParameterGetList">
            <summary>
            <para>Returns the list of global shader uniform names.</para>
            <para><b>Note:</b> <see cref="M:Godot.RenderingServer.GlobalShaderParameterGet(Godot.StringName)"/> has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GlobalShaderParameterSet(Godot.StringName,Godot.Variant)">
            <summary>
            <para>Sets the global shader uniform <c>name</c> to <c>value</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GlobalShaderParameterSetOverride(Godot.StringName,Godot.Variant)">
            <summary>
            <para>Overrides the global shader uniform <c>name</c> with <c>value</c>. Equivalent to the <see cref="T:Godot.ShaderGlobalsOverride"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GlobalShaderParameterGet(Godot.StringName)">
            <summary>
            <para>Returns the value of the global shader uniform specified by <c>name</c>.</para>
            <para><b>Note:</b> <see cref="M:Godot.RenderingServer.GlobalShaderParameterGet(Godot.StringName)"/> has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GlobalShaderParameterGetType(Godot.StringName)">
            <summary>
            <para>Returns the type associated to the global shader uniform specified by <c>name</c>.</para>
            <para><b>Note:</b> <see cref="M:Godot.RenderingServer.GlobalShaderParameterGet(Godot.StringName)"/> has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.FreeRid(Godot.Rid)">
            <summary>
            <para>Tries to free an object in the RenderingServer. To avoid memory leaks, this should be called after using an object as memory management does not occur automatically when using RendeeringServer directly.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.RequestFrameDrawnCallback(Godot.Callable)">
            <summary>
            <para>Schedules a callback to the given callable after a frame has been drawn.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.HasChanged">
            <summary>
            <para>Returns <c>true</c> if changes have been made to the RenderingServer's data. <see cref="M:Godot.RenderingServer.ForceDraw(System.Boolean,System.Double)"/> is usually called if this happens.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GetRenderingInfo(Godot.RenderingServer.RenderingInfo)">
            <summary>
            <para>Returns a statistic about the rendering engine which can be used for performance profiling. See <see cref="T:Godot.RenderingServer.RenderingInfo"/> for a list of values that can be queried. See also <see cref="M:Godot.RenderingServer.ViewportGetRenderInfo(Godot.Rid,Godot.RenderingServer.ViewportRenderInfoType,Godot.RenderingServer.ViewportRenderInfo)"/>, which returns information specific to a viewport.</para>
            <para><b>Note:</b> Only 3D rendering is currently taken into account by some of these values, such as the number of draw calls.</para>
            <para><b>Note:</b> Rendering information is not available until at least 2 frames have been rendered by the engine. If rendering information is not available, <see cref="M:Godot.RenderingServer.GetRenderingInfo(Godot.RenderingServer.RenderingInfo)"/> returns <c>0</c>. To print rendering information in <c>_ready()</c> successfully, use the following:</para>
            <para><code>
            func _ready():
                for _i in 2:
                    await get_tree().process_frame
            
                print(RenderingServer.get_rendering_info(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME))
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GetVideoAdapterName">
            <summary>
            <para>Returns the name of the video adapter (e.g. "GeForce GTX 1080/PCIe/SSE2").</para>
            <para><b>Note:</b> When running a headless or server binary, this function returns an empty string.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GetVideoAdapterVendor">
            <summary>
            <para>Returns the vendor of the video adapter (e.g. "NVIDIA Corporation").</para>
            <para><b>Note:</b> When running a headless or server binary, this function returns an empty string.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GetVideoAdapterType">
            <summary>
            <para>Returns the type of the video adapter. Since dedicated graphics cards from a given generation will <i>usually</i> be significantly faster than integrated graphics made in the same generation, the device type can be used as a basis for automatic graphics settings adjustment. However, this is not always true, so make sure to provide users with a way to manually override graphics settings.</para>
            <para><b>Note:</b> When using the OpenGL backend or when running in headless mode, this function always returns <see cref="F:Godot.RenderingDevice.DeviceType.Other"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GetVideoAdapterApiVersion">
            <summary>
            <para>Returns the version of the graphics video adapter <i>currently in use</i> (e.g. "1.2.189" for Vulkan, "3.3.0 NVIDIA 510.60.02" for OpenGL). This version may be different from the actual latest version supported by the hardware, as Godot may not always request the latest version. See also <see cref="M:Godot.OS.GetVideoAdapterDriverInfo"/>.</para>
            <para><b>Note:</b> When running a headless or server binary, this function returns an empty string.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.MakeSphereMesh(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>Returns a mesh of a sphere with the given number of horizontal subdivisions, vertical subdivisions and radius. See also <see cref="M:Godot.RenderingServer.GetTestCube"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GetTestCube">
            <summary>
            <para>Returns the RID of the test cube. This mesh will be created and returned on the first call to <see cref="M:Godot.RenderingServer.GetTestCube"/>, then it will be cached for subsequent calls. See also <see cref="M:Godot.RenderingServer.MakeSphereMesh(System.Int32,System.Int32,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GetTestTexture">
            <summary>
            <para>Returns the RID of a 256×256 texture with a testing pattern on it (in <see cref="F:Godot.Image.Format.Rgb8"/> format). This texture will be created and returned on the first call to <see cref="M:Godot.RenderingServer.GetTestTexture"/>, then it will be cached for subsequent calls. See also <see cref="M:Godot.RenderingServer.GetWhiteTexture"/>.</para>
            <para>Example of getting the test texture and applying it to a <see cref="T:Godot.Sprite2D"/> node:</para>
            <para><code>
            var texture_rid = RenderingServer.get_test_texture()
            var texture = ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid))
            $Sprite2D.texture = texture
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GetWhiteTexture">
            <summary>
            <para>Returns the ID of a 4×4 white texture (in <see cref="F:Godot.Image.Format.Rgb8"/> format). This texture will be created and returned on the first call to <see cref="M:Godot.RenderingServer.GetWhiteTexture"/>, then it will be cached for subsequent calls. See also <see cref="M:Godot.RenderingServer.GetTestTexture"/>.</para>
            <para>Example of getting the white texture and applying it to a <see cref="T:Godot.Sprite2D"/> node:</para>
            <para><code>
            var texture_rid = RenderingServer.get_white_texture()
            var texture = ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid))
            $Sprite2D.texture = texture
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.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>useFilter</c> is <c>true</c>, the image will be scaled with linear interpolation. If <c>useFilter</c> is <c>false</c>, the image will be scaled with nearest-neighbor interpolation.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GetDefaultClearColor">
            <summary>
            <para>Returns the default clear color which is used when a specific clear color has not been selected. See also <see cref="M:Godot.RenderingServer.SetDefaultClearColor(Godot.Color)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SetDefaultClearColor(Godot.Color)">
            <summary>
            <para>Sets the default clear color which is used when a specific clear color has not been selected. See also <see cref="M:Godot.RenderingServer.GetDefaultClearColor"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.HasFeature(Godot.RenderingServer.Features)">
            <summary>
            <para>Not yet implemented. Always returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.HasOsFeature(System.String)">
            <summary>
            <para>Returns <c>true</c> if the OS supports a certain <c>feature</c>. Features might be <c>s3tc</c>, <c>etc</c>, and <c>etc2</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.SetDebugGenerateWireframes(System.Boolean)">
            <summary>
            <para>This method is currently unimplemented and does nothing if called with <c>generate</c> set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GetFrameSetupTimeCpu">
            <summary>
            <para>Returns the time taken to setup rendering on the CPU in milliseconds. This value is shared across all viewports and does <i>not</i> require <see cref="M:Godot.RenderingServer.ViewportSetMeasureRenderTime(Godot.Rid,System.Boolean)"/> to be enabled on a viewport to be queried. See also <see cref="M:Godot.RenderingServer.ViewportGetMeasuredRenderTimeCpu(Godot.Rid)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ForceSync">
            <summary>
            <para>Forces a synchronization between the CPU and GPU, which may be required in certain cases. Only call this when needed, as CPU-GPU synchronization has a performance cost.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.ForceDraw(System.Boolean,System.Double)">
            <summary>
            <para>Forces redrawing of all viewports at once.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.GetRenderingDevice">
            <summary>
            <para>Returns the global RenderingDevice.</para>
            <para><b>Note:</b> When using the OpenGL backend or when running in headless mode, this function always returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RenderingServer.CreateLocalRenderingDevice">
            <summary>
            <para>Creates a RenderingDevice that can be used to do draw and compute operations on a separate thread. Cannot draw to the screen nor share data with the global RenderingDevice.</para>
            <para><b>Note:</b> When using the OpenGL backend or when running in headless mode, this function always returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="E:Godot.RenderingServer.FramePreDraw">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RenderingServer.FramePreDraw"/> event of a <see cref="T:Godot.RenderingServer"/> class.
            </summary>
            <summary>
            <para>Emitted at the beginning of the frame, before the RenderingServer updates all the Viewports.</para>
            </summary>
        </member>
        <member name="E:Godot.RenderingServer.FramePostDraw">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RenderingServer.FramePostDraw"/> event of a <see cref="T:Godot.RenderingServer"/> class.
            </summary>
            <summary>
            <para>Emitted at the end of the frame, after the RenderingServer has finished updating all the Viewports.</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.RefCounted"/>, resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk. Once loaded from disk, further attempts to load a resource by <see cref="P:Godot.Resource.ResourcePath"/> returns the same reference. <see cref="T:Godot.PackedScene"/>, one of the most common <see cref="T:Godot.GodotObject"/>s in a Godot project, is also a resource, uniquely capable of storing and instantiating the <see cref="T:Godot.Node"/>s it contains as many times as desired.</para>
            <para>In GDScript, resources can loaded from disk by their <see cref="P:Godot.Resource.ResourcePath"/> using <c>@GDScript.load</c> or <c>@GDScript.preload</c>.</para>
            <para><b>Note:</b> 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 is duplicated for each instance of all scenes using it. At run-time, the resource can be modified in one scene without affecting other instances (see <see cref="M:Godot.PackedScene.Instantiate(Godot.PackedScene.GenEditState)"/>).</para>
            <para><b>Note:</b> Changing this property at run-time has no effect on already created duplicate resources.</para>
            </summary>
        </member>
        <member name="P:Godot.Resource.ResourcePath">
            <summary>
            <para>The unique path to this resource. If it has been saved to disk, the value will be its filepath. If the resource is exclusively contained within a scene, the value will be the <see cref="T:Godot.PackedScene"/>'s filepath, followed by a unique identifier.</para>
            <para><b>Note:</b> Setting this property manually may fail if a resource with the same path has already been previously loaded. If necessary, use <see cref="M:Godot.Resource.TakeOverPath(System.String)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Resource.ResourceName">
            <summary>
            <para>An optional name for this resource. When defined, its value is displayed to represent the resource in the Inspector dock. For built-in scripts, the name is displayed as part of the tab name in the script editor.</para>
            </summary>
        </member>
        <member name="M:Godot.Resource._GetRid">
            <summary>
            <para>Override this method to return a custom <see cref="T:Godot.Rid"/> when <see cref="M:Godot.Resource.GetRid"/> is called.</para>
            </summary>
        </member>
        <member name="M:Godot.Resource.TakeOverPath(System.String)">
            <summary>
            <para>Sets the <see cref="P:Godot.Resource.ResourcePath"/> to <c>path</c>, potentially overriding an existing cache entry for this path. Further attempts to load an overridden resource by path will instead return this resource.</para>
            </summary>
        </member>
        <member name="M:Godot.Resource.GetRid">
            <summary>
            <para>Returns the <see cref="T:Godot.Rid"/> of this resource (or an empty RID). Many resources (such as <see cref="T:Godot.Texture2D"/>, <see cref="T:Godot.Mesh"/>, and so on) are high-level abstractions of resources stored in a specialized server (<see cref="T:Godot.DisplayServer"/>, <see cref="T:Godot.RenderingServer"/>, etc.), so this function will return the original <see cref="T:Godot.Rid"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Resource.GetLocalScene">
            <summary>
            <para>If <see cref="P:Godot.Resource.ResourceLocalToScene"/> is set to <c>true</c> and the resource has been loaded from a <see cref="T:Godot.PackedScene"/> instantiation, returns the root <see cref="T:Godot.Node"/> of the scene where this resource is used. Otherwise, returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Resource.SetupLocalToScene">
            <summary>
            <para>Emits the <see cref="E:Godot.Resource.SetupLocalToSceneRequested"/> signal. If <see cref="P:Godot.Resource.ResourceLocalToScene"/> is set to <c>true</c>, this method is called from <see cref="M:Godot.PackedScene.Instantiate(Godot.PackedScene.GenEditState)"/> by the newly duplicated resource within the scene instance.</para>
            <para>For most resources, this method performs no logic of its own. Custom behavior can be defined by connecting <see cref="E:Godot.Resource.SetupLocalToSceneRequested"/> from a script, <b>not</b> by overriding this method.</para>
            <para><b>Example:</b> Assign a random value to <c>health</c> for every duplicated Resource from an instantiated scene, excluding the original.</para>
            <para><code>
            extends Resource
            
            var health = 0
            
            func _init():
                setup_local_to_scene_requested.connect(randomize_health)
            
            func randomize_health():
                health = randi_range(10, 40)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Resource.EmitChanged">
            <summary>
            <para>Emits the <see cref="E:Godot.Resource.Changed"/> signal. This method is called automatically for built-in resources.</para>
            <para><b>Note:</b> For custom resources, it's recommended to call this method whenever a meaningful change occurs, such as a modified property. This ensures that custom <see cref="T:Godot.GodotObject"/>s depending on the resource are properly updated.</para>
            <para><code>
            var damage:
                set(new_value):
                    if damage != new_value:
                        damage = new_value
                        emit_changed()
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Resource.Duplicate(System.Boolean)">
            <summary>
            <para>Duplicates this resource, returning a new resource with its <c>export</c>ed or <see cref="F:Godot.PropertyUsageFlags.Storage"/> properties copied from the original.</para>
            <para>If <c>subresources</c> is <c>false</c>, a shallow copy is returned; nested resources within subresources are not duplicated and are shared from the original resource. If <c>subresources</c> is <c>true</c>, a deep copy is returned; nested subresources will be duplicated and are not shared.</para>
            <para>Subresource properties with the <see cref="F:Godot.PropertyUsageFlags.AlwaysDuplicate"/> flag are always duplicated even with <c>subresources</c> set to <c>false</c>, and properties with the <see cref="F:Godot.PropertyUsageFlags.NeverDuplicate"/> flag are never duplicated even with <c>subresources</c> set to <c>true</c>.</para>
            <para><b>Note:</b> For custom resources, this method will fail if <see cref="M:Godot.GodotObject.#ctor"/> has been defined with required parameters.</para>
            </summary>
        </member>
        <member name="E:Godot.Resource.Changed">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Resource.Changed"/> event of a <see cref="T:Godot.Resource"/> class.
            </summary>
            <summary>
            <para>Emitted when the resource changes, usually when one of its properties is modified. See also <see cref="M:Godot.Resource.EmitChanged"/>.</para>
            <para><b>Note:</b> This signal is not emitted automatically for properties of custom resources. If necessary, a setter needs to be created to emit the signal.</para>
            </summary>
        </member>
        <member name="E:Godot.Resource.SetupLocalToSceneRequested">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Resource.SetupLocalToSceneRequested"/> event of a <see cref="T:Godot.Resource"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="M:Godot.Resource.SetupLocalToScene"/> is called, usually by a newly duplicated resource with <see cref="P:Godot.Resource.ResourceLocalToScene"/> set to <c>true</c>. Custom behavior can be defined by connecting this signal.</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><b>Note:</b> 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>.ctex</c> (<see cref="T:Godot.CompressedTexture2D"/>) 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.Boolean)">
            <summary>
            <para>If implemented, gets the dependencies of a given resource. If <c>addTypes</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><b>Note:</b> 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._GetResourceScriptClass(System.String)">
            <summary>
            <para>Returns the script class name associated with the <see cref="T:Godot.Resource"/> under the given <c>path</c>. If the resource has no script or the script isn't a named class, it should return <c>""</c>.</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><b>Note:</b> 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(Godot.StringName)">
            <summary>
            <para>Tells which resource class this loader can load.</para>
            <para><b>Note:</b> 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,System.Int32)">
            <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>originalPath</c> will target the source file. Returns a <see cref="T:Godot.Resource"/> object on success, or an <see cref="T:Godot.Error"/> constant in case of failure.</para>
            <para>The <c>cacheMode</c> property defines whether and how the cache should be used or updated when loading the resource. See <see cref="T:Godot.ResourceFormatLoader.CacheMode"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceFormatLoader._RecognizePath(System.String,Godot.StringName)">
            <summary>
            <para>Tells whether or not this loader should load a resource from its resource path for a given type.</para>
            <para>If it is not implemented, the default behavior returns whether the path's extension is within the ones provided by <see cref="M:Godot.ResourceFormatLoader._GetRecognizedExtensions"/>, and if the type is within the ones provided by <see cref="M:Godot.ResourceFormatLoader._GetResourceType(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceFormatLoader._RenameDependencies(System.String,Godot.Collections.Dictionary)">
            <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._RecognizePath(Godot.Resource,System.String)">
            <summary>
            <para>Returns <c>true</c> if this saver handles a given save path and <c>false</c> otherwise.</para>
            <para>If this method is not implemented, the default behavior returns whether the path's extension is within the ones provided by <see cref="M:Godot.ResourceFormatSaver._GetRecognizedExtensions(Godot.Resource)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceFormatSaver._Save(Godot.Resource,System.String,System.UInt32)">
            <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="M:Godot.ResourceFormatSaver._SetUid(System.String,System.Int64)">
            <summary>
            <para>Sets a new UID for the resource at the given <c>path</c>. 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 Godot's resource importers. 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 <i>after</i> 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.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. You can add the resources using the ResourcePreloader tab when the node is selected.</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(Godot.StringName,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(Godot.StringName)">
            <summary>
            <para>Removes the resource associated to <c>name</c> from the preloader.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourcePreloader.RenameResource(Godot.StringName,Godot.StringName)">
            <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(Godot.StringName)">
            <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(Godot.StringName)">
            <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.ResourceSaver">
            <summary>
            <para>A singleton for saving 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 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.None">
            <summary>
            <para>No resource saving option.</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.FileAccess.BigEndian"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceSaver.SaverFlags.Compress">
            <summary>
            <para>Compress the resource on save using <see cref="F:Godot.FileAccess.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(Godot.Resource,System.String,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. If <c>path</c> is empty, <see cref="T:Godot.ResourceSaver"/> will try to use <see cref="P:Godot.Resource.ResourcePath"/>.</para>
            <para>The <c>flags</c> bitmask can be specified to customize the save behavior using <see cref="T:Godot.ResourceSaver.SaverFlags"/> flags.</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="M:Godot.ResourceSaver.AddResourceFormatSaver(Godot.ResourceFormatSaver,System.Boolean)">
            <summary>
            <para>Registers a new <see cref="T:Godot.ResourceFormatSaver"/>. The ResourceSaver will use the ResourceFormatSaver as described in <see cref="M:Godot.ResourceSaver.Save(Godot.Resource,System.String,Godot.ResourceSaver.SaverFlags)"/>.</para>
            <para>This method is performed implicitly for ResourceFormatSavers written in GDScript (see <see cref="T:Godot.ResourceFormatSaver"/> for more information).</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceSaver.RemoveResourceFormatSaver(Godot.ResourceFormatSaver)">
            <summary>
            <para>Unregisters the given <see cref="T:Godot.ResourceFormatSaver"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.ResourceUid">
            <summary>
            <para>Resource UIDs (Unique IDentifiers) allow the engine to keep references between resources intact, even if files can renamed or moved. They can be accessed with <c>uid://</c>.</para>
            <para><see cref="T:Godot.ResourceUid"/> keeps track of all registered resource UIDs in a project, generates new UIDs, and converts between their string and integer representations.</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceUid.InvalidId">
            <summary>
            <para>The value to use for an invalid UID, for example if the resource could not be loaded.</para>
            <para>Its text representation is <c>uid://&lt;invalid&gt;</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceUid.IdToText(System.Int64)">
            <summary>
            <para>Converts the given UID to a <c>uid://</c> string value.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceUid.TextToId(System.String)">
            <summary>
            <para>Extracts the UID value from the given <c>uid://</c> string.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceUid.CreateId">
            <summary>
            <para>Generates a random resource UID which is guaranteed to be unique within the list of currently loaded UIDs.</para>
            <para>In order for this UID to be registered, you must call <see cref="M:Godot.ResourceUid.AddId(System.Int64,System.String)"/> or <see cref="M:Godot.ResourceUid.SetId(System.Int64,System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceUid.HasId(System.Int64)">
            <summary>
            <para>Returns whether the given UID value is known to the cache.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceUid.AddId(System.Int64,System.String)">
            <summary>
            <para>Adds a new UID value which is mapped to the given resource path.</para>
            <para>Fails with an error if the UID already exists, so be sure to check <see cref="M:Godot.ResourceUid.HasId(System.Int64)"/> beforehand, or use <see cref="M:Godot.ResourceUid.SetId(System.Int64,System.String)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceUid.SetId(System.Int64,System.String)">
            <summary>
            <para>Updates the resource path of an existing UID.</para>
            <para>Fails with an error if the UID does not exist, so be sure to check <see cref="M:Godot.ResourceUid.HasId(System.Int64)"/> beforehand, or use <see cref="M:Godot.ResourceUid.AddId(System.Int64,System.String)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceUid.GetIdPath(System.Int64)">
            <summary>
            <para>Returns the path that the given UID value refers to.</para>
            <para>Fails with an error if the UID does not exist, so be sure to check <see cref="M:Godot.ResourceUid.HasId(System.Int64)"/> beforehand.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceUid.RemoveId(System.Int64)">
            <summary>
            <para>Removes a loaded UID value from the cache.</para>
            <para>Fails with an error if the UID does not exist, so be sure to check <see cref="M:Godot.ResourceUid.HasId(System.Int64)"/> beforehand.</para>
            </summary>
        </member>
        <member name="T:Godot.RibbonTrailMesh">
            <summary>
            <para><see cref="T:Godot.RibbonTrailMesh"/> represents a straight ribbon-shaped mesh with variable width. The ribbon is composed of a number of flat or cross-shaped sections, each with the same <see cref="P:Godot.RibbonTrailMesh.SectionLength"/> and number of <see cref="P:Godot.RibbonTrailMesh.SectionSegments"/>. A <see cref="P:Godot.RibbonTrailMesh.Curve"/> is sampled along the total length of the ribbon, meaning that the curve determines the size of the ribbon along its length.</para>
            <para>This primitive mesh is usually used for particle trails.</para>
            </summary>
        </member>
        <member name="F:Godot.RibbonTrailMesh.ShapeEnum.Flat">
            <summary>
            <para>Gives the mesh a single flat face.</para>
            </summary>
        </member>
        <member name="F:Godot.RibbonTrailMesh.ShapeEnum.Cross">
            <summary>
            <para>Gives the mesh two perpendicular flat faces, making a cross shape.</para>
            </summary>
        </member>
        <member name="P:Godot.RibbonTrailMesh.Shape">
            <summary>
            <para>Determines the shape of the ribbon.</para>
            </summary>
        </member>
        <member name="P:Godot.RibbonTrailMesh.Size">
            <summary>
            <para>The baseline size of the ribbon. The size of a particular section segment is obtained by multiplying this size by the value of the <see cref="P:Godot.RibbonTrailMesh.Curve"/> at the given distance.</para>
            </summary>
        </member>
        <member name="P:Godot.RibbonTrailMesh.Sections">
            <summary>
            <para>The total number of sections on the ribbon.</para>
            </summary>
        </member>
        <member name="P:Godot.RibbonTrailMesh.SectionLength">
            <summary>
            <para>The length of a section of the ribbon.</para>
            </summary>
        </member>
        <member name="P:Godot.RibbonTrailMesh.SectionSegments">
            <summary>
            <para>The number of segments in a section. The <see cref="P:Godot.RibbonTrailMesh.Curve"/> is sampled on each segment to determine its size. Higher values result in a more detailed ribbon at the cost of performance.</para>
            </summary>
        </member>
        <member name="P:Godot.RibbonTrailMesh.Curve">
            <summary>
            <para>Determines the size of the ribbon along its length. The size of a particular section segment is obtained by multiplying the baseline <see cref="P:Godot.RibbonTrailMesh.Size"/> by the value of this curve at the given distance. For values smaller than <c>0</c>, the faces will be inverted.</para>
            </summary>
        </member>
        <member name="T:Godot.RichTextEffect">
            <summary>
            <para>A custom effect for a <see cref="T:Godot.RichTextLabel"/>.</para>
            <para><b>Note:</b> 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]`
            string bbcode = "example";
            </code></para>
            <para><b>Note:</b> 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>charFX</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>A control for displaying text that can contain custom fonts, images, and basic formatting. <see cref="T:Godot.RichTextLabel"/> manages these as an internal tag stack. It also adapts itself to given width/heights.</para>
            <para><b>Note:</b> Assignments to <see cref="P:Godot.RichTextLabel.Text"/> clear the tag stack and reconstruct it from the property's contents. Any edits made to <see cref="P:Godot.RichTextLabel.Text"/> will erase previous edits made from other manual sources such as <see cref="M:Godot.RichTextLabel.AppendText(System.String)"/> and the <c>push_*</c> / <see cref="M:Godot.RichTextLabel.Pop"/> methods.</para>
            <para><b>Note:</b> 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><b>Note:</b> <c>push_*/pop_*</c> functions won't affect BBCode.</para>
            <para><b>Note:</b> Unlike <see cref="T:Godot.Label"/>, <see cref="T:Godot.RichTextLabel"/> doesn't have a <i>property</i> 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.FitContent"/> property.</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.Roman">
            <summary>
            <para>Each list item has a roman number 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.MenuItems.Copy">
            <summary>
            <para>Copies the selected text.</para>
            </summary>
        </member>
        <member name="F:Godot.RichTextLabel.MenuItems.SelectAll">
            <summary>
            <para>Selects the whole <see cref="T:Godot.RichTextLabel"/> text.</para>
            </summary>
        </member>
        <member name="F:Godot.RichTextLabel.MenuItems.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.RichTextLabel.MenuItems"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.BbcodeEnabled">
            <summary>
            <para>If <c>true</c>, the label uses BBCode formatting.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.Text">
            <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><b>Note:</b> If <see cref="P:Godot.RichTextLabel.BbcodeEnabled"/> is <c>true</c>, it is unadvised to use the <c>+=</c> operator with <c>text</c> (e.g. <c>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.AppendText(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.FitContent">
            <summary>
            <para>If <c>true</c>, the label's minimum size will be automatically updated to fit its content, matching the behavior of <see cref="T:Godot.Label"/>.</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.AutowrapMode">
            <summary>
            <para>If set to something other than <see cref="F:Godot.TextServer.AutowrapMode.Off"/>, the text gets wrapped inside the node's bounding rectangle. To see how each mode behaves, see <see cref="T:Godot.TextServer.AutowrapMode"/>.</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.ContextMenuEnabled">
            <summary>
            <para>If <c>true</c>, a right-click displays the context menu.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.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.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(Godot.Variant)"/>.</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.HintUnderlined">
            <summary>
            <para>If <c>true</c>, the label underlines hint tags such as <c>[hint=description]{text}[/hint]</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.Threaded">
            <summary>
            <para>If <c>true</c>, text processing is done in a background thread.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.ProgressBarDelay">
            <summary>
            <para>The delay after which the loading progress bar is displayed, in milliseconds. Set to <c>-1</c> to disable progress bar entirely.</para>
            <para><b>Note:</b> Progress bar is displayed only if <see cref="P:Godot.RichTextLabel.Threaded"/> is enabled.</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.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.VisibleCharacters">
            <summary>
            <para>The number of characters to display. If set to <c>-1</c>, all characters are displayed. This can be useful when animating the text appearing in a dialog box.</para>
            <para><b>Note:</b> Setting this property updates <see cref="P:Godot.RichTextLabel.VisibleRatio"/> accordingly.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.VisibleCharactersBehavior">
            <summary>
            <para>Sets the clipping behavior when <see cref="P:Godot.RichTextLabel.VisibleCharacters"/> or <see cref="P:Godot.RichTextLabel.VisibleRatio"/> is set. See <see cref="T:Godot.TextServer.VisibleCharactersBehavior"/> for more info.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.VisibleRatio">
            <summary>
            <para>The fraction of characters to display, relative to the total number of characters (see <see cref="M:Godot.RichTextLabel.GetTotalCharacterCount"/>). If set to <c>1.0</c>, all characters are displayed. If set to <c>0.5</c>, only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box.</para>
            <para><b>Note:</b> Setting this property updates <see cref="P:Godot.RichTextLabel.VisibleCharacters"/> accordingly.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.TextDirection">
            <summary>
            <para>Base text writing direction.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.Language">
            <summary>
            <para>Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.StructuredTextBidiOverride">
            <summary>
            <para>Set BiDi algorithm override for the structured text.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.StructuredTextBidiOverrideOptions">
            <summary>
            <para>Set additional options for BiDi override.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetParsedText">
            <summary>
            <para>Returns the text without BBCode mark-up.</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.Texture2D,System.Int32,System.Int32,System.Nullable{Godot.Color},Godot.InlineAlignment,System.Nullable{Godot.Rect2})">
            <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, a <c>color</c> to tint the image and a <c>region</c> to only use parts of 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>
            <para>If <c>width</c> and <c>height</c> are not set, but <c>region</c> is, the region's rect will be used.</para>
            </summary>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
            <param name="region">If the parameter is null, then the default value is <c>new Rect2(new Vector2(0, 0), new Vector2(0, 0))</c>.</param>
        </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.RemoveParagraph(System.Int32)">
            <summary>
            <para>Removes a paragraph of content from the label. Returns <c>true</c> if the paragraph exists.</para>
            <para>The <c>paragraph</c> argument is the index of the paragraph to remove, it can take values in the interval <c>[0, get_paragraph_count() - 1]</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushFont(Godot.Font,System.Int32)">
            <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.PushFontSize(System.Int32)">
            <summary>
            <para>Adds a <c>[font_size]</c> tag to the tag stack. Overrides default font size 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 an italics font to the tag stack. This is the same as adding an <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.PushOutlineSize(System.Int32)">
            <summary>
            <para>Adds a <c>[outline_size]</c> tag to the tag stack. Overrides default text outline size for its duration.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushOutlineColor(Godot.Color)">
            <summary>
            <para>Adds a <c>[outline_color]</c> tag to the tag stack. Adds text outline for its duration.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushParagraph(Godot.HorizontalAlignment,Godot.Control.TextDirection,System.String,Godot.TextServer.StructuredTextParser,Godot.TextServer.JustificationFlag,System.Single[])">
            <summary>
            <para>Adds a <c>[p]</c> tag to the tag stack.</para>
            </summary>
            <param name="tabStops">If the parameter is null, then the default value is <c>Array.Empty&lt;float&gt;()</c>.</param>
        </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(System.Int32,Godot.RichTextLabel.ListType,System.Boolean,System.String)">
            <summary>
            <para>Adds <c>[ol]</c> or <c>[ul]</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.PushMeta(Godot.Variant)">
            <summary>
            <para>Adds a meta 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.PushHint(System.String)">
            <summary>
            <para>Adds a <c>[hint]</c> tag to the tag stack. Same as BBCode <c>[hint=something]{text}[/hint]</c>.</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,Godot.InlineAlignment,System.Int32)">
            <summary>
            <para>Adds a <c>[table=columns,inline_align]</c> tag to the tag stack.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushDropcap(System.String,Godot.Font,System.Int32,System.Nullable{Godot.Rect2},System.Nullable{Godot.Color},System.Int32,System.Nullable{Godot.Color})">
            <summary>
            <para>Adds a <c>[dropcap]</c> tag to the tag stack. Drop cap (dropped capital) is a decorative element at the beginning of a paragraph that is larger than the rest of the text.</para>
            </summary>
            <param name="dropcapMargins">If the parameter is null, then the default value is <c>new Rect2(new Vector2(0, 0), new Vector2(0, 0))</c>.</param>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
            <param name="outlineColor">If the parameter is null, then the default value is <c>new Color(0, 0, 0, 0)</c>.</param>
        </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.SetCellRowBackgroundColor(Godot.Color,Godot.Color)">
            <summary>
            <para>Sets color of a table cell. Separate colors for alternating rows can be specified.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.SetCellBorderColor(Godot.Color)">
            <summary>
            <para>Sets color of a table cell border.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.SetCellSizeOverride(Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Sets minimum and maximum size overrides for a table cell.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.SetCellPadding(Godot.Rect2)">
            <summary>
            <para>Sets inner padding of a table cell.</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,Godot.InlineAlignment,System.Int32)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushFgcolor(Godot.Color)">
            <summary>
            <para>Adds a <c>[fgcolor]</c> tag to the tag stack.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushBgcolor(Godot.Color)">
            <summary>
            <para>Adds a <c>[bgcolor]</c> tag to the tag stack.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushCustomfx(Godot.RichTextEffect,Godot.Collections.Dictionary)">
            <summary>
            <para>Adds a custom effect tag to the tag stack. The effect does not need to be in <see cref="P:Godot.RichTextLabel.CustomEffects"/>. The environment is directly passed to the effect.</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.Text"/> to an empty string.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetVScrollBar">
            <summary>
            <para>Returns the vertical scrollbar.</para>
            <para><b>Warning:</b> 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.ScrollToParagraph(System.Int32)">
            <summary>
            <para>Scrolls the window's top line to match first line of the <c>paragraph</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.ScrollToSelection">
            <summary>
            <para>Scrolls to the beginning of the current selection.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetSelectionFrom">
            <summary>
            <para>Returns the current selection first character index if a selection is active, <c>-1</c> otherwise. Does not include BBCodes.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetSelectionTo">
            <summary>
            <para>Returns the current selection last character index if a selection is active, <c>-1</c> otherwise. Does not include BBCodes.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.SelectAll">
            <summary>
            <para>Select all the text.</para>
            <para>If <see cref="P:Godot.RichTextLabel.SelectionEnabled"/> is <c>false</c>, no selection will occur.</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.ParseBbcode(System.String)">
            <summary>
            <para>The assignment version of <see cref="M:Godot.RichTextLabel.AppendText(System.String)"/>. Clears the tag stack and inserts the new content.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.AppendText(System.String)">
            <summary>
            <para>Parses <c>bbcode</c> and adds tags to the tag stack as needed.</para>
            <para><b>Note:</b> Using this method, you can't close a tag that was opened in a previous <see cref="M:Godot.RichTextLabel.AppendText(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.Text"/> instead of using <see cref="M:Godot.RichTextLabel.AppendText(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.IsReady">
            <summary>
            <para>If <see cref="P:Godot.RichTextLabel.Threaded"/> is enabled, returns <c>true</c> if the background thread has finished text processing, otherwise always return <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetCharacterLine(System.Int32)">
            <summary>
            <para>Returns the line number of the character position provided.</para>
            <para><b>Note:</b> If <see cref="P:Godot.RichTextLabel.Threaded"/> is enabled, this method returns a value for the loaded part of the document. Use <see cref="M:Godot.RichTextLabel.IsReady"/> or <see cref="E:Godot.RichTextLabel.Finished"/> to determine whether document is fully loaded.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetCharacterParagraph(System.Int32)">
            <summary>
            <para>Returns the paragraph number of the character position provided.</para>
            <para><b>Note:</b> If <see cref="P:Godot.RichTextLabel.Threaded"/> is enabled, this method returns a value for the loaded part of the document. Use <see cref="M:Godot.RichTextLabel.IsReady"/> or <see cref="E:Godot.RichTextLabel.Finished"/> to determine whether document is fully loaded.</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 lines in the text. Wrapped text is counted as multiple lines.</para>
            <para><b>Note:</b> If <see cref="P:Godot.RichTextLabel.Threaded"/> is enabled, this method returns a value for the loaded part of the document. Use <see cref="M:Godot.RichTextLabel.IsReady"/> or <see cref="E:Godot.RichTextLabel.Finished"/> to determine whether document is fully loaded.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetVisibleLineCount">
            <summary>
            <para>Returns the number of visible lines.</para>
            <para><b>Note:</b> If <see cref="P:Godot.RichTextLabel.Threaded"/> is enabled, this method returns a value for the loaded part of the document. Use <see cref="M:Godot.RichTextLabel.IsReady"/> or <see cref="E:Godot.RichTextLabel.Finished"/> to determine whether document is fully loaded.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetParagraphCount">
            <summary>
            <para>Returns the total number of paragraphs (newlines or <c>p</c> tags in the tag stack's text tags). Considers wrapped text as one paragraph.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetVisibleParagraphCount">
            <summary>
            <para>Returns the number of visible paragraphs. A paragraph is considered visible if at least one of its lines is visible.</para>
            <para><b>Note:</b> If <see cref="P:Godot.RichTextLabel.Threaded"/> is enabled, this method returns a value for the loaded part of the document. Use <see cref="M:Godot.RichTextLabel.IsReady"/> or <see cref="E:Godot.RichTextLabel.Finished"/> to determine whether document is fully loaded.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetContentHeight">
            <summary>
            <para>Returns the height of the content.</para>
            <para><b>Note:</b> If <see cref="P:Godot.RichTextLabel.Threaded"/> is enabled, this method returns a value for the loaded part of the document. Use <see cref="M:Godot.RichTextLabel.IsReady"/> or <see cref="E:Godot.RichTextLabel.Finished"/> to determine whether document is fully loaded.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetContentWidth">
            <summary>
            <para>Returns the width of the content.</para>
            <para><b>Note:</b> If <see cref="P:Godot.RichTextLabel.Threaded"/> is enabled, this method returns a value for the loaded part of the document. Use <see cref="M:Godot.RichTextLabel.IsReady"/> or <see cref="E:Godot.RichTextLabel.Finished"/> to determine whether document is fully loaded.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetLineOffset(System.Int32)">
            <summary>
            <para>Returns the vertical offset of the line found at the provided index.</para>
            <para><b>Note:</b> If <see cref="P:Godot.RichTextLabel.Threaded"/> is enabled, this method returns a value for the loaded part of the document. Use <see cref="M:Godot.RichTextLabel.IsReady"/> or <see cref="E:Godot.RichTextLabel.Finished"/> to determine whether document is fully loaded.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetParagraphOffset(System.Int32)">
            <summary>
            <para>Returns the vertical offset of the paragraph found at the provided index.</para>
            <para><b>Note:</b> If <see cref="P:Godot.RichTextLabel.Threaded"/> is enabled, this method returns a value for the loaded part of the document. Use <see cref="M:Godot.RichTextLabel.IsReady"/> or <see cref="E:Godot.RichTextLabel.Finished"/> to determine whether document is fully loaded.</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(Godot.Variant)">
            <summary>
            <para>Installs a custom effect. <c>effect</c> should be a valid <see cref="T:Godot.RichTextEffect"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetMenu">
            <summary>
            <para>Returns the <see cref="T:Godot.PopupMenu"/> of this <see cref="T:Godot.RichTextLabel"/>. By default, this menu is displayed when right-clicking on the <see cref="T:Godot.RichTextLabel"/>.</para>
            <para>You can add custom menu items or remove standard ones. Make sure your IDs don't conflict with the standard ones (see <see cref="T:Godot.RichTextLabel.MenuItems"/>). For example:</para>
            <para><code>
            public override void _Ready()
            {
                var menu = GetMenu();
                // Remove "Select All" item.
                menu.RemoveItem(RichTextLabel.MenuItems.SelectAll);
                // Add custom items.
                menu.AddSeparator();
                menu.AddItem("Duplicate Text", RichTextLabel.MenuItems.Max + 1);
                // Add event handler.
                menu.IdPressed += OnItemPressed;
            }
            
            public void OnItemPressed(int id)
            {
                if (id == TextEdit.MenuItems.Max + 1)
                {
                    AddText("\n" + GetParsedText());
                }
            }
            </code></para>
            <para><b>Warning:</b> 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.Window.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.IsMenuVisible">
            <summary>
            <para>Returns whether the menu is visible. Use this instead of <c>get_menu().visible</c> to improve performance (so the creation of the menu is avoided).</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.MenuOption(System.Int32)">
            <summary>
            <para>Executes a given action as defined in the <see cref="T:Godot.RichTextLabel.MenuItems"/> enum.</para>
            </summary>
        </member>
        <member name="T:Godot.RichTextLabel.MetaClickedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RichTextLabel.MetaClicked"/> event of a <see cref="T:Godot.RichTextLabel"/> class.
            </summary>
        </member>
        <member name="E:Godot.RichTextLabel.MetaClicked">
            <summary>
            <para>Triggered when the user clicks on content between meta tags. If the meta is defined in text, e.g. <c>[url={"data"="hi"}]hi[/url]</c>, then the parameter for this signal will be a <see cref="T:System.String"/> type. If a particular type or an object is desired, the <see cref="M:Godot.RichTextLabel.PushMeta(Godot.Variant)"/> method must be used to manually insert the data into the tag stack.</para>
            </summary>
        </member>
        <member name="T:Godot.RichTextLabel.MetaHoverStartedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RichTextLabel.MetaHoverStarted"/> event of a <see cref="T:Godot.RichTextLabel"/> class.
            </summary>
        </member>
        <member name="E:Godot.RichTextLabel.MetaHoverStarted">
            <summary>
            <para>Triggers when the mouse enters a meta tag.</para>
            </summary>
        </member>
        <member name="T:Godot.RichTextLabel.MetaHoverEndedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RichTextLabel.MetaHoverEnded"/> event of a <see cref="T:Godot.RichTextLabel"/> class.
            </summary>
        </member>
        <member name="E:Godot.RichTextLabel.MetaHoverEnded">
            <summary>
            <para>Triggers when the mouse exits a meta tag.</para>
            </summary>
        </member>
        <member name="E:Godot.RichTextLabel.Finished">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RichTextLabel.Finished"/> event of a <see cref="T:Godot.RichTextLabel"/> class.
            </summary>
            <summary>
            <para>Triggered when the document is fully loaded.</para>
            </summary>
        </member>
        <member name="T:Godot.RigidBody2D">
            <summary>
            <para><see cref="T:Godot.RigidBody2D"/> implements full 2D physics. It cannot be controlled directly, instead, you must apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, rotation, react to collisions, and affect other physics bodies in its path.</para>
            <para>The body's behavior can be adjusted via <see cref="P:Godot.RigidBody2D.LockRotation"/>, <see cref="P:Godot.RigidBody2D.Freeze"/>, and <see cref="P:Godot.RigidBody2D.FreezeMode"/>. By changing various properties of the object, such as <see cref="P:Godot.RigidBody2D.Mass"/>, you can control how the physics simulation acts on it.</para>
            <para>A rigid body will always maintain its shape and size, even when forces are applied to it. It is useful for objects that can be interacted with in an environment, such as a tree that can be knocked over or a stack of crates that can be pushed around.</para>
            <para>If you need to override the default physics behavior, you can write a custom force integration function. See <see cref="P:Godot.RigidBody2D.CustomIntegrator"/>.</para>
            <para><b>Note:</b> Changing the 2D transform or <see cref="P:Godot.RigidBody2D.LinearVelocity"/> of a <see cref="T:Godot.RigidBody2D"/> very often may lead to some unpredictable behaviors. If you need to directly affect the body, prefer <see cref="M:Godot.RigidBody2D._IntegrateForces(Godot.PhysicsDirectBodyState2D)"/> as it allows you to directly access the physics state.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody2D.FreezeModeEnum.Static">
            <summary>
            <para>Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody2D.FreezeModeEnum.Kinematic">
            <summary>
            <para>Kinematic body freeze mode. Similar to <see cref="F:Godot.RigidBody2D.FreezeModeEnum.Static"/>, but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody2D.CenterOfMassModeEnum.Auto">
            <summary>
            <para>In this mode, the body's center of mass is calculated automatically based on its shapes. This assumes that the shapes' origins are also their center of mass.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody2D.CenterOfMassModeEnum.Custom">
            <summary>
            <para>In this mode, the body's center of mass is set through <see cref="P:Godot.RigidBody2D.CenterOfMass"/>. Defaults to the body's origin position.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody2D.DampMode.Combine">
            <summary>
            <para>In this mode, the body's damping value is added to any value set in areas or the default value.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody2D.DampMode.Replace">
            <summary>
            <para>In this mode, the body's damping value replaces any value set in areas or the default value.</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.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 property allows you to set a custom value.</para>
            <para>If set to <c>0</c>, inertia is automatically computed (default value).</para>
            <para><b>Note:</b> This value does not change when inertia is automatically computed. Use <see cref="T:Godot.PhysicsServer2D"/> to get the computed inertia.</para>
            <para><code>
            private RigidBody2D _ball;
            
            public override void _Ready()
            {
                _ball = GetNode&lt;RigidBody2D&gt;("Ball");
            }
            
            private float GetBallInertia()
            {
                return 1.0f / PhysicsServer2D.BodyGetDirectState(_ball.GetRid()).InverseInertia;
            }
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.CenterOfMassMode">
            <summary>
            <para>Defines the way the body's center of mass is set. See <see cref="T:Godot.RigidBody2D.CenterOfMassModeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.CenterOfMass">
            <summary>
            <para>The body's custom center of mass, relative to the body's origin position, when <see cref="P:Godot.RigidBody2D.CenterOfMassMode"/> is set to <see cref="F:Godot.RigidBody2D.CenterOfMassModeEnum.Custom"/>. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.</para>
            <para>When <see cref="P:Godot.RigidBody2D.CenterOfMassMode"/> is set to <see cref="F:Godot.RigidBody2D.CenterOfMassModeEnum.Auto"/> (default value), the center of mass is automatically computed.</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 <b>Default Gravity</b> value in <b>Project &gt; Project Settings &gt; Physics &gt; 2d</b> 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.PhysicsDirectBodyState2D)"/> 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.MaxContactsReported">
            <summary>
            <para>The maximum number of contacts that will be recorded. Requires a value greater than 0 and <see cref="P:Godot.RigidBody2D.ContactMonitor"/> to be set to <c>true</c> to start to register contacts. Use <see cref="M:Godot.RigidBody2D.GetContactCount"/> to retrieve the count or <see cref="M:Godot.RigidBody2D.GetCollidingBodies"/> to retrieve bodies that have been collided with.</para>
            <para><b>Note:</b> 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.RigidBody2D.ContactMonitor">
            <summary>
            <para>If <c>true</c>, the RigidBody2D will emit signals when it collides with another RigidBody2D.</para>
            <para><b>Note:</b> By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see <see cref="P:Godot.RigidBody2D.MaxContactsReported"/>.</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,System.Nullable{Godot.Vector2})"/> or <see cref="M:Godot.RigidBody2D.ApplyForce(Godot.Vector2,System.Nullable{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>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.LockRotation">
            <summary>
            <para>If <c>true</c>, the body cannot rotate. Gravity and forces only apply linear movement.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.Freeze">
            <summary>
            <para>If <c>true</c>, the body is frozen. Gravity and forces are not applied anymore.</para>
            <para>See <see cref="P:Godot.RigidBody2D.FreezeMode"/> to set the body's behavior when frozen.</para>
            <para>For a body that is always frozen, use <see cref="T:Godot.StaticBody2D"/> or <see cref="T:Godot.AnimatableBody2D"/> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.FreezeMode">
            <summary>
            <para>The body's freeze mode. Can be used to set the body's behavior when <see cref="P:Godot.RigidBody2D.Freeze"/> is enabled. See <see cref="T:Godot.RigidBody2D.FreezeModeEnum"/> for possible values.</para>
            <para>For a body that is always frozen, use <see cref="T:Godot.StaticBody2D"/> or <see cref="T:Godot.AnimatableBody2D"/> instead.</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 <b>don't set this every frame</b>, because physics may run in another thread and runs at a different granularity. Use <see cref="M:Godot.RigidBody2D._IntegrateForces(Godot.PhysicsDirectBodyState2D)"/> as your process loop for precise control of the body state.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.LinearDampMode">
            <summary>
            <para>Defines how <see cref="P:Godot.RigidBody2D.LinearDamp"/> is applied. See <see cref="T:Godot.RigidBody2D.DampMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.LinearDamp">
            <summary>
            <para>Damps the body's movement. By default, the body will use the <b>Default Linear Damp</b> in <b>Project &gt; Project Settings &gt; Physics &gt; 2d</b> or any value override set by an <see cref="T:Godot.Area2D"/> the body is in. Depending on <see cref="P:Godot.RigidBody2D.LinearDampMode"/>, you can set <see cref="P:Godot.RigidBody2D.LinearDamp"/> to be added to or to replace the body's damping 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 <i>radians</i> per second.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.AngularDampMode">
            <summary>
            <para>Defines how <see cref="P:Godot.RigidBody2D.AngularDamp"/> is applied. See <see cref="T:Godot.RigidBody2D.DampMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.AngularDamp">
            <summary>
            <para>Damps the body's rotation. By default, the body will use the <b>Default Angular Damp</b> in <b>Project &gt; Project Settings &gt; Physics &gt; 2d</b> or any value override set by an <see cref="T:Godot.Area2D"/> the body is in. Depending on <see cref="P:Godot.RigidBody2D.AngularDampMode"/>, you can set <see cref="P:Godot.RigidBody2D.AngularDamp"/> to be added to or to replace the body's damping 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.ConstantForce">
            <summary>
            <para>The body's total constant positional forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.RigidBody2D.AddConstantForce(Godot.Vector2,System.Nullable{Godot.Vector2})"/> and <see cref="M:Godot.RigidBody2D.AddConstantCentralForce(Godot.Vector2)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.ConstantTorque">
            <summary>
            <para>The body's total constant rotational forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.RigidBody2D.AddConstantTorque(System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D._IntegrateForces(Godot.PhysicsDirectBodyState2D)">
            <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.Double)"/> 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.GetContactCount">
            <summary>
            <para>Returns the number of contacts this body has with other bodies. By default, this returns 0 unless bodies are configured to monitor contacts (see <see cref="P:Godot.RigidBody2D.ContactMonitor"/>).</para>
            <para><b>Note:</b> To retrieve the colliding bodies, use <see cref="M:Godot.RigidBody2D.GetCollidingBodies"/>.</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(System.Nullable{Godot.Vector2})">
            <summary>
            <para>Applies a directional impulse without affecting rotation.</para>
            <para>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).</para>
            <para>This is equivalent to using <see cref="M:Godot.RigidBody2D.ApplyImpulse(Godot.Vector2,System.Nullable{Godot.Vector2})"/> at the body's center of mass.</para>
            </summary>
            <param name="impulse">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.RigidBody2D.ApplyImpulse(Godot.Vector2,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Applies a positioned impulse to the body.</para>
            <para>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).</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.RigidBody2D.ApplyTorqueImpulse(System.Single)">
            <summary>
            <para>Applies a rotational impulse to the body without affecting the position.</para>
            <para>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).</para>
            <para><b>Note:</b> <see cref="P:Godot.RigidBody2D.Inertia"/> is required for this to work. To have <see cref="P:Godot.RigidBody2D.Inertia"/>, an active <see cref="T:Godot.CollisionShape2D"/> must be a child of the node, or you can manually set <see cref="P:Godot.RigidBody2D.Inertia"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D.ApplyCentralForce(Godot.Vector2)">
            <summary>
            <para>Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.</para>
            <para>This is equivalent to using <see cref="M:Godot.RigidBody2D.ApplyForce(Godot.Vector2,System.Nullable{Godot.Vector2})"/> at the body's center of mass.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D.ApplyForce(Godot.Vector2,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.RigidBody2D.ApplyTorque(System.Single)">
            <summary>
            <para>Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.</para>
            <para><b>Note:</b> <see cref="P:Godot.RigidBody2D.Inertia"/> is required for this to work. To have <see cref="P:Godot.RigidBody2D.Inertia"/>, an active <see cref="T:Godot.CollisionShape2D"/> must be a child of the node, or you can manually set <see cref="P:Godot.RigidBody2D.Inertia"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D.AddConstantCentralForce(Godot.Vector2)">
            <summary>
            <para>Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with <c>constant_force = Vector2(0, 0)</c>.</para>
            <para>This is equivalent to using <see cref="M:Godot.RigidBody2D.AddConstantForce(Godot.Vector2,System.Nullable{Godot.Vector2})"/> at the body's center of mass.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D.AddConstantForce(Godot.Vector2,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Adds a constant positioned force to the body that keeps being applied over time until cleared with <c>constant_force = Vector2(0, 0)</c>.</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector2(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.RigidBody2D.AddConstantTorque(System.Single)">
            <summary>
            <para>Adds a constant rotational force without affecting position that keeps being applied over time until cleared with <c>constant_torque = 0</c>.</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.MaxContactsReported"/> to be set high enough to detect all the collisions.</para>
            <para><b>Note:</b> 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.BodyShapeEnteredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RigidBody2D.BodyShapeEntered"/> event of a <see cref="T:Godot.RigidBody2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.RigidBody2D.BodyShapeEntered">
            <summary>
            <para>Emitted when one of this RigidBody2D's <see cref="T:Godot.Shape2D"/>s collides with another <see cref="T:Godot.PhysicsBody2D"/> or <see cref="T:Godot.TileMap"/>'s <see cref="T:Godot.Shape2D"/>s. Requires <see cref="P:Godot.RigidBody2D.ContactMonitor"/> to be set to <c>true</c> and <see cref="P:Godot.RigidBody2D.MaxContactsReported"/> to be set high enough to detect all the collisions. <see cref="T:Godot.TileMap"/>s are detected if the <see cref="T:Godot.TileSet"/> has Collision <see cref="T:Godot.Shape2D"/>s.</para>
            <para><c>bodyRid</c> the <see cref="T:Godot.Rid"/> of the other <see cref="T:Godot.PhysicsBody2D"/> or <see cref="T:Godot.TileSet"/>'s <see cref="T:Godot.CollisionObject2D"/> used by the <see cref="T:Godot.PhysicsServer2D"/>.</para>
            <para><c>body</c> the <see cref="T:Godot.Node"/>, if it exists in the tree, of the other <see cref="T:Godot.PhysicsBody2D"/> or <see cref="T:Godot.TileMap"/>.</para>
            <para><c>bodyShapeIndex</c> the index of the <see cref="T:Godot.Shape2D"/> of the other <see cref="T:Godot.PhysicsBody2D"/> or <see cref="T:Godot.TileMap"/> used by the <see cref="T:Godot.PhysicsServer2D"/>. Get the <see cref="T:Godot.CollisionShape2D"/> node with <c>body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))</c>.</para>
            <para><c>localShapeIndex</c> the index of the <see cref="T:Godot.Shape2D"/> of this RigidBody2D used by the <see cref="T:Godot.PhysicsServer2D"/>. Get the <see cref="T:Godot.CollisionShape2D"/> node with <c>self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.RigidBody2D.BodyShapeExitedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RigidBody2D.BodyShapeExited"/> event of a <see cref="T:Godot.RigidBody2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.RigidBody2D.BodyShapeExited">
            <summary>
            <para>Emitted when the collision between one of this RigidBody2D's <see cref="T:Godot.Shape2D"/>s and another <see cref="T:Godot.PhysicsBody2D"/> or <see cref="T:Godot.TileMap"/>'s <see cref="T:Godot.Shape2D"/>s ends. Requires <see cref="P:Godot.RigidBody2D.ContactMonitor"/> to be set to <c>true</c> and <see cref="P:Godot.RigidBody2D.MaxContactsReported"/> to be set high enough to detect all the collisions. <see cref="T:Godot.TileMap"/>s are detected if the <see cref="T:Godot.TileSet"/> has Collision <see cref="T:Godot.Shape2D"/>s.</para>
            <para><c>bodyRid</c> the <see cref="T:Godot.Rid"/> of the other <see cref="T:Godot.PhysicsBody2D"/> or <see cref="T:Godot.TileSet"/>'s <see cref="T:Godot.CollisionObject2D"/> used by the <see cref="T:Godot.PhysicsServer2D"/>.</para>
            <para><c>body</c> the <see cref="T:Godot.Node"/>, if it exists in the tree, of the other <see cref="T:Godot.PhysicsBody2D"/> or <see cref="T:Godot.TileMap"/>.</para>
            <para><c>bodyShapeIndex</c> the index of the <see cref="T:Godot.Shape2D"/> of the other <see cref="T:Godot.PhysicsBody2D"/> or <see cref="T:Godot.TileMap"/> used by the <see cref="T:Godot.PhysicsServer2D"/>. Get the <see cref="T:Godot.CollisionShape2D"/> node with <c>body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))</c>.</para>
            <para><c>localShapeIndex</c> the index of the <see cref="T:Godot.Shape2D"/> of this RigidBody2D used by the <see cref="T:Godot.PhysicsServer2D"/>. Get the <see cref="T:Godot.CollisionShape2D"/> node with <c>self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.RigidBody2D.BodyEnteredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RigidBody2D.BodyEntered"/> event of a <see cref="T:Godot.RigidBody2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.RigidBody2D.BodyEntered">
            <summary>
            <para>Emitted when a collision with another <see cref="T:Godot.PhysicsBody2D"/> or <see cref="T:Godot.TileMap"/> occurs. Requires <see cref="P:Godot.RigidBody2D.ContactMonitor"/> to be set to <c>true</c> and <see cref="P:Godot.RigidBody2D.MaxContactsReported"/> to be set high enough to detect all the collisions. <see cref="T:Godot.TileMap"/>s are detected if the <see cref="T:Godot.TileSet"/> has Collision <see cref="T:Godot.Shape2D"/>s.</para>
            <para><c>body</c> the <see cref="T:Godot.Node"/>, if it exists in the tree, of the other <see cref="T:Godot.PhysicsBody2D"/> or <see cref="T:Godot.TileMap"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.RigidBody2D.BodyExitedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RigidBody2D.BodyExited"/> event of a <see cref="T:Godot.RigidBody2D"/> class.
            </summary>
        </member>
        <member name="E:Godot.RigidBody2D.BodyExited">
            <summary>
            <para>Emitted when the collision with another <see cref="T:Godot.PhysicsBody2D"/> or <see cref="T:Godot.TileMap"/> ends. Requires <see cref="P:Godot.RigidBody2D.ContactMonitor"/> to be set to <c>true</c> and <see cref="P:Godot.RigidBody2D.MaxContactsReported"/> to be set high enough to detect all the collisions. <see cref="T:Godot.TileMap"/>s are detected if the <see cref="T:Godot.TileSet"/> has Collision <see cref="T:Godot.Shape2D"/>s.</para>
            <para><c>body</c> the <see cref="T:Godot.Node"/>, if it exists in the tree, of the other <see cref="T:Godot.PhysicsBody2D"/> or <see cref="T:Godot.TileMap"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.RigidBody2D.SleepingStateChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RigidBody2D.SleepingStateChanged"/> event of a <see cref="T:Godot.RigidBody2D"/> class.
            </summary>
            <summary>
            <para>Emitted when the physics engine changes the body's sleeping state.</para>
            <para><b>Note:</b> Changing the value <see cref="P:Godot.RigidBody2D.Sleeping"/> will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or <c>emit_signal("sleeping_state_changed")</c> is used.</para>
            </summary>
        </member>
        <member name="T:Godot.RigidBody3D">
            <summary>
            <para><see cref="T:Godot.RigidBody3D"/> implements full 3D physics. It cannot be controlled directly, instead, you must apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, rotation, react to collisions, and affect other physics bodies in its path.</para>
            <para>The body's behavior can be adjusted via <see cref="P:Godot.RigidBody3D.LockRotation"/>, <see cref="P:Godot.RigidBody3D.Freeze"/>, and <see cref="P:Godot.RigidBody3D.FreezeMode"/>. By changing various properties of the object, such as <see cref="P:Godot.RigidBody3D.Mass"/>, you can control how the physics simulation acts on it.</para>
            <para>A rigid body will always maintain its shape and size, even when forces are applied to it. It is useful for objects that can be interacted with in an environment, such as a tree that can be knocked over or a stack of crates that can be pushed around.</para>
            <para>If you need to override the default physics behavior, you can write a custom force integration function. See <see cref="P:Godot.RigidBody3D.CustomIntegrator"/>.</para>
            <para><b>Note:</b> Changing the 3D transform or <see cref="P:Godot.RigidBody3D.LinearVelocity"/> of a <see cref="T:Godot.RigidBody3D"/> very often may lead to some unpredictable behaviors. If you need to directly affect the body, prefer <see cref="M:Godot.RigidBody3D._IntegrateForces(Godot.PhysicsDirectBodyState3D)"/> as it allows you to directly access the physics state.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody3D.FreezeModeEnum.Static">
            <summary>
            <para>Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody3D.FreezeModeEnum.Kinematic">
            <summary>
            <para>Kinematic body freeze mode. Similar to <see cref="F:Godot.RigidBody3D.FreezeModeEnum.Static"/>, but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody3D.CenterOfMassModeEnum.Auto">
            <summary>
            <para>In this mode, the body's center of mass is calculated automatically based on its shapes. This assumes that the shapes' origins are also their center of mass.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody3D.CenterOfMassModeEnum.Custom">
            <summary>
            <para>In this mode, the body's center of mass is set through <see cref="P:Godot.RigidBody3D.CenterOfMass"/>. Defaults to the body's origin position.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody3D.DampMode.Combine">
            <summary>
            <para>In this mode, the body's damping value is added to any value set in areas or the default value.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody3D.DampMode.Replace">
            <summary>
            <para>In this mode, the body's damping value replaces any value set in areas or the default value.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.Mass">
            <summary>
            <para>The body's mass.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.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 on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.</para>
            <para>If set to <c>Vector3.ZERO</c>, inertia is automatically computed (default value).</para>
            <para><b>Note:</b> This value does not change when inertia is automatically computed. Use <see cref="T:Godot.PhysicsServer3D"/> to get the computed inertia.</para>
            <para><code>
            private RigidBody3D _ball;
            
            public override void _Ready()
            {
                _ball = GetNode&lt;RigidBody3D&gt;("Ball");
            }
            
            private Vector3 GetBallInertia()
            {
                return PhysicsServer3D.BodyGetDirectState(_ball.GetRid()).InverseInertia.Inverse();
            }
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.CenterOfMassMode">
            <summary>
            <para>Defines the way the body's center of mass is set. See <see cref="T:Godot.RigidBody3D.CenterOfMassModeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.CenterOfMass">
            <summary>
            <para>The body's custom center of mass, relative to the body's origin position, when <see cref="P:Godot.RigidBody3D.CenterOfMassMode"/> is set to <see cref="F:Godot.RigidBody3D.CenterOfMassModeEnum.Custom"/>. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.</para>
            <para>When <see cref="P:Godot.RigidBody3D.CenterOfMassMode"/> is set to <see cref="F:Godot.RigidBody3D.CenterOfMassModeEnum.Auto"/> (default value), the center of mass is automatically computed.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.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.RigidBody3D.GravityScale">
            <summary>
            <para>This is multiplied by the global 3D gravity setting found in <b>Project &gt; Project Settings &gt; Physics &gt; 3d</b> to produce RigidBody3D'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.RigidBody3D.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.RigidBody3D._IntegrateForces(Godot.PhysicsDirectBodyState3D)"/> function, if defined.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.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.RigidBody3D.MaxContactsReported">
            <summary>
            <para>The maximum number of contacts that will be recorded. Requires a value greater than 0 and <see cref="P:Godot.RigidBody3D.ContactMonitor"/> to be set to <c>true</c> to start to register contacts. Use <see cref="M:Godot.RigidBody3D.GetContactCount"/> to retrieve the count or <see cref="M:Godot.RigidBody3D.GetCollidingBodies"/> to retrieve bodies that have been collided with.</para>
            <para><b>Note:</b> 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.RigidBody3D.ContactMonitor">
            <summary>
            <para>If <c>true</c>, the RigidBody3D will emit signals when it collides with another RigidBody3D.</para>
            <para><b>Note:</b> By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see <see cref="P:Godot.RigidBody3D.MaxContactsReported"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.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.RigidBody3D.ApplyImpulse(Godot.Vector3,System.Nullable{Godot.Vector3})"/> or <see cref="M:Godot.RigidBody3D.ApplyForce(Godot.Vector3,System.Nullable{Godot.Vector3})"/> methods.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.CanSleep">
            <summary>
            <para>If <c>true</c>, the body can enter sleep mode when there is no movement. See <see cref="P:Godot.RigidBody3D.Sleeping"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.LockRotation">
            <summary>
            <para>If <c>true</c>, the body cannot rotate. Gravity and forces only apply linear movement.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.Freeze">
            <summary>
            <para>If <c>true</c>, the body is frozen. Gravity and forces are not applied anymore.</para>
            <para>See <see cref="P:Godot.RigidBody3D.FreezeMode"/> to set the body's behavior when frozen.</para>
            <para>For a body that is always frozen, use <see cref="T:Godot.StaticBody3D"/> or <see cref="T:Godot.AnimatableBody3D"/> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.FreezeMode">
            <summary>
            <para>The body's freeze mode. Can be used to set the body's behavior when <see cref="P:Godot.RigidBody3D.Freeze"/> is enabled. See <see cref="T:Godot.RigidBody3D.FreezeModeEnum"/> for possible values.</para>
            <para>For a body that is always frozen, use <see cref="T:Godot.StaticBody3D"/> or <see cref="T:Godot.AnimatableBody3D"/> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.LinearVelocity">
            <summary>
            <para>The body's linear velocity in units per second. Can be used sporadically, but <b>don't set this every frame</b>, because physics may run in another thread and runs at a different granularity. Use <see cref="M:Godot.RigidBody3D._IntegrateForces(Godot.PhysicsDirectBodyState3D)"/> as your process loop for precise control of the body state.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.LinearDampMode">
            <summary>
            <para>Defines how <see cref="P:Godot.RigidBody3D.LinearDamp"/> is applied. See <see cref="T:Godot.RigidBody3D.DampMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.LinearDamp">
            <summary>
            <para>Damps the body's movement. By default, the body will use the <b>Default Linear Damp</b> in <b>Project &gt; Project Settings &gt; Physics &gt; 3d</b> or any value override set by an <see cref="T:Godot.Area3D"/> the body is in. Depending on <see cref="P:Godot.RigidBody3D.LinearDampMode"/>, you can set <see cref="P:Godot.RigidBody3D.LinearDamp"/> to be added to or to replace the body's damping value.</para>
            <para>See <c>ProjectSettings.physics/3d/default_linear_damp</c> for more details about damping.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.AngularVelocity">
            <summary>
            <para>The RigidBody3D's rotational velocity in <i>radians</i> per second.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.AngularDampMode">
            <summary>
            <para>Defines how <see cref="P:Godot.RigidBody3D.AngularDamp"/> is applied. See <see cref="T:Godot.RigidBody3D.DampMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.AngularDamp">
            <summary>
            <para>Damps the body's rotation. By default, the body will use the <b>Default Angular Damp</b> in <b>Project &gt; Project Settings &gt; Physics &gt; 3d</b> or any value override set by an <see cref="T:Godot.Area3D"/> the body is in. Depending on <see cref="P:Godot.RigidBody3D.AngularDampMode"/>, you can set <see cref="P:Godot.RigidBody3D.AngularDamp"/> to be added to or to replace the body's damping value.</para>
            <para>See <c>ProjectSettings.physics/3d/default_angular_damp</c> for more details about damping.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.ConstantForce">
            <summary>
            <para>The body's total constant positional forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.RigidBody3D.AddConstantForce(Godot.Vector3,System.Nullable{Godot.Vector3})"/> and <see cref="M:Godot.RigidBody3D.AddConstantCentralForce(Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody3D.ConstantTorque">
            <summary>
            <para>The body's total constant rotational forces applied during each physics update.</para>
            <para>See <see cref="M:Godot.RigidBody3D.AddConstantTorque(Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody3D._IntegrateForces(Godot.PhysicsDirectBodyState3D)">
            <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.RigidBody3D.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.RigidBody3D.GetInverseInertiaTensor">
            <summary>
            <para>Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the <see cref="T:Godot.RigidBody3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody3D.GetContactCount">
            <summary>
            <para>Returns the number of contacts this body has with other bodies. By default, this returns 0 unless bodies are configured to monitor contacts (see <see cref="P:Godot.RigidBody3D.ContactMonitor"/>).</para>
            <para><b>Note:</b> To retrieve the colliding bodies, use <see cref="M:Godot.RigidBody3D.GetCollidingBodies"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody3D.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.RigidBody3D.ApplyCentralImpulse(Godot.Vector3)">
            <summary>
            <para>Applies a directional impulse without affecting rotation.</para>
            <para>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).</para>
            <para>This is equivalent to using <see cref="M:Godot.RigidBody3D.ApplyImpulse(Godot.Vector3,System.Nullable{Godot.Vector3})"/> at the body's center of mass.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody3D.ApplyImpulse(Godot.Vector3,System.Nullable{Godot.Vector3})">
            <summary>
            <para>Applies a positioned impulse to the body.</para>
            <para>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).</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
        </member>
        <member name="M:Godot.RigidBody3D.ApplyTorqueImpulse(Godot.Vector3)">
            <summary>
            <para>Applies a rotational impulse to the body without affecting the position.</para>
            <para>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).</para>
            <para><b>Note:</b> <see cref="P:Godot.RigidBody3D.Inertia"/> is required for this to work. To have <see cref="P:Godot.RigidBody3D.Inertia"/>, an active <see cref="T:Godot.CollisionShape3D"/> must be a child of the node, or you can manually set <see cref="P:Godot.RigidBody3D.Inertia"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody3D.ApplyCentralForce(Godot.Vector3)">
            <summary>
            <para>Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.</para>
            <para>This is equivalent to using <see cref="M:Godot.RigidBody3D.ApplyForce(Godot.Vector3,System.Nullable{Godot.Vector3})"/> at the body's center of mass.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody3D.ApplyForce(Godot.Vector3,System.Nullable{Godot.Vector3})">
            <summary>
            <para>Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
        </member>
        <member name="M:Godot.RigidBody3D.ApplyTorque(Godot.Vector3)">
            <summary>
            <para>Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.</para>
            <para><b>Note:</b> <see cref="P:Godot.RigidBody3D.Inertia"/> is required for this to work. To have <see cref="P:Godot.RigidBody3D.Inertia"/>, an active <see cref="T:Godot.CollisionShape3D"/> must be a child of the node, or you can manually set <see cref="P:Godot.RigidBody3D.Inertia"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody3D.AddConstantCentralForce(Godot.Vector3)">
            <summary>
            <para>Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with <c>constant_force = Vector3(0, 0, 0)</c>.</para>
            <para>This is equivalent to using <see cref="M:Godot.RigidBody3D.AddConstantForce(Godot.Vector3,System.Nullable{Godot.Vector3})"/> at the body's center of mass.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody3D.AddConstantForce(Godot.Vector3,System.Nullable{Godot.Vector3})">
            <summary>
            <para>Adds a constant positioned force to the body that keeps being applied over time until cleared with <c>constant_force = Vector3(0, 0, 0)</c>.</para>
            <para><c>position</c> is the offset from the body origin in global coordinates.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is <c>new Vector3(0, 0, 0)</c>.</param>
        </member>
        <member name="M:Godot.RigidBody3D.AddConstantTorque(Godot.Vector3)">
            <summary>
            <para>Adds a constant rotational force without affecting position that keeps being applied over time until cleared with <c>constant_torque = Vector3(0, 0, 0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody3D.GetCollidingBodies">
            <summary>
            <para>Returns a list of the bodies colliding with this one. Requires <see cref="P:Godot.RigidBody3D.ContactMonitor"/> to be set to <c>true</c> and <see cref="P:Godot.RigidBody3D.MaxContactsReported"/> to be set high enough to detect all the collisions.</para>
            <para><b>Note:</b> 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.RigidBody3D.BodyShapeEnteredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RigidBody3D.BodyShapeEntered"/> event of a <see cref="T:Godot.RigidBody3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.RigidBody3D.BodyShapeEntered">
            <summary>
            <para>Emitted when one of this RigidBody3D's <see cref="T:Godot.Shape3D"/>s collides with another <see cref="T:Godot.PhysicsBody3D"/> or <see cref="T:Godot.GridMap"/>'s <see cref="T:Godot.Shape3D"/>s. Requires <see cref="P:Godot.RigidBody3D.ContactMonitor"/> to be set to <c>true</c> and <see cref="P:Godot.RigidBody3D.MaxContactsReported"/> to be set high enough to detect all the collisions. <see cref="T:Godot.GridMap"/>s are detected if the <see cref="T:Godot.MeshLibrary"/> has Collision <see cref="T:Godot.Shape3D"/>s.</para>
            <para><c>bodyRid</c> the <see cref="T:Godot.Rid"/> of the other <see cref="T:Godot.PhysicsBody3D"/> or <see cref="T:Godot.MeshLibrary"/>'s <see cref="T:Godot.CollisionObject3D"/> used by the <see cref="T:Godot.PhysicsServer3D"/>.</para>
            <para><c>body</c> the <see cref="T:Godot.Node"/>, if it exists in the tree, of the other <see cref="T:Godot.PhysicsBody3D"/> or <see cref="T:Godot.GridMap"/>.</para>
            <para><c>bodyShapeIndex</c> the index of the <see cref="T:Godot.Shape3D"/> of the other <see cref="T:Godot.PhysicsBody3D"/> or <see cref="T:Godot.GridMap"/> used by the <see cref="T:Godot.PhysicsServer3D"/>. Get the <see cref="T:Godot.CollisionShape3D"/> node with <c>body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))</c>.</para>
            <para><c>localShapeIndex</c> the index of the <see cref="T:Godot.Shape3D"/> of this RigidBody3D used by the <see cref="T:Godot.PhysicsServer3D"/>. Get the <see cref="T:Godot.CollisionShape3D"/> node with <c>self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.RigidBody3D.BodyShapeExitedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RigidBody3D.BodyShapeExited"/> event of a <see cref="T:Godot.RigidBody3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.RigidBody3D.BodyShapeExited">
            <summary>
            <para>Emitted when the collision between one of this RigidBody3D's <see cref="T:Godot.Shape3D"/>s and another <see cref="T:Godot.PhysicsBody3D"/> or <see cref="T:Godot.GridMap"/>'s <see cref="T:Godot.Shape3D"/>s ends. Requires <see cref="P:Godot.RigidBody3D.ContactMonitor"/> to be set to <c>true</c> and <see cref="P:Godot.RigidBody3D.MaxContactsReported"/> to be set high enough to detect all the collisions. <see cref="T:Godot.GridMap"/>s are detected if the <see cref="T:Godot.MeshLibrary"/> has Collision <see cref="T:Godot.Shape3D"/>s.</para>
            <para><c>bodyRid</c> the <see cref="T:Godot.Rid"/> of the other <see cref="T:Godot.PhysicsBody3D"/> or <see cref="T:Godot.MeshLibrary"/>'s <see cref="T:Godot.CollisionObject3D"/> used by the <see cref="T:Godot.PhysicsServer3D"/>. <see cref="T:Godot.GridMap"/>s are detected if the Meshes have <see cref="T:Godot.Shape3D"/>s.</para>
            <para><c>body</c> the <see cref="T:Godot.Node"/>, if it exists in the tree, of the other <see cref="T:Godot.PhysicsBody3D"/> or <see cref="T:Godot.GridMap"/>.</para>
            <para><c>bodyShapeIndex</c> the index of the <see cref="T:Godot.Shape3D"/> of the other <see cref="T:Godot.PhysicsBody3D"/> or <see cref="T:Godot.GridMap"/> used by the <see cref="T:Godot.PhysicsServer3D"/>. Get the <see cref="T:Godot.CollisionShape3D"/> node with <c>body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))</c>.</para>
            <para><c>localShapeIndex</c> the index of the <see cref="T:Godot.Shape3D"/> of this RigidBody3D used by the <see cref="T:Godot.PhysicsServer3D"/>. Get the <see cref="T:Godot.CollisionShape3D"/> node with <c>self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.RigidBody3D.BodyEnteredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RigidBody3D.BodyEntered"/> event of a <see cref="T:Godot.RigidBody3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.RigidBody3D.BodyEntered">
            <summary>
            <para>Emitted when a collision with another <see cref="T:Godot.PhysicsBody3D"/> or <see cref="T:Godot.GridMap"/> occurs. Requires <see cref="P:Godot.RigidBody3D.ContactMonitor"/> to be set to <c>true</c> and <see cref="P:Godot.RigidBody3D.MaxContactsReported"/> to be set high enough to detect all the collisions. <see cref="T:Godot.GridMap"/>s are detected if the <see cref="T:Godot.MeshLibrary"/> has Collision <see cref="T:Godot.Shape3D"/>s.</para>
            <para><c>body</c> the <see cref="T:Godot.Node"/>, if it exists in the tree, of the other <see cref="T:Godot.PhysicsBody3D"/> or <see cref="T:Godot.GridMap"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.RigidBody3D.BodyExitedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RigidBody3D.BodyExited"/> event of a <see cref="T:Godot.RigidBody3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.RigidBody3D.BodyExited">
            <summary>
            <para>Emitted when the collision with another <see cref="T:Godot.PhysicsBody3D"/> or <see cref="T:Godot.GridMap"/> ends. Requires <see cref="P:Godot.RigidBody3D.ContactMonitor"/> to be set to <c>true</c> and <see cref="P:Godot.RigidBody3D.MaxContactsReported"/> to be set high enough to detect all the collisions. <see cref="T:Godot.GridMap"/>s are detected if the <see cref="T:Godot.MeshLibrary"/> has Collision <see cref="T:Godot.Shape3D"/>s.</para>
            <para><c>body</c> the <see cref="T:Godot.Node"/>, if it exists in the tree, of the other <see cref="T:Godot.PhysicsBody3D"/> or <see cref="T:Godot.GridMap"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.RigidBody3D.SleepingStateChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.RigidBody3D.SleepingStateChanged"/> event of a <see cref="T:Godot.RigidBody3D"/> class.
            </summary>
            <summary>
            <para>Emitted when the physics engine changes the body's sleeping state.</para>
            <para><b>Note:</b> Changing the value <see cref="P:Godot.RigidBody3D.Sleeping"/> will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or <c>emit_signal("sleeping_state_changed")</c> is used.</para>
            </summary>
        </member>
        <member name="T:Godot.RootMotionView">
            <summary>
            <para><i>Root motion</i> refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also <see cref="T:Godot.AnimationTree"/>.</para>
            <para><b>Note:</b> <see cref="T:Godot.RootMotionView"/> is only visible in the editor. It will be hidden automatically in the running project.</para>
            </summary>
        </member>
        <member name="P:Godot.RootMotionView.AnimationPath">
            <summary>
            <para>Path to an <see cref="T:Godot.AnimationTree"/> node to use as a basis for root motion.</para>
            </summary>
        </member>
        <member name="P:Godot.RootMotionView.Color">
            <summary>
            <para>The grid's color.</para>
            </summary>
        </member>
        <member name="P:Godot.RootMotionView.CellSize">
            <summary>
            <para>The grid's cell size in 3D units.</para>
            </summary>
        </member>
        <member name="P:Godot.RootMotionView.Radius">
            <summary>
            <para>The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this <see cref="P:Godot.RootMotionView.Radius"/> is reached.</para>
            </summary>
        </member>
        <member name="P:Godot.RootMotionView.ZeroY">
            <summary>
            <para>If <c>true</c>, the grid's points will all be on the same Y coordinate (<i>local</i> Y = 0). If <c>false</c>, the points' original Y coordinate is preserved.</para>
            </summary>
        </member>
        <member name="T:Godot.SceneMultiplayer">
            <summary>
            <para>This class is the default implementation of <see cref="T:Godot.MultiplayerApi"/>, used to provide multiplayer functionalities in Godot Engine.</para>
            <para>This implementation supports RPCs via <see cref="M:Godot.Node.Rpc(Godot.StringName,Godot.Variant[])"/> and <see cref="M:Godot.Node.RpcId(System.Int64,Godot.StringName,Godot.Variant[])"/> and requires <see cref="M:Godot.MultiplayerApi.Rpc(System.Int32,Godot.GodotObject,Godot.StringName,Godot.Collections.Array)"/> to be passed a <see cref="T:Godot.Node"/> (it will fail for other object types).</para>
            <para>This implementation additionally provide <see cref="T:Godot.SceneTree"/> replication via the <see cref="T:Godot.MultiplayerSpawner"/> and <see cref="T:Godot.MultiplayerSynchronizer"/> nodes, and the <see cref="T:Godot.SceneReplicationConfig"/> resource.</para>
            <para><b>Note:</b> 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>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneMultiplayer.RootPath">
            <summary>
            <para>The root path to use for RPCs and replication. 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="P:Godot.SceneMultiplayer.AuthCallback">
            <summary>
            <para>The callback to execute when when receiving authentication data sent via <see cref="M:Godot.SceneMultiplayer.SendAuth(System.Int32,System.Byte[])"/>. If the <see cref="T:Godot.Callable"/> is empty (default), peers will be automatically accepted as soon as they connect.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneMultiplayer.AuthTimeout">
            <summary>
            <para>If set to a value greater than <c>0.0</c>, the maximum amount of time peers can stay in the authenticating state, after which the authentication will automatically fail. See the <see cref="E:Godot.SceneMultiplayer.PeerAuthenticating"/> and <see cref="E:Godot.SceneMultiplayer.PeerAuthenticationFailed"/> signals.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneMultiplayer.AllowObjectDecoding">
            <summary>
            <para>If <c>true</c>, the MultiplayerAPI will allow encoding and decoding of object during RPCs.</para>
            <para><b>Warning:</b> 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 threat such as remote code execution.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneMultiplayer.RefuseNewConnections">
            <summary>
            <para>If <c>true</c>, the MultiplayerAPI's <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> refuses new incoming connections.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneMultiplayer.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>
            <para><b>Note:</b> Changing this option while other peers are connected may lead to unexpected behaviors.</para>
            <para><b>Note:</b> Support for this feature may depend on the current <see cref="T:Godot.MultiplayerPeer"/> configuration. See <see cref="M:Godot.MultiplayerPeer.IsServerRelaySupported"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneMultiplayer.MaxSyncPacketSize">
            <summary>
            <para>Maximum size of each synchronization packet. Higher values increase the chance of receiving full updates in a single frame, but also the chance of packet loss. See <see cref="T:Godot.MultiplayerSynchronizer"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneMultiplayer.MaxDeltaPacketSize">
            <summary>
            <para>Maximum size of each delta packet. Higher values increase the chance of receiving full updates in a single frame, but also the chance of causing networking congestion (higher latency, disconnections). See <see cref="T:Godot.MultiplayerSynchronizer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneMultiplayer.Clear">
            <summary>
            <para>Clears the current SceneMultiplayer network state (you shouldn't call this unless you know what you are doing).</para>
            </summary>
        </member>
        <member name="M:Godot.SceneMultiplayer.DisconnectPeer(System.Int32)">
            <summary>
            <para>Disconnects the peer identified by <c>id</c>, removing it from the list of connected peers, and closing the underlying connection with it.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneMultiplayer.GetAuthenticatingPeers">
            <summary>
            <para>Returns the IDs of the peers currently trying to authenticate with this <see cref="T:Godot.MultiplayerApi"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneMultiplayer.SendAuth(System.Int32,System.Byte[])">
            <summary>
            <para>Sends the specified <c>data</c> to the remote peer identified by <c>id</c> as part of an authentication message. This can be used to authenticate peers, and control when <see cref="E:Godot.MultiplayerApi.PeerConnected"/> is emitted (and the remote peer accepted as one of the connected peers).</para>
            </summary>
        </member>
        <member name="M:Godot.SceneMultiplayer.CompleteAuth(System.Int32)">
            <summary>
            <para>Mark the authentication step as completed for the remote peer identified by <c>id</c>. The <see cref="E:Godot.MultiplayerApi.PeerConnected"/> signal will be emitted for this peer once the remote side also completes the authentication. No further authentication messages are expected to be received from this peer.</para>
            <para>If a peer disconnects before completing authentication, either due to a network issue, the <see cref="P:Godot.SceneMultiplayer.AuthTimeout"/> expiring, or manually calling <see cref="M:Godot.SceneMultiplayer.DisconnectPeer(System.Int32)"/>, the <see cref="E:Godot.SceneMultiplayer.PeerAuthenticationFailed"/> signal will be emitted instead of <see cref="E:Godot.MultiplayerApi.PeerDisconnected"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneMultiplayer.SendBytes(System.Byte[],System.Int32,Godot.MultiplayerPeer.TransferModeEnum,System.Int32)">
            <summary>
            <para>Sends the given raw <c>bytes</c> to a specific peer identified by <c>id</c> (see <see cref="M:Godot.MultiplayerPeer.SetTargetPeer(System.Int32)"/>). Default ID is <c>0</c>, i.e. broadcast to all peers.</para>
            </summary>
        </member>
        <member name="T:Godot.SceneMultiplayer.PeerAuthenticatingEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SceneMultiplayer.PeerAuthenticating"/> event of a <see cref="T:Godot.SceneMultiplayer"/> class.
            </summary>
        </member>
        <member name="E:Godot.SceneMultiplayer.PeerAuthenticating">
            <summary>
            <para>Emitted when this MultiplayerAPI's <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> connects to a new peer and a valid <see cref="P:Godot.SceneMultiplayer.AuthCallback"/> is set. In this case, the <see cref="E:Godot.MultiplayerApi.PeerConnected"/> will not be emitted until <see cref="M:Godot.SceneMultiplayer.CompleteAuth(System.Int32)"/> is called with given peer <c>id</c>. While in this state, the peer will not be included in the list returned by <see cref="M:Godot.MultiplayerApi.GetPeers"/> (but in the one returned by <see cref="M:Godot.SceneMultiplayer.GetAuthenticatingPeers"/>), and only authentication data will be sent or received. See <see cref="M:Godot.SceneMultiplayer.SendAuth(System.Int32,System.Byte[])"/> for sending authentication data.</para>
            </summary>
        </member>
        <member name="T:Godot.SceneMultiplayer.PeerAuthenticationFailedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SceneMultiplayer.PeerAuthenticationFailed"/> event of a <see cref="T:Godot.SceneMultiplayer"/> class.
            </summary>
        </member>
        <member name="E:Godot.SceneMultiplayer.PeerAuthenticationFailed">
            <summary>
            <para>Emitted when this MultiplayerAPI's <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> disconnects from a peer for which authentication had not yet completed. See <see cref="E:Godot.SceneMultiplayer.PeerAuthenticating"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.SceneMultiplayer.PeerPacketEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SceneMultiplayer.PeerPacket"/> event of a <see cref="T:Godot.SceneMultiplayer"/> class.
            </summary>
        </member>
        <member name="E:Godot.SceneMultiplayer.PeerPacket">
            <summary>
            <para>Emitted when this MultiplayerAPI's <see cref="P:Godot.MultiplayerApi.MultiplayerPeer"/> receives a <c>packet</c> with custom data (see <see cref="M:Godot.SceneMultiplayer.SendBytes(System.Byte[],System.Int32,Godot.MultiplayerPeer.TransferModeEnum,System.Int32)"/>). ID is the peer ID of the peer that sent the packet.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneReplicationConfig.GetProperties">
            <summary>
            <para>Returns a list of synchronized property <see cref="T:Godot.NodePath"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneReplicationConfig.AddProperty(Godot.NodePath,System.Int32)">
            <summary>
            <para>Adds the property identified by the given <c>path</c> to the list of the properties being synchronized, optionally passing an <c>index</c>.</para>
            <para><b>Note:</b> For details on restrictions and limitations on property synchronization, see <see cref="T:Godot.MultiplayerSynchronizer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneReplicationConfig.HasProperty(Godot.NodePath)">
            <summary>
            <para>Returns whether the given <c>path</c> is configured for synchronization.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneReplicationConfig.RemoveProperty(Godot.NodePath)">
            <summary>
            <para>Removes the property identified by the given <c>path</c> from the configuration.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneReplicationConfig.PropertyGetIndex(Godot.NodePath)">
            <summary>
            <para>Finds the index of the given <c>path</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneReplicationConfig.PropertyGetSpawn(Godot.NodePath)">
            <summary>
            <para>Returns whether the property identified by the given <c>path</c> is configured to be synchronized on spawn.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneReplicationConfig.PropertySetSpawn(Godot.NodePath,System.Boolean)">
            <summary>
            <para>Sets whether the property identified by the given <c>path</c> is configured to be synchronized on spawn.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneReplicationConfig.PropertyGetSync(Godot.NodePath)">
            <summary>
            <para>Returns whether the property identified by the given <c>path</c> is configured to be synchronized on process.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneReplicationConfig.PropertySetSync(Godot.NodePath,System.Boolean)">
            <summary>
            <para>Sets whether the property identified by the given <c>path</c> is configured to be synchronized on process.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneReplicationConfig.PropertyGetWatch(Godot.NodePath)">
            <summary>
            <para>Returns whether the property identified by the given <c>path</c> is configured to be reliably synchronized when changes are detected on process.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneReplicationConfig.PropertySetWatch(Godot.NodePath,System.Boolean)">
            <summary>
            <para>Sets whether the property identified by the given <c>path</c> is configured to be reliably synchronized when changes are detected on process.</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. They cannot be modified from a <see cref="T:Godot.SceneState"/>, only accessed. Useful for peeking into what a <see cref="T:Godot.PackedScene"/> contains without instantiating it.</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.Instantiate(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.Instantiate(Godot.PackedScene.GenEditState)"/>, provides inherited scene resources to the local scene.</para>
            <para><b>Note:</b> 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.Instantiate(Godot.PackedScene.GenEditState)"/>, provides local scene resources to the local scene. Only the main scene should receive the main edit state.</para>
            <para><b>Note:</b> 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.Instantiate(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><b>Note:</b> 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>forParent</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 instantiated 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>propIdx</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>propIdx</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.GodotObject.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="M:Godot.SceneState.GetConnectionUnbinds(System.Int32)">
            <summary>
            <para>Returns the number of unbound 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.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.Deferred">
            <summary>
            <para>Call a group with a one-frame delay (idle frame, not physics).</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><b>Note:</b> 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="P:Godot.SceneTree.AutoAcceptQuit">
            <summary>
            <para>If <c>true</c>, the application automatically accepts quitting requests.</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 when navigating back (e.g. using the system "Back" button on Android).</para>
            <para>To handle 'Go Back' button when this option is disabled, use <see cref="F:Godot.DisplayServer.WindowEvent.GoBackRequest"/>.</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><b>Note:</b> 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.DebugPathsHint">
            <summary>
            <para>If <c>true</c>, curves from <see cref="T:Godot.Path2D"/> and <see cref="T:Godot.Path3D"/> nodes will be visible when running the game from the editor for debugging purposes.</para>
            <para><b>Note:</b> This property is not designed to be changed at run-time. Changing the value of <see cref="P:Godot.SceneTree.DebugPathsHint"/> 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><b>Note:</b> 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.Double)"/>, <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> and <see cref="M:Godot.Node._Input(Godot.InputEvent)"/> will not be called anymore in nodes.</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.Root">
            <summary>
            <para>The <see cref="T:Godot.SceneTree"/>'s root <see cref="T:Godot.Window"/>.</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 <see cref="E:Godot.SceneTree.ProcessFrame"/>.</para>
            <para>If <c>false</c>, you need to manually call <see cref="M:Godot.MultiplayerApi.Poll"/> to process network packets and deliver RPCs. This allows running RPCs 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="M:Godot.SceneTree.HasGroup(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the given group exists.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.CreateTimer(System.Double,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            <para>Returns a <see cref="T:Godot.SceneTreeTimer"/> which will <see cref="E:Godot.SceneTreeTimer.Timeout"/> after the given time in seconds elapsed in this <see cref="T:Godot.SceneTree"/>.</para>
            <para>If <c>processAlways</c> is set to <c>false</c>, pausing the <see cref="T:Godot.SceneTree"/> will also pause the timer.</para>
            <para>If <c>processInPhysics</c> is set to <c>true</c>, will update the <see cref="T:Godot.SceneTreeTimer"/> during the physics frame instead of the process frame (fixed framerate processing).</para>
            <para>If <c>ignoreTimeScale</c> is set to <c>true</c>, will ignore <see cref="P:Godot.Engine.TimeScale"/> and update the <see cref="T:Godot.SceneTreeTimer"/> with the actual frame delta.</para>
            <para>Commonly used to create a one-shot delay timer as in the following example:</para>
            <para><code>
            public async Task SomeFunction()
            {
                GD.Print("start");
                await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
                GD.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.Tween"/>. The Tween will start automatically on the next process frame or physics frame (depending on <see cref="T:Godot.Tween.TweenProcessMode"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.GetProcessedTweens">
            <summary>
            <para>Returns an array of currently existing <see cref="T:Godot.Tween"/>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. Argument <c>exitCode</c> can optionally be given (defaulting to 0) to customize the exit status code.</para>
            <para>By convention, an exit code of <c>0</c> indicates success whereas a non-zero exit code indicates an error.</para>
            <para>For portability reasons, the exit code should be set between 0 and 125 (inclusive).</para>
            <para><b>Note:</b> 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.QueueDelete(Godot.GodotObject)">
            <summary>
            <para>Queues the given object for deletion, delaying the call to <see cref="M:Godot.GodotObject.Free"/> to after the current frame.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.CallGroupFlags(System.Int64,Godot.StringName,Godot.StringName,Godot.Variant[])">
            <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. If a node doesn't have the given method or the argument list does not match (either in count or in types), it will be skipped.</para>
            <para><code>
            # Call the method in a deferred manner and in reverse order.
            get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE)
            </code></para>
            <para><b>Note:</b> Group call flags are used to control the method calling behavior. By default, methods will be called immediately in a way similar to <see cref="M:Godot.SceneTree.CallGroup(Godot.StringName,Godot.StringName,Godot.Variant[])"/>. However, if the <see cref="F:Godot.SceneTree.GroupCallFlags.Deferred"/> flag is present in the <c>flags</c> argument, methods will be called with a one-frame delay in a way similar to <see cref="M:Godot.GodotObject.SetDeferred(Godot.StringName,Godot.Variant)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.NotifyGroupFlags(System.UInt32,Godot.StringName,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>
            <para><b>Note:</b> Group call flags are used to control the notification sending behavior. By default, notifications will be sent immediately in a way similar to <see cref="M:Godot.SceneTree.NotifyGroup(Godot.StringName,System.Int32)"/>. However, if the <see cref="F:Godot.SceneTree.GroupCallFlags.Deferred"/> flag is present in the <c>callFlags</c> argument, notifications will be sent with a one-frame delay in a way similar to using <c>Object.call_deferred("notification", ...)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.SetGroupFlags(System.UInt32,Godot.StringName,System.String,Godot.Variant)">
            <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>
            <para><b>Note:</b> Group call flags are used to control the property setting behavior. By default, properties will be set immediately in a way similar to <see cref="M:Godot.SceneTree.SetGroup(Godot.StringName,System.String,Godot.Variant)"/>. However, if the <see cref="F:Godot.SceneTree.GroupCallFlags.Deferred"/> flag is present in the <c>callFlags</c> argument, properties will be set with a one-frame delay in a way similar to <see cref="M:Godot.GodotObject.CallDeferred(Godot.StringName,Godot.Variant[])"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.CallGroup(Godot.StringName,Godot.StringName,Godot.Variant[])">
            <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. If a node doesn't have the given method or the argument list does not match (either in count or in types), it will be skipped.</para>
            <para><b>Note:</b> <see cref="M:Godot.SceneTree.CallGroup(Godot.StringName,Godot.StringName,Godot.Variant[])"/> will call methods immediately on all members at once, which can cause stuttering if an expensive method is called on lots of members. To wait for one frame after <see cref="M:Godot.SceneTree.CallGroup(Godot.StringName,Godot.StringName,Godot.Variant[])"/> was called, use <see cref="M:Godot.SceneTree.CallGroupFlags(System.Int64,Godot.StringName,Godot.StringName,Godot.Variant[])"/> with the <see cref="F:Godot.SceneTree.GroupCallFlags.Deferred"/> flag.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.NotifyGroup(Godot.StringName,System.Int32)">
            <summary>
            <para>Sends the given notification to all members of the <c>group</c>.</para>
            <para><b>Note:</b> <see cref="M:Godot.SceneTree.NotifyGroup(Godot.StringName,System.Int32)"/> will immediately notify all members at once, which can cause stuttering if an expensive method is called as a result of sending the notification lots of members. To wait for one frame, use <see cref="M:Godot.SceneTree.NotifyGroupFlags(System.UInt32,Godot.StringName,System.Int32)"/> with the <see cref="F:Godot.SceneTree.GroupCallFlags.Deferred"/> flag.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.SetGroup(Godot.StringName,System.String,Godot.Variant)">
            <summary>
            <para>Sets the given <c>property</c> to <c>value</c> on all members of the given group.</para>
            <para><b>Note:</b> <see cref="M:Godot.SceneTree.SetGroup(Godot.StringName,System.String,Godot.Variant)"/> will set the property immediately on all members at once, which can cause stuttering if a property with an expensive setter is set on lots of members. To wait for one frame, use <see cref="M:Godot.SceneTree.SetGroupFlags(System.UInt32,Godot.StringName,System.String,Godot.Variant)"/> with the <see cref="F:Godot.SceneTree.GroupCallFlags.Deferred"/> flag.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.GetNodesInGroup(Godot.StringName)">
            <summary>
            <para>Returns a list of all nodes assigned to the given group.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.GetFirstNodeInGroup(Godot.StringName)">
            <summary>
            <para>Returns the first node in the specified group, or <c>null</c> if the group is empty or does not exist.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.ChangeSceneToFile(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><b>Note:</b> The scene change is deferred, which means that the new scene node is added on the next idle frame. This ensures that both scenes are never loaded at the same time, which can exhaust system resources if the scenes are too large or if running in a memory constrained environment. As such, you won't be able to access the loaded scene immediately after the <see cref="M:Godot.SceneTree.ChangeSceneToFile(System.String)"/> call.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.ChangeSceneToPacked(Godot.PackedScene)">
            <summary>
            <para>Changes the running scene to a new instance of the given <see cref="T:Godot.PackedScene"/> (which must be valid).</para>
            <para>Returns <see cref="F:Godot.Error.Ok"/> on success, <see cref="F:Godot.Error.CantCreate"/> if the scene cannot be instantiated, or <see cref="F:Godot.Error.InvalidParameter"/> if the scene is invalid.</para>
            <para><b>Note:</b> 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.ChangeSceneToPacked(Godot.PackedScene)"/> call.</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.UnloadCurrentScene">
            <summary>
            <para>If a current scene is loaded, calling this method will unload it.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.SetMultiplayer(Godot.MultiplayerApi,Godot.NodePath)">
            <summary>
            <para>Sets a custom <see cref="T:Godot.MultiplayerApi"/> with the given <c>rootPath</c> (controlling also the relative subpaths), or override the default one if <c>rootPath</c> is empty.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.GetMultiplayer(Godot.NodePath)">
            <summary>
            <para>Return the <see cref="T:Godot.MultiplayerApi"/> configured for the given path, or the default one if <c>forPath</c> is empty.</para>
            </summary>
        </member>
        <member name="E:Godot.SceneTree.TreeChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SceneTree.TreeChanged"/> event of a <see cref="T:Godot.SceneTree"/> class.
            </summary>
            <summary>
            <para>Emitted whenever the <see cref="T:Godot.SceneTree"/> hierarchy changed (children being moved or renamed, etc.).</para>
            </summary>
        </member>
        <member name="E:Godot.SceneTree.TreeProcessModeChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SceneTree.TreeProcessModeChanged"/> event of a <see cref="T:Godot.SceneTree"/> class.
            </summary>
            <summary>
            <para>This signal is only emitted in the editor, it allows the editor to update the visibility of disabled nodes. Emitted whenever any node's <see cref="P:Godot.Node.ProcessMode"/> is changed.</para>
            </summary>
        </member>
        <member name="T:Godot.SceneTree.NodeAddedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SceneTree.NodeAdded"/> event of a <see cref="T:Godot.SceneTree"/> class.
            </summary>
        </member>
        <member name="E:Godot.SceneTree.NodeAdded">
            <summary>
            <para>Emitted whenever a node is added to the <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.SceneTree.NodeRemovedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SceneTree.NodeRemoved"/> event of a <see cref="T:Godot.SceneTree"/> class.
            </summary>
        </member>
        <member name="E:Godot.SceneTree.NodeRemoved">
            <summary>
            <para>Emitted whenever a node is removed from the <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.SceneTree.NodeRenamedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SceneTree.NodeRenamed"/> event of a <see cref="T:Godot.SceneTree"/> class.
            </summary>
        </member>
        <member name="E:Godot.SceneTree.NodeRenamed">
            <summary>
            <para>Emitted whenever a node is renamed.</para>
            </summary>
        </member>
        <member name="T:Godot.SceneTree.NodeConfigurationWarningChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SceneTree.NodeConfigurationWarningChanged"/> event of a <see cref="T:Godot.SceneTree"/> class.
            </summary>
        </member>
        <member name="E:Godot.SceneTree.NodeConfigurationWarningChanged">
            <summary>
            <para>Emitted when a node's configuration changed. Only emitted in <c>tool</c> mode.</para>
            </summary>
        </member>
        <member name="E:Godot.SceneTree.ProcessFrame">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SceneTree.ProcessFrame"/> event of a <see cref="T:Godot.SceneTree"/> class.
            </summary>
            <summary>
            <para>Emitted immediately before <see cref="M:Godot.Node._Process(System.Double)"/> is called on every node in the <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.SceneTree.PhysicsFrame">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SceneTree.PhysicsFrame"/> event of a <see cref="T:Godot.SceneTree"/> class.
            </summary>
            <summary>
            <para>Emitted immediately before <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> is called on every node in the <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.SceneTreeTimer">
            <summary>
            <para>A one-shot timer managed by the scene tree, which emits <see cref="E:Godot.SceneTreeTimer.Timeout"/> on completion. See also <see cref="M:Godot.SceneTree.CreateTimer(System.Double,System.Boolean,System.Boolean,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>
            public async Task SomeFunction()
            {
                GD.Print("Timer started.");
                await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
                GD.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.RefCounted"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTreeTimer.TimeLeft">
            <summary>
            <para>The time remaining (in seconds).</para>
            </summary>
        </member>
        <member name="E:Godot.SceneTreeTimer.Timeout">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SceneTreeTimer.Timeout"/> event of a <see cref="T:Godot.SceneTreeTimer"/> class.
            </summary>
            <summary>
            <para>Emitted when the timer reaches 0.</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 instantiate it.</para>
            <para>This is the base class for all scripts and should not be used directly. Trying to create a new script with this class will result in an error.</para>
            <para>The <c>new</c> method of a script subclass creates a new instance. <see cref="M:Godot.GodotObject.SetScript(Godot.Variant)"/> 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.CanInstantiate">
            <summary>
            <para>Returns <c>true</c> if the script can be instantiated.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.InstanceHas(Godot.GodotObject)">
            <summary>
            <para>Returns <c>true</c> if <c>baseObject</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(Godot.StringName)">
            <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(Godot.StringName)">
            <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="F:Godot.ScriptLanguageExtension.CodeCompletionLocation.Local">
            <summary>
            <para>The option is local to the location of the code completion query - e.g. a local variable.</para>
            </summary>
        </member>
        <member name="F:Godot.ScriptLanguageExtension.CodeCompletionLocation.ParentMask">
            <summary>
            <para>The option is from the containing class or a parent class, relative to the location of the code completion query. Perform a bitwise OR with the class depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, etc) to store the depth of an option in the class or a parent class.</para>
            </summary>
        </member>
        <member name="F:Godot.ScriptLanguageExtension.CodeCompletionLocation.OtherUserCode">
            <summary>
            <para>The option is from user code which is not local and not in a derived class (e.g. Autoload Singletons).</para>
            </summary>
        </member>
        <member name="F:Godot.ScriptLanguageExtension.CodeCompletionLocation.Other">
            <summary>
            <para>The option is from other engine code, not covered by the other enum constants - e.g. built-in classes.</para>
            </summary>
        </member>
        <member name="T:Godot.ScrollBar">
            <summary>
            <para>Abstract base class for scrollbars, typically used to navigate through content that extends beyond the visible area of a control. Scrollbars are <see cref="T:Godot.Range"/>-based controls.</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="E:Godot.ScrollBar.Scrolling">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ScrollBar.Scrolling"/> event of a <see cref="T:Godot.ScrollBar"/> class.
            </summary>
            <summary>
            <para>Emitted when the scrollbar is being scrolled.</para>
            </summary>
        </member>
        <member name="T:Godot.ScrollContainer">
            <summary>
            <para>A container used to provide a child control with scrollbars when needed. 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.CustomMinimumSize"/> of the Control relative to the ScrollContainer.</para>
            </summary>
        </member>
        <member name="F:Godot.ScrollContainer.ScrollMode.Disabled">
            <summary>
            <para>Scrolling disabled, scrollbar will be invisible.</para>
            </summary>
        </member>
        <member name="F:Godot.ScrollContainer.ScrollMode.Auto">
            <summary>
            <para>Scrolling enabled, scrollbar will be visible only if necessary, i.e. container's content is bigger than the container.</para>
            </summary>
        </member>
        <member name="F:Godot.ScrollContainer.ScrollMode.ShowAlways">
            <summary>
            <para>Scrolling enabled, scrollbar will be always visible.</para>
            </summary>
        </member>
        <member name="F:Godot.ScrollContainer.ScrollMode.ShowNever">
            <summary>
            <para>Scrolling enabled, scrollbar will be hidden.</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.ScrollHorizontal">
            <summary>
            <para>The current horizontal scroll value. </para>
            <para><b>Note:</b> If you are setting this value in the <see cref="M:Godot.Node._Ready"/> function or earlier, it needs to be wrapped with <see cref="M:Godot.GodotObject.SetDeferred(Godot.StringName,Godot.Variant)"/>, since scroll bar's <see cref="P:Godot.Range.MaxValue"/> is not initialized yet.</para>
            <para><code>
            func _ready():
                set_deferred("scroll_horizontal", 600)
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.ScrollContainer.ScrollVertical">
            <summary>
            <para>The current vertical scroll value.</para>
            <para><b>Note:</b> Setting it early needs to be deferred, just like in <see cref="P:Godot.ScrollContainer.ScrollHorizontal"/>.</para>
            <para><code>
            func _ready():
                set_deferred("scroll_vertical", 600)
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.ScrollContainer.ScrollHorizontalCustomStep">
            <summary>
            <para>Overrides the <see cref="P:Godot.ScrollBar.CustomStep"/> used when clicking the internal scroll bar's horizontal increment and decrement buttons or when using arrow keys when the <see cref="T:Godot.ScrollBar"/> is focused.</para>
            </summary>
        </member>
        <member name="P:Godot.ScrollContainer.ScrollVerticalCustomStep">
            <summary>
            <para>Overrides the <see cref="P:Godot.ScrollBar.CustomStep"/> used when clicking the internal scroll bar's vertical increment and decrement buttons or when using arrow keys when the <see cref="T:Godot.ScrollBar"/> is focused.</para>
            </summary>
        </member>
        <member name="P:Godot.ScrollContainer.HorizontalScrollMode">
            <summary>
            <para>Controls whether horizontal scrollbar can be used and when it should be visible. See <see cref="T:Godot.ScrollContainer.ScrollMode"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.ScrollContainer.VerticalScrollMode">
            <summary>
            <para>Controls whether vertical scrollbar can be used and when it should be visible. See <see cref="T:Godot.ScrollContainer.ScrollMode"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.ScrollContainer.ScrollDeadzone">
            <summary>
            <para>Deadzone for touch scrolling. Lower deadzone makes the scrolling more sensitive.</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><b>Warning:</b> This is a required internal node, removing and freeing it may cause a crash. If you wish to disable or hide a scrollbar, you can use <see cref="P:Godot.ScrollContainer.HorizontalScrollMode"/>.</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><b>Warning:</b> This is a required internal node, removing and freeing it may cause a crash. If you wish to disable or hide a scrollbar, you can use <see cref="P:Godot.ScrollContainer.VerticalScrollMode"/>.</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><b>Note:</b> 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 <see cref="E:Godot.SceneTree.ProcessFrame"/>:</para>
            <para><code>
            add_child(child_node)
            await get_tree().process_frame
            ensure_control_visible(child_node)
            </code></para>
            </summary>
        </member>
        <member name="E:Godot.ScrollContainer.ScrollStarted">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ScrollContainer.ScrollStarted"/> event of a <see cref="T:Godot.ScrollContainer"/> class.
            </summary>
            <summary>
            <para>Emitted when scrolling is started.</para>
            </summary>
        </member>
        <member name="E:Godot.ScrollContainer.ScrollEnded">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ScrollContainer.ScrollEnded"/> event of a <see cref="T:Godot.ScrollContainer"/> class.
            </summary>
            <summary>
            <para>Emitted when scrolling stops.</para>
            </summary>
        </member>
        <member name="T:Godot.SegmentShape2D">
            <summary>
            <para>A 2D line segment shape, intended for use in physics. Usually used to provide a shape for a <see cref="T:Godot.CollisionShape2D"/>.</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.Semaphore">
            <summary>
            <para>A synchronization semaphore that can be used to synchronize multiple <see cref="T:Godot.GodotThread"/>s. Initialized to zero on creation. For a binary version, see <see cref="T:Godot.Mutex"/>.</para>
            <para><b>Warning:</b> Semaphores must be used carefully to avoid deadlocks.</para>
            <para><b>Warning:</b> To guarantee that the operating system is able to perform proper cleanup (no crashes, no deadlocks), these conditions must be met:</para>
            <para>- When a <see cref="T:Godot.Semaphore"/>'s reference count reaches zero and it is therefore destroyed, no threads must be waiting on it.</para>
            <para>- When a <see cref="T:Godot.GodotThread"/>'s reference count reaches zero and it is therefore destroyed, it must not be waiting on any semaphore.</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>
            </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 <c>false</c>. If non-zero, it returns <c>true</c> to report success.</para>
            </summary>
        </member>
        <member name="M:Godot.Semaphore.Post">
            <summary>
            <para>Lowers the <see cref="T:Godot.Semaphore"/>, allowing one more thread in.</para>
            </summary>
        </member>
        <member name="T:Godot.SeparationRayShape2D">
            <summary>
            <para>A 2D ray shape, intended for use in physics. Usually used to provide a shape for a <see cref="T:Godot.CollisionShape2D"/>. When a <see cref="T:Godot.SeparationRayShape2D"/> collides with an object, it tries to separate itself from it by moving its endpoint to the collision point. It can for example be used for spears falling from the sky.</para>
            </summary>
        </member>
        <member name="P:Godot.SeparationRayShape2D.Length">
            <summary>
            <para>The ray's length.</para>
            </summary>
        </member>
        <member name="P:Godot.SeparationRayShape2D.SlideOnSlope">
            <summary>
            <para>If <c>false</c> (default), the shape always separates and returns a normal along its own direction.</para>
            <para>If <c>true</c>, the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes.</para>
            </summary>
        </member>
        <member name="T:Godot.SeparationRayShape3D">
            <summary>
            <para>A 3D ray shape, intended for use in physics. Usually used to provide a shape for a <see cref="T:Godot.CollisionShape2D"/>. When a <see cref="T:Godot.SeparationRayShape3D"/> collides with an object, it tries to separate itself from it by moving its endpoint to the collision point. It can for example be used for spears falling from the sky.</para>
            </summary>
        </member>
        <member name="P:Godot.SeparationRayShape3D.Length">
            <summary>
            <para>The ray's length.</para>
            </summary>
        </member>
        <member name="P:Godot.SeparationRayShape3D.SlideOnSlope">
            <summary>
            <para>If <c>false</c> (default), the shape always separates and returns a normal along its own direction.</para>
            <para>If <c>true</c>, the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes.</para>
            </summary>
        </member>
        <member name="T:Godot.Separator">
            <summary>
            <para>Abstract base class for separators, used for separating other controls. <see cref="T:Godot.Separator"/>s are purely visual and normally drawn as a <see cref="T:Godot.StyleBoxLine"/>.</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="F:Godot.Shader.Mode.Sky">
            <summary>
            <para>Mode used for drawing skies. Only works with shaders attached to <see cref="T:Godot.Sky"/> objects.</para>
            </summary>
        </member>
        <member name="F:Godot.Shader.Mode.Fog">
            <summary>
            <para>Mode used for setting the color and density of volumetric fog effect.</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="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.SetDefaultTextureParameter(Godot.StringName,Godot.Texture2D,System.Int32)">
            <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><b>Note:</b> <c>name</c> must match the name of the uniform in the code exactly.</para>
            <para><b>Note:</b> If the sampler array is used use <c>index</c> to access the specified texture.</para>
            </summary>
        </member>
        <member name="M:Godot.Shader.GetDefaultTextureParameter(Godot.StringName,System.Int32)">
            <summary>
            <para>Returns the texture that is set as default for the specified parameter.</para>
            <para><b>Note:</b> <c>name</c> must match the name of the uniform in the code exactly.</para>
            <para><b>Note:</b> If the sampler array is used use <c>index</c> to access the specified texture.</para>
            </summary>
        </member>
        <member name="M:Godot.Shader.GetShaderUniformList(System.Boolean)">
            <summary>
            <para>Get the list of shader uniforms that can be assigned to a <see cref="T:Godot.ShaderMaterial"/>, for use with <see cref="M:Godot.ShaderMaterial.SetShaderParameter(Godot.StringName,Godot.Variant)"/> and <see cref="M:Godot.ShaderMaterial.GetShaderParameter(Godot.StringName)"/>. The parameters returned are contained in dictionaries in a similar format to the ones returned by <see cref="M:Godot.GodotObject.GetPropertyList"/>.</para>
            <para>If argument <c>getGroups</c> is true, parameter grouping hints will be provided.</para>
            </summary>
        </member>
        <member name="T:Godot.ShaderGlobalsOverride">
            <summary>
            <para>Similar to how a <see cref="T:Godot.WorldEnvironment"/> node can be used to override the environment while a specific scene is loaded, <see cref="T:Godot.ShaderGlobalsOverride"/> can be used to override global shader parameters temporarily. Once the node is removed, the project-wide values for the global shader parameters are restored. See the <see cref="T:Godot.RenderingServer"/> <c>global_shader_parameter_*</c> methods for more information.</para>
            <para><b>Note:</b> Only one <see cref="T:Godot.ShaderGlobalsOverride"/> can be used per scene. If there is more than one <see cref="T:Godot.ShaderGlobalsOverride"/> node in the scene tree, only the first node (in tree order) will be taken into account.</para>
            <para><b>Note:</b> All <see cref="T:Godot.ShaderGlobalsOverride"/> nodes are made part of a <c>"shader_overrides_group"</c> group when they are added to the scene tree. The currently active <see cref="T:Godot.ShaderGlobalsOverride"/> node also has a <c>"shader_overrides_group_active"</c> group added to it. You can use this to check which <see cref="T:Godot.ShaderGlobalsOverride"/> node is currently active.</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>
            </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.SetShaderParameter(Godot.StringName,Godot.Variant)">
            <summary>
            <para>Changes the value set for this material of a uniform in the shader.</para>
            <para><b>Note:</b> <c>param</c> is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector).</para>
            <para><b>Note:</b> Changes to the shader uniform will be effective on all instances using this <see cref="T:Godot.ShaderMaterial"/>. To prevent this, use per-instance uniforms with <see cref="M:Godot.GeometryInstance3D.SetInstanceShaderParameter(Godot.StringName,Godot.Variant)"/> or duplicate the <see cref="T:Godot.ShaderMaterial"/> resource using <see cref="M:Godot.Resource.Duplicate(System.Boolean)"/>. Per-instance uniforms allow for better shader reuse and are therefore faster, so they should be preferred over duplicating the <see cref="T:Godot.ShaderMaterial"/> when possible.</para>
            </summary>
        </member>
        <member name="M:Godot.ShaderMaterial.GetShaderParameter(Godot.StringName)">
            <summary>
            <para>Returns the current value set for this material of a uniform in the shader.</para>
            </summary>
        </member>
        <member name="T:Godot.Shape2D">
            <summary>
            <para>Abstract base class for all 2D shapes, intended for use in physics.</para>
            <para><b>Performance:</b> Primitive shapes, especially <see cref="T:Godot.CircleShape2D"/>, are fast to check collisions against. <see cref="T:Godot.ConvexPolygonShape2D"/> is slower, and <see cref="T:Godot.ConcavePolygonShape2D"/> is the slowest.</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</c>, the default value from <c>ProjectSettings.physics/2d/solver/default_contact_bias</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>localXform</c>), the shape to check collisions with (<c>withShape</c>), and the transformation matrix of that shape (<c>shapeXform</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>localXform</c>), the movement to test on this shape (<c>localMotion</c>), the shape to check collisions with (<c>withShape</c>), the transformation matrix of that shape (<c>shapeXform</c>), and the movement to test onto the other object (<c>shapeMotion</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>withShape</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>localXform</c>), the shape to check collisions with (<c>withShape</c>), and the transformation matrix of that shape (<c>shapeXform</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>withShape</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>localXform</c>), the movement to test on this shape (<c>localMotion</c>), the shape to check collisions with (<c>withShape</c>), the transformation matrix of that shape (<c>shapeXform</c>), and the movement to test onto the other object (<c>shapeMotion</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.RenderingServer"/> 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="M:Godot.Shape2D.GetRect">
            <summary>
            <para>Returns a <see cref="T:Godot.Rect2"/> representing the shapes boundary.</para>
            </summary>
        </member>
        <member name="T:Godot.Shape3D">
            <summary>
            <para>Abstract base class for all 3D shapes, intended for use in physics.</para>
            <para><b>Performance:</b> Primitive shapes, especially <see cref="T:Godot.SphereShape3D"/>, are fast to check collisions against. <see cref="T:Godot.ConvexPolygonShape3D"/> and <see cref="T:Godot.HeightMapShape3D"/> are slower, and <see cref="T:Godot.ConcavePolygonShape3D"/> is the slowest.</para>
            </summary>
        </member>
        <member name="P:Godot.Shape3D.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</c>, the default value from <c>ProjectSettings.physics/3d/solver/default_contact_bias</c> is used.</para>
            </summary>
        </member>
        <member name="P:Godot.Shape3D.Margin">
            <summary>
            <para>The collision margin for the shape. This is not used in Godot Physics.</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.Shape3D.GetDebugMesh">
            <summary>
            <para>Returns the <see cref="T:Godot.ArrayMesh"/> used to draw the debug collision for this <see cref="T:Godot.Shape3D"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.ShapeCast2D">
            <summary>
            <para>Shape casting allows to detect collision objects by sweeping its <see cref="P:Godot.ShapeCast2D.Shape"/> along the cast direction determined by <see cref="P:Godot.ShapeCast2D.TargetPosition"/>. This is similar to <see cref="T:Godot.RayCast2D"/>, but it allows for sweeping a region of space, rather than just a straight line. <see cref="T:Godot.ShapeCast2D"/> can detect multiple collision objects. It is useful for things like wide laser beams or snapping a simple shape to a floor.</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 helps to overcome some limitations of <see cref="T:Godot.Area2D"/> when used as an instantaneous detection area, as collision information isn't immediately available to it.</para>
            <para><b>Note:</b> Shape casting is more computationally expensive than 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.PhysicsDirectSpaceState2D.GetRestInfo(Godot.PhysicsShapeQueryParameters2D)"/> 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><b>Note:</b> <c>enabled == true</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.GodotObject"/> 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><b>Note:</b> this point is in the <b>global</b> 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.CollisionObject2D)">
            <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.CollisionObject2D)">
            <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>layerNumber</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>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="T:Godot.ShapeCast3D">
            <summary>
            <para>Shape casting allows to detect collision objects by sweeping its <see cref="P:Godot.ShapeCast3D.Shape"/> along the cast direction determined by <see cref="P:Godot.ShapeCast3D.TargetPosition"/>. This is similar to <see cref="T:Godot.RayCast3D"/>, but it allows for sweeping a region of space, rather than just a straight line. <see cref="T:Godot.ShapeCast3D"/> can detect multiple collision objects. It is useful for things like wide laser beams or snapping a simple shape to a floor.</para>
            <para>Immediate collision overlaps can be done with the <see cref="P:Godot.ShapeCast3D.TargetPosition"/> set to <c>Vector3(0, 0, 0)</c> and by calling <see cref="M:Godot.ShapeCast3D.ForceShapecastUpdate"/> within the same physics frame. This helps to overcome some limitations of <see cref="T:Godot.Area3D"/> when used as an instantaneous detection area, as collision information isn't immediately available to it.</para>
            <para><b>Note:</b> Shape casting is more computationally expensive than ray casting.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast3D.Enabled">
            <summary>
            <para>If <c>true</c>, collisions will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast3D.Shape">
            <summary>
            <para>The <see cref="T:Godot.Shape3D"/>-derived shape to be used for collision queries.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast3D.ExcludeParent">
            <summary>
            <para>If <c>true</c>, the parent node will be excluded from collision detection.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast3D.TargetPosition">
            <summary>
            <para>The shape's destination point, relative to this node's <c>position</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast3D.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.ShapeCast3D.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.ShapeCast3D.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.ShapeCast3D.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.PhysicsDirectSpaceState3D.GetRestInfo(Godot.PhysicsShapeQueryParameters3D)"/> method.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast3D.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, collision with <see cref="T:Godot.Area3D"/>s will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast3D.CollideWithBodies">
            <summary>
            <para>If <c>true</c>, collision with <see cref="T:Godot.PhysicsBody3D"/>s will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast3D.DebugShapeCustomColor">
            <summary>
            <para>The custom color to use to draw the shape in the editor and at run-time if <b>Visible Collision Shapes</b> is enabled in the <b>Debug</b> menu. This color will be highlighted at run-time if the <see cref="T:Godot.ShapeCast3D"/> 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.ShapeCast3D.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.ShapeCast3D.Shape"/> resource is modified.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast3D.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.ShapeCast3D.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.ShapeCast3D.GetCollider(System.Int32)"/>, <see cref="M:Godot.ShapeCast3D.GetColliderShape(System.Int32)"/>, <see cref="M:Godot.ShapeCast3D.GetCollisionPoint(System.Int32)"/>, and <see cref="M:Godot.ShapeCast3D.GetCollisionNormal(System.Int32)"/> methods.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast3D.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><b>Note:</b> <c>enabled == true</c> is not required for this to work.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast3D.GetCollider(System.Int32)">
            <summary>
            <para>Returns the collided <see cref="T:Godot.GodotObject"/> 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.ShapeCast3D.IsColliding"/> returns <c>false</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast3D.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.ShapeCast3D.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.ShapeCast3D.IsColliding"/> returns <c>false</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast3D.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><b>Note:</b> this point is in the <b>global</b> coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast3D.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.ShapeCast3D.GetClosestCollisionSafeFraction">
            <summary>
            <para>The fraction from the <see cref="T:Godot.ShapeCast3D"/>'s origin to its <see cref="P:Godot.ShapeCast3D.TargetPosition"/> (between 0 and 1) of how far the shape can move without triggering a collision.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast3D.GetClosestCollisionUnsafeFraction">
            <summary>
            <para>The fraction from the <see cref="T:Godot.ShapeCast3D"/>'s origin to its <see cref="P:Godot.ShapeCast3D.TargetPosition"/> (between 0 and 1) of how far the shape must move to trigger a collision.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast3D.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.ShapeCast3D.AddException(Godot.CollisionObject3D)">
            <summary>
            <para>Adds a collision exception so the shape does not report collisions with the specified <see cref="T:Godot.CollisionObject3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast3D.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.ShapeCast3D.RemoveException(Godot.CollisionObject3D)">
            <summary>
            <para>Removes a collision exception so the shape does report collisions with the specified <see cref="T:Godot.CollisionObject3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast3D.ClearExceptions">
            <summary>
            <para>Removes all collision exceptions for this <see cref="T:Godot.ShapeCast3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast3D.SetCollisionMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.ShapeCast3D.CollisionMask"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast3D.GetCollisionMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.ShapeCast3D.CollisionMask"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="T:Godot.Shortcut">
            <summary>
            <para>Shortcuts are commonly used for interacting with a <see cref="T:Godot.Control"/> element from an <see cref="T:Godot.InputEvent"/> (also known as hotkeys).</para>
            <para>One shortcut can contain multiple <see cref="T:Godot.InputEvent"/>'s, allowing the possibility of triggering one action with multiple different inputs.</para>
            </summary>
        </member>
        <member name="P:Godot.Shortcut.Events">
            <summary>
            <para>The shortcut's <see cref="T:Godot.InputEvent"/> array.</para>
            <para>Generally the <see cref="T:Godot.InputEvent"/> used is an <see cref="T:Godot.InputEventKey"/>, though it can be any <see cref="T:Godot.InputEvent"/>, including an <see cref="T:Godot.InputEventAction"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Shortcut.HasValidEvent">
            <summary>
            <para>Returns whether <see cref="P:Godot.Shortcut.Events"/> contains an <see cref="T:Godot.InputEvent"/> which is valid.</para>
            </summary>
        </member>
        <member name="M:Godot.Shortcut.MatchesEvent(Godot.InputEvent)">
            <summary>
            <para>Returns whether any <see cref="T:Godot.InputEvent"/> in <see cref="P:Godot.Shortcut.Events"/> equals <c>event</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Shortcut.GetAsText">
            <summary>
            <para>Returns the shortcut's first valid <see cref="T:Godot.InputEvent"/> as a <see cref="T:System.String"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Skeleton2D">
            <summary>
            <para><see cref="T:Godot.Skeleton2D"/> parents a hierarchy of <see cref="T:Godot.Bone2D"/> nodes. It holds a reference to each <see cref="T:Godot.Bone2D"/>'s rest pose and acts as a single point of access to its bones.</para>
            <para>To set up different types of inverse kinematics for the given Skeleton2D, a <see cref="T:Godot.SkeletonModificationStack2D"/> should be created. The inverse kinematics be applied by increasing <see cref="P:Godot.SkeletonModificationStack2D.ModificationCount"/> and creating the desired number of modifications.</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="M:Godot.Skeleton2D.SetModificationStack(Godot.SkeletonModificationStack2D)">
            <summary>
            <para>Sets the <see cref="T:Godot.SkeletonModificationStack2D"/> attached to this skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton2D.GetModificationStack">
            <summary>
            <para>Returns the <see cref="T:Godot.SkeletonModificationStack2D"/> attached to this skeleton, if one exists.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton2D.ExecuteModifications(System.Single,System.Int32)">
            <summary>
            <para>Executes all the modifications on the <see cref="T:Godot.SkeletonModificationStack2D"/>, if the Skeleton2D has one assigned.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton2D.SetBoneLocalPoseOverride(System.Int32,Godot.Transform2D,System.Single,System.Boolean)">
            <summary>
            <para>Sets the local pose transform, <c>overridePose</c>, for the bone at <c>boneIdx</c>.</para>
            <para><c>strength</c> is the interpolation strength that will be used when applying the pose, and <c>persistent</c> determines if the applied pose will remain.</para>
            <para><b>Note:</b> The pose transform needs to be a local transform relative to the <see cref="T:Godot.Bone2D"/> node at <c>boneIdx</c>!</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton2D.GetBoneLocalPoseOverride(System.Int32)">
            <summary>
            <para>Returns the local pose override transform for <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="E:Godot.Skeleton2D.BoneSetupChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Skeleton2D.BoneSetupChanged"/> event of a <see cref="T:Godot.Skeleton2D"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.Bone2D"/> setup attached to this skeletons changes. This is primarily used internally within the skeleton.</para>
            </summary>
        </member>
        <member name="T:Godot.Skeleton3D">
            <summary>
            <para><see cref="T:Godot.Skeleton3D"/> provides an interface for managing a hierarchy of 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 bone pose. Bone rest defines the initial transform of the bone pose.</para>
            <para>Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it is not the actual global/world transform of the bone.</para>
            <para>To setup different types of inverse kinematics, consider using <see cref="T:Godot.SkeletonIK3D"/>, or add a custom IK implementation in <see cref="M:Godot.Node._Process(System.Double)"/> as a child node.</para>
            </summary>
        </member>
        <member name="P:Godot.Skeleton3D.MotionScale">
            <summary>
            <para>Multiplies the 3D position track animation.</para>
            <para><b>Note:</b> Unless this value is <c>1.0</c>, the key value in animation will not match the actual position value.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.AddBone(System.String)">
            <summary>
            <para>Adds a bone, with name <c>name</c>. <see cref="M:Godot.Skeleton3D.GetBoneCount"/> will become the bone index.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.FindBone(System.String)">
            <summary>
            <para>Returns the bone index that matches <c>name</c> as its name.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.GetBoneName(System.Int32)">
            <summary>
            <para>Returns the name of the bone at index <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.GetBoneParent(System.Int32)">
            <summary>
            <para>Returns the bone index which is the parent of the bone at <c>boneIdx</c>. If -1, then bone has no parent.</para>
            <para><b>Note:</b> The parent bone returned will always be less than <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.SetBoneParent(System.Int32,System.Int32)">
            <summary>
            <para>Sets the bone index <c>parentIdx</c> as the parent of the bone at <c>boneIdx</c>. If -1, then bone has no parent.</para>
            <para><b>Note:</b> <c>parentIdx</c> must be less than <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.GetBoneCount">
            <summary>
            <para>Returns the number of bones in the skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.GetVersion">
            <summary>
            <para>Returns the number of times the bone hierarchy has changed within this skeleton, including renames.</para>
            <para>The Skeleton version is not serialized: only use within a single instance of Skeleton3D.</para>
            <para>Use for invalidating caches in IK solvers and other nodes which process bones.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.UnparentBoneAndRest(System.Int32)">
            <summary>
            <para>Unparents the bone at <c>boneIdx</c> and sets its rest position to that of its parent prior to being reset.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.GetBoneChildren(System.Int32)">
            <summary>
            <para>Returns an array containing the bone indexes of all the children node of the passed in bone, <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.GetParentlessBones">
            <summary>
            <para>Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.GetBoneRest(System.Int32)">
            <summary>
            <para>Returns the rest transform for a bone <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.SetBoneRest(System.Int32,Godot.Transform3D)">
            <summary>
            <para>Sets the rest transform for bone <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.GetBoneGlobalRest(System.Int32)">
            <summary>
            <para>Returns the global rest transform for <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.RegisterSkin(Godot.Skin)">
            <summary>
            <para>Binds the given Skin to the Skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.LocalizeRests">
            <summary>
            <para>Returns all bones in the skeleton to their rest poses.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.ClearBones">
            <summary>
            <para>Clear all the bones in this skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.GetBonePose(System.Int32)">
            <summary>
            <para>Returns the pose transform of the specified bone.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.ResetBonePose(System.Int32)">
            <summary>
            <para>Sets the bone pose to rest for <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.ResetBonePoses">
            <summary>
            <para>Sets all bone poses to rests.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.IsBoneEnabled(System.Int32)">
            <summary>
            <para>Returns whether the bone pose for the bone at <c>boneIdx</c> is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.SetBoneEnabled(System.Int32,System.Boolean)">
            <summary>
            <para>Disables the pose for the bone at <c>boneIdx</c> if <c>false</c>, enables the bone pose if <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.ClearBonesGlobalPoseOverride">
            <summary>
            <para>Removes the global pose override on all bones in the skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.SetBoneGlobalPoseOverride(System.Int32,Godot.Transform3D,System.Single,System.Boolean)">
            <summary>
            <para>Sets the global pose transform, <c>pose</c>, for the bone at <c>boneIdx</c>.</para>
            <para><c>amount</c> is the interpolation strength that will be used when applying the pose, and <c>persistent</c> determines if the applied pose will remain.</para>
            <para><b>Note:</b> The pose transform needs to be a global pose! To convert a world transform from a <see cref="T:Godot.Node3D"/> to a global bone pose, multiply the <c>Transform3D.affine_inverse</c> of the node's <see cref="P:Godot.Node3D.GlobalTransform"/> by the desired world transform.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.GetBoneGlobalPoseOverride(System.Int32)">
            <summary>
            <para>Returns the global pose override transform for <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.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.Skeleton3D.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.Skeleton3D.ForceUpdateAllBoneTransforms">
            <summary>
            <para>Force updates the bone transforms/poses for all bones in the skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.ForceUpdateBoneChildTransform(System.Int32)">
            <summary>
            <para>Force updates the bone transform for the bone at <c>boneIdx</c> and all of its children.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.PhysicalBonesStopSimulation">
            <summary>
            <para>Tells the <see cref="T:Godot.PhysicalBone3D"/> nodes in the Skeleton to stop simulating.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.PhysicalBonesStartSimulation(Godot.Collections.Array{Godot.StringName})">
            <summary>
            <para>Tells the <see cref="T:Godot.PhysicalBone3D"/> nodes in the Skeleton to start simulating and reacting to the physics world.</para>
            <para>Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.PhysicalBonesAddCollisionException(Godot.Rid)">
            <summary>
            <para>Adds a collision exception to the physical bone.</para>
            <para>Works just like the <see cref="T:Godot.RigidBody3D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton3D.PhysicalBonesRemoveCollisionException(Godot.Rid)">
            <summary>
            <para>Removes a collision exception to the physical bone.</para>
            <para>Works just like the <see cref="T:Godot.RigidBody3D"/> node.</para>
            </summary>
        </member>
        <member name="E:Godot.Skeleton3D.PoseUpdated">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Skeleton3D.PoseUpdated"/> event of a <see cref="T:Godot.Skeleton3D"/> class.
            </summary>
        </member>
        <member name="T:Godot.Skeleton3D.BonePoseChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Skeleton3D.BonePoseChanged"/> event of a <see cref="T:Godot.Skeleton3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Skeleton3D.BonePoseChanged">
            <summary>
            <para>This signal is emitted when one of the bones in the Skeleton3D node have changed their pose. This is used to inform nodes that rely on bone positions that one of the bones in the Skeleton3D have changed their transform/pose.</para>
            </summary>
        </member>
        <member name="T:Godot.Skeleton3D.BoneEnabledChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Skeleton3D.BoneEnabledChanged"/> event of a <see cref="T:Godot.Skeleton3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.Skeleton3D.ShowRestOnlyChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Skeleton3D.ShowRestOnlyChanged"/> event of a <see cref="T:Godot.Skeleton3D"/> class.
            </summary>
        </member>
        <member name="T:Godot.SkeletonIK3D">
            <summary>
            <para>SkeletonIK3D is used to rotate all bones of a <see cref="T:Godot.Skeleton3D"/> bone chain a way that places the end bone at a desired 3D position. A typical scenario for IK in games is to place a character's feet on the ground or a character's hands on a currently held object. SkeletonIK uses FabrikInverseKinematic internally to solve the bone chain and applies the results to the <see cref="T:Godot.Skeleton3D"/> <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 <see cref="P:Godot.SkeletonIK3D.Interpolation"/> 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.SkeletonIK3D.RootBone">
            <summary>
            <para>The name of the current root bone, the first bone in the IK chain.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK3D.TipBone">
            <summary>
            <para>The name of the current tip bone, the last bone in the IK chain placed at the <see cref="P:Godot.SkeletonIK3D.Target"/> transform (or <see cref="P:Godot.SkeletonIK3D.TargetNode"/> if defined).</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK3D.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.Skeleton3D.ClearBonesGlobalPoseOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK3D.Target">
            <summary>
            <para>First target of the IK chain where the tip bone is placed and, if <see cref="P:Godot.SkeletonIK3D.OverrideTipBasis"/> is <c>true</c>, how the tip bone is rotated. If a <see cref="P:Godot.SkeletonIK3D.TargetNode"/> path is available the nodes transform is used instead and this property is ignored.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK3D.OverrideTipBasis">
            <summary>
            <para>If <c>true</c> overwrites the rotation of the tip bone with the rotation of the <see cref="P:Godot.SkeletonIK3D.Target"/> (or <see cref="P:Godot.SkeletonIK3D.TargetNode"/> if defined).</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK3D.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.SkeletonIK3D.Magnet">
            <summary>
            <para>Secondary target position (first is <see cref="P:Godot.SkeletonIK3D.Target"/> property or <see cref="P:Godot.SkeletonIK3D.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.SkeletonIK3D.TargetNode">
            <summary>
            <para>Target node <see cref="T:Godot.NodePath"/> for the IK chain. If available, the node's current <see cref="T:Godot.Transform3D"/> is used instead of the <see cref="P:Godot.SkeletonIK3D.Target"/> property.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK3D.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.SkeletonIK3D.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.SkeletonIK3D.GetParentSkeleton">
            <summary>
            <para>Returns the parent <see cref="T:Godot.Skeleton3D"/> 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.Skeleton3D"/> Node when SkeletonIK3D entered the <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonIK3D.IsRunning">
            <summary>
            <para>Returns <c>true</c> if SkeletonIK is applying IK effects on continues frames to the <see cref="T:Godot.Skeleton3D"/> bones. Returns <c>false</c> if SkeletonIK is stopped or <see cref="M:Godot.SkeletonIK3D.Start(System.Boolean)"/> was used with the <c>one_time</c> parameter set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonIK3D.Start(System.Boolean)">
            <summary>
            <para>Starts applying IK effects on each frame to the <see cref="T:Godot.Skeleton3D"/> bones but will only take effect starting on the next frame. If <c>oneTime</c> is <c>true</c>, this will take effect immediately but also reset on the next frame.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonIK3D.Stop">
            <summary>
            <para>Stops applying IK effects on each frame to the <see cref="T:Godot.Skeleton3D"/> bones and also calls <see cref="M:Godot.Skeleton3D.ClearBonesGlobalPoseOverride"/> to remove existing overrides on all bones.</para>
            </summary>
        </member>
        <member name="T:Godot.SkeletonModification2D">
            <summary>
            <para>This resource provides an interface that can be expanded so code that operates on <see cref="T:Godot.Bone2D"/> nodes in a <see cref="T:Godot.Skeleton2D"/> can be mixed and matched together to create complex interactions.</para>
            <para>This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2D.Enabled">
            <summary>
            <para>If <c>true</c>, the modification's <see cref="M:Godot.SkeletonModification2D._Execute(System.Double)"/> function will be called by the <see cref="T:Godot.SkeletonModificationStack2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2D.ExecutionMode">
            <summary>
            <para>The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2D._DrawEditorGizmo">
            <summary>
            <para>Used for drawing <b>editor-only</b> modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos.</para>
            <para><b>Note:</b> You will need to use the Skeleton2D from <see cref="M:Godot.SkeletonModificationStack2D.GetSkeleton"/> and it's draw functions, as the <see cref="T:Godot.SkeletonModification2D"/> resource cannot draw on its own.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2D._Execute(System.Double)">
            <summary>
            <para>Executes the given modification. This is where the modification performs whatever function it is designed to do.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2D._SetupModification(Godot.SkeletonModificationStack2D)">
            <summary>
            <para>Called when the modification is setup. This is where the modification performs initialization.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2D.GetModificationStack">
            <summary>
            <para>Returns the <see cref="T:Godot.SkeletonModificationStack2D"/> that this modification is bound to. Through the modification stack, you can access the Skeleton2D the modification is operating on.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2D.SetIsSetup(System.Boolean)">
            <summary>
            <para>Manually allows you to set the setup state of the modification. This function should only rarely be used, as the <see cref="T:Godot.SkeletonModificationStack2D"/> the modification is bound to should handle setting the modification up.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2D.GetIsSetup">
            <summary>
            <para>Returns whether this modification has been successfully setup or not.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2D.ClampAngle(System.Single,System.Single,System.Single,System.Boolean)">
            <summary>
            <para>Takes an angle and clamps it so it is within the passed-in <c>min</c> and <c>max</c> range. <c>invert</c> will inversely clamp the angle, clamping it to the range outside of the given bounds.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2D.SetEditorDrawGizmo(System.Boolean)">
            <summary>
            <para>Sets whether this modification will call <see cref="M:Godot.SkeletonModification2D._DrawEditorGizmo"/> in the Godot editor to draw modification-specific gizmos.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2D.GetEditorDrawGizmo">
            <summary>
            <para>Returns whether this modification will call <see cref="M:Godot.SkeletonModification2D._DrawEditorGizmo"/> in the Godot editor to draw modification-specific gizmos.</para>
            </summary>
        </member>
        <member name="T:Godot.SkeletonModification2DCcdik">
            <summary>
            <para>This <see cref="T:Godot.SkeletonModification2D"/> uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a <see cref="T:Godot.Skeleton2D"/> so it reaches a defined target.</para>
            <para>CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK <i>can</i> look more robotic than other IK solvers.</para>
            <para><b>Note:</b> The CCDIK modifier has <c>ccdik_joints</c>, which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK.</para>
            <para>CCDIK also fully supports angle constraints, allowing for more control over how a solution is met.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DCcdik.TargetNodePath">
            <summary>
            <para>The NodePath to the node that is the target for the CCDIK modification. This node is what the CCDIK chain will attempt to rotate the bone chain to.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DCcdik.TipNodePath">
            <summary>
            <para>The end position of the CCDIK chain. Typically, this should be a child of a <see cref="T:Godot.Bone2D"/> node attached to the final <see cref="T:Godot.Bone2D"/> in the CCDIK chain.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DCcdik.CcdikDataChainLength">
            <summary>
            <para>The number of CCDIK joints in the CCDIK modification.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.SetCcdikJointBone2DNode(System.Int32,Godot.NodePath)">
            <summary>
            <para>Sets the <see cref="T:Godot.Bone2D"/> node assigned to the CCDIK joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.GetCcdikJointBone2DNode(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Bone2D"/> node assigned to the CCDIK joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.SetCcdikJointBoneIndex(System.Int32,System.Int32)">
            <summary>
            <para>Sets the bone index, <c>boneIdx</c>, of the CCDIK joint at <c>jointIdx</c>. When possible, this will also update the <c>bone2d_node</c> of the CCDIK joint based on data provided by the linked skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.GetCcdikJointBoneIndex(System.Int32)">
            <summary>
            <para>Returns the index of the <see cref="T:Godot.Bone2D"/> node assigned to the CCDIK joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.SetCcdikJointRotateFromJoint(System.Int32,System.Boolean)">
            <summary>
            <para>Sets whether the joint at <c>jointIdx</c> is set to rotate from the joint, <c>true</c>, or to rotate from the tip, <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.GetCcdikJointRotateFromJoint(System.Int32)">
            <summary>
            <para>Returns whether the joint at <c>jointIdx</c> is set to rotate from the joint, <c>true</c>, or to rotate from the tip, <c>false</c>. The default is to rotate from the tip.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.SetCcdikJointEnableConstraint(System.Int32,System.Boolean)">
            <summary>
            <para>Determines whether angle constraints on the CCDIK joint at <c>jointIdx</c> are enabled. When <c>true</c>, constraints will be enabled and taken into account when solving.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.GetCcdikJointEnableConstraint(System.Int32)">
            <summary>
            <para>Returns whether angle constraints on the CCDIK joint at <c>jointIdx</c> are enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.SetCcdikJointConstraintAngleMin(System.Int32,System.Single)">
            <summary>
            <para>Sets the minimum angle constraint for the joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.GetCcdikJointConstraintAngleMin(System.Int32)">
            <summary>
            <para>Returns the minimum angle constraint for the joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.SetCcdikJointConstraintAngleMax(System.Int32,System.Single)">
            <summary>
            <para>Sets the maximum angle constraint for the joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.GetCcdikJointConstraintAngleMax(System.Int32)">
            <summary>
            <para>Returns the maximum angle constraint for the joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.SetCcdikJointConstraintAngleInvert(System.Int32,System.Boolean)">
            <summary>
            <para>Sets whether the CCDIK joint at <c>jointIdx</c> uses an inverted joint constraint.</para>
            <para>An inverted joint constraint only constraints the CCDIK joint to the angles <i>outside of</i> the inputted minimum and maximum angles. For this reason, it is referred to as an inverted joint constraint, as it constraints the joint to the outside of the inputted values.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DCcdik.GetCcdikJointConstraintAngleInvert(System.Int32)">
            <summary>
            <para>Returns whether the CCDIK joint at <c>jointIdx</c> uses an inverted joint constraint. See <see cref="M:Godot.SkeletonModification2DCcdik.SetCcdikJointConstraintAngleInvert(System.Int32,System.Boolean)"/> for details.</para>
            </summary>
        </member>
        <member name="T:Godot.SkeletonModification2DFabrik">
            <summary>
            <para>This <see cref="T:Godot.SkeletonModification2D"/> uses an algorithm called Forward And Backward Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it reaches a target.</para>
            <para>FABRIK works by knowing the positions and lengths of a series of bones, typically called a "bone chain". It first starts by running a forward pass, which places the final bone at the target's position. Then all other bones are moved towards the tip bone, so they stay at the defined bone length away. Then a backwards pass is performed, where the root/first bone in the FABRIK chain is placed back at the origin. Then all other bones are moved so they stay at the defined bone length away. This positions the bone chain so that it reaches the target when possible, but all of the bones stay the correct length away from each other.</para>
            <para>Because of how FABRIK works, it often gives more natural results than those seen in <see cref="T:Godot.SkeletonModification2DCcdik"/>. FABRIK also supports angle constraints, which are fully taken into account when solving.</para>
            <para><b>Note:</b> The FABRIK modifier has <c>fabrik_joints</c>, which are the data objects that hold the data for each joint in the FABRIK chain. This is different from <see cref="T:Godot.Bone2D"/> nodes! FABRIK joints hold the data needed for each <see cref="T:Godot.Bone2D"/> in the bone chain used by FABRIK.</para>
            <para>To help control how the FABRIK joints move, a magnet vector can be passed, which can nudge the bones in a certain direction prior to solving, giving a level of control over the final result.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DFabrik.TargetNodePath">
            <summary>
            <para>The NodePath to the node that is the target for the FABRIK modification. This node is what the FABRIK chain will attempt to rotate the bone chain to.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DFabrik.FabrikDataChainLength">
            <summary>
            <para>The number of FABRIK joints in the FABRIK modification.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DFabrik.SetFabrikJointBone2DNode(System.Int32,Godot.NodePath)">
            <summary>
            <para>Sets the <see cref="T:Godot.Bone2D"/> node assigned to the FABRIK joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DFabrik.GetFabrikJointBone2DNode(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Bone2D"/> node assigned to the FABRIK joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DFabrik.SetFabrikJointBoneIndex(System.Int32,System.Int32)">
            <summary>
            <para>Sets the bone index, <c>boneIdx</c>, of the FABRIK joint at <c>jointIdx</c>. When possible, this will also update the <c>bone2d_node</c> of the FABRIK joint based on data provided by the linked skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DFabrik.GetFabrikJointBoneIndex(System.Int32)">
            <summary>
            <para>Returns the index of the <see cref="T:Godot.Bone2D"/> node assigned to the FABRIK joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DFabrik.SetFabrikJointMagnetPosition(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the magnet position vector for the joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DFabrik.GetFabrikJointMagnetPosition(System.Int32)">
            <summary>
            <para>Returns the magnet position vector for the joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DFabrik.SetFabrikJointUseTargetRotation(System.Int32,System.Boolean)">
            <summary>
            <para>Sets whether the joint at <c>jointIdx</c> will use the target node's rotation rather than letting FABRIK rotate the node.</para>
            <para><b>Note:</b> This option only works for the tip/final joint in the chain. For all other nodes, this option will be ignored.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DFabrik.GetFabrikJointUseTargetRotation(System.Int32)">
            <summary>
            <para>Returns whether the joint is using the target's rotation rather than allowing FABRIK to rotate the joint. This option only applies to the tip/final joint in the chain.</para>
            </summary>
        </member>
        <member name="T:Godot.SkeletonModification2DJiggle">
            <summary>
            <para>This modification moves a series of bones, typically called a bone chain, towards a target. What makes this modification special is that it calculates the velocity and acceleration for each bone in the bone chain, and runs a very light physics-like calculation using the inputted values. This allows the bones to overshoot the target and "jiggle" around. It can be configured to act more like a spring, or sway around like cloth might.</para>
            <para>This modification is useful for adding additional motion to things like hair, the edges of clothing, and more. It has several settings to that allow control over how the joint moves when the target moves.</para>
            <para><b>Note:</b> The Jiggle modifier has <c>jiggle_joints</c>, which are the data objects that hold the data for each joint in the Jiggle chain. This is different from than <see cref="T:Godot.Bone2D"/> nodes! Jiggle joints hold the data needed for each <see cref="T:Godot.Bone2D"/> in the bone chain used by the Jiggle modification.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DJiggle.TargetNodePath">
            <summary>
            <para>The NodePath to the node that is the target for the Jiggle modification. This node is what the Jiggle chain will attempt to rotate the bone chain to.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DJiggle.JiggleDataChainLength">
            <summary>
            <para>The amount of Jiggle joints in the Jiggle modification.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DJiggle.Stiffness">
            <summary>
            <para>The default amount of stiffness assigned to the Jiggle joints, if they are not overridden. Higher values act more like springs, quickly moving into the correct position.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DJiggle.Mass">
            <summary>
            <para>The default amount of mass assigned to the Jiggle joints, if they are not overridden. Higher values lead to faster movements and more overshooting.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DJiggle.Damping">
            <summary>
            <para>The default amount of damping applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DJiggle.UseGravity">
            <summary>
            <para>Whether the gravity vector, <see cref="P:Godot.SkeletonModification2DJiggle.Gravity"/>, should be applied to the Jiggle joints, assuming they are not overriding the default settings.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DJiggle.Gravity">
            <summary>
            <para>The default amount of gravity applied to the Jiggle joints, if they are not overridden.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.SetUseColliders(System.Boolean)">
            <summary>
            <para>If <c>true</c>, the Jiggle modifier will take colliders into account, keeping them from entering into these collision objects.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.GetUseColliders">
            <summary>
            <para>Returns whether the jiggle modifier is taking physics colliders into account when solving.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.SetCollisionMask(System.Int32)">
            <summary>
            <para>Sets the collision mask that the Jiggle modifier will use when reacting to colliders, if the Jiggle modifier is set to take colliders into account.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.GetCollisionMask">
            <summary>
            <para>Returns the collision mask used by the Jiggle modifier when collisions are enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.SetJiggleJointBone2DNode(System.Int32,Godot.NodePath)">
            <summary>
            <para>Sets the <see cref="T:Godot.Bone2D"/> node assigned to the Jiggle joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.GetJiggleJointBone2DNode(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Bone2D"/> node assigned to the Jiggle joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.SetJiggleJointBoneIndex(System.Int32,System.Int32)">
            <summary>
            <para>Sets the bone index, <c>boneIdx</c>, of the Jiggle joint at <c>jointIdx</c>. When possible, this will also update the <c>bone2d_node</c> of the Jiggle joint based on data provided by the linked skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.GetJiggleJointBoneIndex(System.Int32)">
            <summary>
            <para>Returns the index of the <see cref="T:Godot.Bone2D"/> node assigned to the Jiggle joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.SetJiggleJointOverride(System.Int32,System.Boolean)">
            <summary>
            <para>Sets whether the Jiggle joint at <c>jointIdx</c> should override the default Jiggle joint settings. Setting this to <c>true</c> will make the joint use its own settings rather than the default ones attached to the modification.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.GetJiggleJointOverride(System.Int32)">
            <summary>
            <para>Returns a boolean that indicates whether the joint at <c>jointIdx</c> is overriding the default Jiggle joint data defined in the modification.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.SetJiggleJointStiffness(System.Int32,System.Single)">
            <summary>
            <para>Sets the of stiffness of the Jiggle joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.GetJiggleJointStiffness(System.Int32)">
            <summary>
            <para>Returns the stiffness of the Jiggle joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.SetJiggleJointMass(System.Int32,System.Single)">
            <summary>
            <para>Sets the of mass of the Jiggle joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.GetJiggleJointMass(System.Int32)">
            <summary>
            <para>Returns the amount of mass of the jiggle joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.SetJiggleJointDamping(System.Int32,System.Single)">
            <summary>
            <para>Sets the amount of damping of the Jiggle joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.GetJiggleJointDamping(System.Int32)">
            <summary>
            <para>Returns the amount of damping of the Jiggle joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.SetJiggleJointUseGravity(System.Int32,System.Boolean)">
            <summary>
            <para>Sets whether the Jiggle joint at <c>jointIdx</c> should use gravity.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.GetJiggleJointUseGravity(System.Int32)">
            <summary>
            <para>Returns a boolean that indicates whether the joint at <c>jointIdx</c> is using gravity or not.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.SetJiggleJointGravity(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the gravity vector of the Jiggle joint at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DJiggle.GetJiggleJointGravity(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:Godot.Vector2"/> representing the amount of gravity the Jiggle joint at <c>jointIdx</c> is influenced by.</para>
            </summary>
        </member>
        <member name="T:Godot.SkeletonModification2DLookAt">
            <summary>
            <para>This <see cref="T:Godot.SkeletonModification2D"/> rotates a bone to look a target. This is extremely helpful for moving character's head to look at the player, rotating a turret to look at a target, or any other case where you want to make a bone rotate towards something quickly and easily.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DLookAt.BoneIndex">
            <summary>
            <para>The index of the <see cref="T:Godot.Bone2D"/> node that the modification will operate on.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DLookAt.Bone2DNode">
            <summary>
            <para>The <see cref="T:Godot.Bone2D"/> node that the modification will operate on.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DLookAt.TargetNodePath">
            <summary>
            <para>The NodePath to the node that is the target for the LookAt modification. This node is what the modification will rotate the <see cref="T:Godot.Bone2D"/> to.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DLookAt.SetAdditionalRotation(System.Single)">
            <summary>
            <para>Sets the amount of additional rotation that is to be applied after executing the modification. This allows for offsetting the results by the inputted rotation amount.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DLookAt.GetAdditionalRotation">
            <summary>
            <para>Returns the amount of additional rotation that is applied after the LookAt modification executes.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DLookAt.SetEnableConstraint(System.Boolean)">
            <summary>
            <para>Sets whether this modification will use constraints or not. When <c>true</c>, constraints will be applied when solving the LookAt modification.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DLookAt.GetEnableConstraint">
            <summary>
            <para>Returns <c>true</c> if the LookAt modification is using constraints.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DLookAt.SetConstraintAngleMin(System.Single)">
            <summary>
            <para>Sets the constraint's minimum allowed angle.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DLookAt.GetConstraintAngleMin">
            <summary>
            <para>Returns the constraint's minimum allowed angle.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DLookAt.SetConstraintAngleMax(System.Single)">
            <summary>
            <para>Sets the constraint's maximum allowed angle.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DLookAt.GetConstraintAngleMax">
            <summary>
            <para>Returns the constraint's maximum allowed angle.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DLookAt.SetConstraintAngleInvert(System.Boolean)">
            <summary>
            <para>When <c>true</c>, the modification will use an inverted joint constraint.</para>
            <para>An inverted joint constraint only constraints the <see cref="T:Godot.Bone2D"/> to the angles <i>outside of</i> the inputted minimum and maximum angles. For this reason, it is referred to as an inverted joint constraint, as it constraints the joint to the outside of the inputted values.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DLookAt.GetConstraintAngleInvert">
            <summary>
            <para>Returns whether the constraints to this modification are inverted or not.</para>
            </summary>
        </member>
        <member name="T:Godot.SkeletonModification2DPhysicalBones">
            <summary>
            <para>This modification takes the transforms of <see cref="T:Godot.PhysicalBone2D"/> nodes and applies them to <see cref="T:Godot.Bone2D"/> nodes. This allows the <see cref="T:Godot.Bone2D"/> nodes to react to physics thanks to the linked <see cref="T:Godot.PhysicalBone2D"/> nodes.</para>
            <para>Experimental. Physical bones may be changed in the future to perform the position update of <see cref="T:Godot.Bone2D"/> on their own.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DPhysicalBones.PhysicalBoneChainLength">
            <summary>
            <para>The number of <see cref="T:Godot.PhysicalBone2D"/> nodes linked in this modification.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DPhysicalBones.SetPhysicalBoneNode(System.Int32,Godot.NodePath)">
            <summary>
            <para>Sets the <see cref="T:Godot.PhysicalBone2D"/> node at <c>jointIdx</c>.</para>
            <para><b>Note:</b> This is just the index used for this modification, not the bone index used in the <see cref="T:Godot.Skeleton2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DPhysicalBones.GetPhysicalBoneNode(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.PhysicalBone2D"/> node at <c>jointIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DPhysicalBones.FetchPhysicalBones">
            <summary>
            <para>Empties the list of <see cref="T:Godot.PhysicalBone2D"/> nodes and populates it with all <see cref="T:Godot.PhysicalBone2D"/> nodes that are children of the <see cref="T:Godot.Skeleton2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DPhysicalBones.StartSimulation(Godot.Collections.Array{Godot.StringName})">
            <summary>
            <para>Tell the <see cref="T:Godot.PhysicalBone2D"/> nodes to start simulating and interacting with the physics world.</para>
            <para>Optionally, an array of bone names can be passed to this function, and that will cause only <see cref="T:Godot.PhysicalBone2D"/> nodes with those names to start simulating.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DPhysicalBones.StopSimulation(Godot.Collections.Array{Godot.StringName})">
            <summary>
            <para>Tell the <see cref="T:Godot.PhysicalBone2D"/> nodes to stop simulating and interacting with the physics world.</para>
            <para>Optionally, an array of bone names can be passed to this function, and that will cause only <see cref="T:Godot.PhysicalBone2D"/> nodes with those names to stop simulating.</para>
            </summary>
        </member>
        <member name="T:Godot.SkeletonModification2DStackHolder">
            <summary>
            <para>This <see cref="T:Godot.SkeletonModification2D"/> holds a reference to a <see cref="T:Godot.SkeletonModificationStack2D"/>, allowing you to use multiple modification stacks on a single <see cref="T:Godot.Skeleton2D"/>.</para>
            <para><b>Note:</b> The modifications in the held <see cref="T:Godot.SkeletonModificationStack2D"/> will only be executed if their execution mode matches the execution mode of the SkeletonModification2DStackHolder.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DStackHolder.SetHeldModificationStack(Godot.SkeletonModificationStack2D)">
            <summary>
            <para>Sets the <see cref="T:Godot.SkeletonModificationStack2D"/> that this modification is holding. This modification stack will then be executed when this modification is executed.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DStackHolder.GetHeldModificationStack">
            <summary>
            <para>Returns the <see cref="T:Godot.SkeletonModificationStack2D"/> that this modification is holding.</para>
            </summary>
        </member>
        <member name="T:Godot.SkeletonModification2DTwoBoneIK">
            <summary>
            <para>This <see cref="T:Godot.SkeletonModification2D"/> uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosines and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three vertices of the triangle. Because the algorithm works by making a triangle, it can only operate on two bones.</para>
            <para>TwoBoneIK is great for arms, legs, and really any joints that can be represented by just two bones that bend to reach a target. This solver is more lightweight than <see cref="T:Godot.SkeletonModification2DFabrik"/>, but gives similar, natural looking results.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DTwoBoneIK.TargetNodePath">
            <summary>
            <para>The NodePath to the node that is the target for the TwoBoneIK modification. This node is what the modification will use when bending the <see cref="T:Godot.Bone2D"/> nodes.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DTwoBoneIK.TargetMinimumDistance">
            <summary>
            <para>The minimum distance the target can be at. If the target is closer than this distance, the modification will solve as if it's at this minimum distance. When set to <c>0</c>, the modification will solve without distance constraints.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DTwoBoneIK.TargetMaximumDistance">
            <summary>
            <para>The maximum distance the target can be at. If the target is farther than this distance, the modification will solve as if it's at this maximum distance. When set to <c>0</c>, the modification will solve without distance constraints.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModification2DTwoBoneIK.FlipBendDirection">
            <summary>
            <para>If <c>true</c>, the bones in the modification will blend outward as opposed to inwards when contracting. If <c>false</c>, the bones will bend inwards when contracting.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DTwoBoneIK.SetJointOneBone2DNode(Godot.NodePath)">
            <summary>
            <para>Sets the <see cref="T:Godot.Bone2D"/> node that is being used as the first bone in the TwoBoneIK modification.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DTwoBoneIK.GetJointOneBone2DNode">
            <summary>
            <para>Returns the <see cref="T:Godot.Bone2D"/> node that is being used as the first bone in the TwoBoneIK modification.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DTwoBoneIK.SetJointOneBoneIdx(System.Int32)">
            <summary>
            <para>Sets the index of the <see cref="T:Godot.Bone2D"/> node that is being used as the first bone in the TwoBoneIK modification.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DTwoBoneIK.GetJointOneBoneIdx">
            <summary>
            <para>Returns the index of the <see cref="T:Godot.Bone2D"/> node that is being used as the first bone in the TwoBoneIK modification.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DTwoBoneIK.SetJointTwoBone2DNode(Godot.NodePath)">
            <summary>
            <para>Sets the <see cref="T:Godot.Bone2D"/> node that is being used as the second bone in the TwoBoneIK modification.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DTwoBoneIK.GetJointTwoBone2DNode">
            <summary>
            <para>Returns the <see cref="T:Godot.Bone2D"/> node that is being used as the second bone in the TwoBoneIK modification.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DTwoBoneIK.SetJointTwoBoneIdx(System.Int32)">
            <summary>
            <para>Sets the index of the <see cref="T:Godot.Bone2D"/> node that is being used as the second bone in the TwoBoneIK modification.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModification2DTwoBoneIK.GetJointTwoBoneIdx">
            <summary>
            <para>Returns the index of the <see cref="T:Godot.Bone2D"/> node that is being used as the second bone in the TwoBoneIK modification.</para>
            </summary>
        </member>
        <member name="T:Godot.SkeletonModificationStack2D">
            <summary>
            <para>This resource is used by the Skeleton and holds a stack of <see cref="T:Godot.SkeletonModification2D"/>s.</para>
            <para>This controls the order of the modifications and how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine <i>before</i> the arms on a humanoid skeleton.</para>
            <para>This resource also controls how strongly all of the modifications are applied to the <see cref="T:Godot.Skeleton2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModificationStack2D.Enabled">
            <summary>
            <para>If <c>true</c>, the modification's in the stack will be called. This is handled automatically through the <see cref="T:Godot.Skeleton2D"/> node.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModificationStack2D.Strength">
            <summary>
            <para>The interpolation strength of the modifications in stack. A value of <c>0</c> will make it where the modifications are not applied, a strength of <c>0.5</c> will be half applied, and a strength of <c>1</c> will allow the modifications to be fully applied and override the <see cref="T:Godot.Skeleton2D"/> <see cref="T:Godot.Bone2D"/> poses.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonModificationStack2D.ModificationCount">
            <summary>
            <para>The number of modifications in the stack.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModificationStack2D.Setup">
            <summary>
            <para>Sets up the modification stack so it can execute. This function should be called by <see cref="T:Godot.Skeleton2D"/> and shouldn't be manually called unless you know what you are doing.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModificationStack2D.Execute(System.Single,System.Int32)">
            <summary>
            <para>Executes all of the <see cref="T:Godot.SkeletonModification2D"/>s in the stack that use the same execution mode as the passed-in <c>executionMode</c>, starting from index <c>0</c> to <see cref="P:Godot.SkeletonModificationStack2D.ModificationCount"/>.</para>
            <para><b>Note:</b> The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModificationStack2D.EnableAllModifications(System.Boolean)">
            <summary>
            <para>Enables all <see cref="T:Godot.SkeletonModification2D"/>s in the stack.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModificationStack2D.GetModification(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.SkeletonModification2D"/> at the passed-in index, <c>modIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModificationStack2D.AddModification(Godot.SkeletonModification2D)">
            <summary>
            <para>Adds the passed-in <see cref="T:Godot.SkeletonModification2D"/> to the stack.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModificationStack2D.DeleteModification(System.Int32)">
            <summary>
            <para>Deletes the <see cref="T:Godot.SkeletonModification2D"/> at the index position <c>modIdx</c>, if it exists.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModificationStack2D.SetModification(System.Int32,Godot.SkeletonModification2D)">
            <summary>
            <para>Sets the modification at <c>modIdx</c> to the passed-in modification, <c>modification</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModificationStack2D.GetIsSetup">
            <summary>
            <para>Returns a boolean that indicates whether the modification stack is setup and can execute.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonModificationStack2D.GetSkeleton">
            <summary>
            <para>Returns the <see cref="T:Godot.Skeleton2D"/> node that the SkeletonModificationStack2D is bound to.</para>
            </summary>
        </member>
        <member name="T:Godot.SkeletonProfile">
            <summary>
            <para>This resource is used in <see cref="!:Godot.EditorScenePostImport"/>. Some parameters are referring to bones in <see cref="T:Godot.Skeleton3D"/>, <see cref="T:Godot.Skin"/>, <see cref="T:Godot.Animation"/>, and some other nodes are rewritten based on the parameters of <see cref="T:Godot.SkeletonProfile"/>.</para>
            <para><b>Note:</b> These parameters need to be set only when creating a custom profile. In <see cref="T:Godot.SkeletonProfileHumanoid"/>, they are defined internally as read-only values.</para>
            </summary>
        </member>
        <member name="F:Godot.SkeletonProfile.TailDirection.AverageChildren">
            <summary>
            <para>Direction to the average coordinates of bone children.</para>
            </summary>
        </member>
        <member name="F:Godot.SkeletonProfile.TailDirection.SpecificChild">
            <summary>
            <para>Direction to the coordinates of specified bone child.</para>
            </summary>
        </member>
        <member name="F:Godot.SkeletonProfile.TailDirection.End">
            <summary>
            <para>Direction is not calculated.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonProfile.RootBone">
            <summary>
            <para>A bone name that will be used as the root bone in <see cref="T:Godot.AnimationTree"/>. This should be the bone of the parent of hips that exists at the world origin.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonProfile.ScaleBaseBone">
            <summary>
            <para>A bone name which will use model's height as the coefficient for normalization. For example, <see cref="T:Godot.SkeletonProfileHumanoid"/> defines it as <c>Hips</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonProfile.GroupSize">
            <summary>
            <para>The amount of groups of bones in retargeting section's <see cref="T:Godot.BoneMap"/> editor. For example, <see cref="T:Godot.SkeletonProfileHumanoid"/> has 4 groups.</para>
            <para>This property exists to separate the bone list into several sections in the editor.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonProfile.BoneSize">
            <summary>
            <para>The amount of bones in retargeting section's <see cref="T:Godot.BoneMap"/> editor. For example, <see cref="T:Godot.SkeletonProfileHumanoid"/> has 56 bones.</para>
            <para>The size of elements in <see cref="T:Godot.BoneMap"/> updates when changing this property in it's assigned <see cref="T:Godot.SkeletonProfile"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.GetGroupName(System.Int32)">
            <summary>
            <para>Returns the name of the group at <c>groupIdx</c> that will be the drawing group in the <see cref="T:Godot.BoneMap"/> editor.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.SetGroupName(System.Int32,Godot.StringName)">
            <summary>
            <para>Sets the name of the group at <c>groupIdx</c> that will be the drawing group in the <see cref="T:Godot.BoneMap"/> editor.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.GetTexture(System.Int32)">
            <summary>
            <para>Returns the texture of the group at <c>groupIdx</c> that will be the drawing group background image in the <see cref="T:Godot.BoneMap"/> editor.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.SetTexture(System.Int32,Godot.Texture2D)">
            <summary>
            <para>Sets the texture of the group at <c>groupIdx</c> that will be the drawing group background image in the <see cref="T:Godot.BoneMap"/> editor.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.FindBone(Godot.StringName)">
            <summary>
            <para>Returns the bone index that matches <c>boneName</c> as its name.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.GetBoneName(System.Int32)">
            <summary>
            <para>Returns the name of the bone at <c>boneIdx</c> that will be the key name in the <see cref="T:Godot.BoneMap"/>.</para>
            <para>In the retargeting process, the returned bone name is the bone name of the target skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.SetBoneName(System.Int32,Godot.StringName)">
            <summary>
            <para>Sets the name of the bone at <c>boneIdx</c> that will be the key name in the <see cref="T:Godot.BoneMap"/>.</para>
            <para>In the retargeting process, the setting bone name is the bone name of the target skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.GetBoneParent(System.Int32)">
            <summary>
            <para>Returns the name of the bone which is the parent to the bone at <c>boneIdx</c>. The result is empty if the bone has no parent.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.SetBoneParent(System.Int32,Godot.StringName)">
            <summary>
            <para>Sets the bone with name <c>boneParent</c> as the parent of the bone at <c>boneIdx</c>. If an empty string is passed, then the bone has no parent.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.GetTailDirection(System.Int32)">
            <summary>
            <para>Returns the tail direction of the bone at <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.SetTailDirection(System.Int32,Godot.SkeletonProfile.TailDirection)">
            <summary>
            <para>Sets the tail direction of the bone at <c>boneIdx</c>.</para>
            <para><b>Note:</b> This only specifies the method of calculation. The actual coordinates required should be stored in an external skeleton, so the calculation itself needs to be done externally.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.GetBoneTail(System.Int32)">
            <summary>
            <para>Returns the name of the bone which is the tail of the bone at <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.SetBoneTail(System.Int32,Godot.StringName)">
            <summary>
            <para>Sets the bone with name <c>boneTail</c> as the tail of the bone at <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.GetReferencePose(System.Int32)">
            <summary>
            <para>Returns the reference pose transform for bone <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.SetReferencePose(System.Int32,Godot.Transform3D)">
            <summary>
            <para>Sets the reference pose transform for bone <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.GetHandleOffset(System.Int32)">
            <summary>
            <para>Returns the offset of the bone at <c>boneIdx</c> that will be the button position in the <see cref="T:Godot.BoneMap"/> editor.</para>
            <para>This is the offset with origin at the top left corner of the square.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.SetHandleOffset(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the offset of the bone at <c>boneIdx</c> that will be the button position in the <see cref="T:Godot.BoneMap"/> editor.</para>
            <para>This is the offset with origin at the top left corner of the square.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.GetGroup(System.Int32)">
            <summary>
            <para>Returns the group of the bone at <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonProfile.SetGroup(System.Int32,Godot.StringName)">
            <summary>
            <para>Sets the group of the bone at <c>boneIdx</c>.</para>
            </summary>
        </member>
        <member name="E:Godot.SkeletonProfile.ProfileUpdated">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SkeletonProfile.ProfileUpdated"/> event of a <see cref="T:Godot.SkeletonProfile"/> class.
            </summary>
            <summary>
            <para>This signal is emitted when change the value in profile. This is used to update key name in the <see cref="T:Godot.BoneMap"/> and to redraw the <see cref="T:Godot.BoneMap"/> editor.</para>
            <para><b>Note:</b> This signal is not connected directly to editor to simplify the reference, instead it is passed on to editor through the <see cref="T:Godot.BoneMap"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.SkeletonProfileHumanoid">
            <summary>
            <para>A <see cref="T:Godot.SkeletonProfile"/> as a preset that is optimized for the human form. This exists for standardization, so all parameters are read-only.</para>
            </summary>
        </member>
        <member name="T:Godot.Sky">
            <summary>
            <para>The <see cref="T:Godot.Sky"/> class uses a <see cref="T:Godot.Material"/> to draw the background and update the reflection/radiance cubemaps.</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>
            </summary>
        </member>
        <member name="F:Godot.Sky.RadianceSizeEnum.Size2048">
            <summary>
            <para>Radiance texture size is 2048×2048 pixels.</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="F:Godot.Sky.ProcessModeEnum.Automatic">
            <summary>
            <para>Automatically selects the appropriate process mode based on your sky shader. If your shader uses <c>TIME</c> or <c>POSITION</c>, this will use <see cref="F:Godot.Sky.ProcessModeEnum.Realtime"/>. If your shader uses any of the <c>LIGHT_*</c> variables or any custom uniforms, this uses <see cref="F:Godot.Sky.ProcessModeEnum.Incremental"/>. Otherwise, this defaults to <see cref="F:Godot.Sky.ProcessModeEnum.Quality"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Sky.ProcessModeEnum.Quality">
            <summary>
            <para>Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than <see cref="F:Godot.Sky.ProcessModeEnum.Realtime"/> but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing <c>ProjectSettings.rendering/reflections/sky_reflections/ggx_samples</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Sky.ProcessModeEnum.Incremental">
            <summary>
            <para>Uses the same high quality importance sampling to process the radiance map as <see cref="F:Godot.Sky.ProcessModeEnum.Quality"/>, but updates over several frames. The number of frames is determined by <c>ProjectSettings.rendering/reflections/sky_reflections/roughness_layers</c>. Use this when you need highest quality radiance maps, but have a sky that updates slowly.</para>
            </summary>
        </member>
        <member name="F:Godot.Sky.ProcessModeEnum.Realtime">
            <summary>
            <para>Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on <c>ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality</c>.</para>
            <para><b>Note:</b> The fast filtering algorithm is limited to 256×256 cubemaps, so <see cref="P:Godot.Sky.RadianceSize"/> must be set to <see cref="F:Godot.Sky.RadianceSizeEnum.Size256"/>. Otherwise, a warning is printed and the overridden radiance size is ignored.</para>
            </summary>
        </member>
        <member name="P:Godot.Sky.SkyMaterial">
            <summary>
            <para><see cref="T:Godot.Material"/> used to draw the background. Can be <see cref="T:Godot.PanoramaSkyMaterial"/>, <see cref="T:Godot.ProceduralSkyMaterial"/>, <see cref="T:Godot.PhysicalSkyMaterial"/>, or even a <see cref="T:Godot.ShaderMaterial"/> if you want to use your own custom shader.</para>
            </summary>
        </member>
        <member name="P:Godot.Sky.ProcessMode">
            <summary>
            <para>Sets the method for generating the radiance map from the sky. The radiance map is a cubemap with increasingly blurry versions of the sky corresponding to different levels of roughness. Radiance maps can be expensive to calculate. See <see cref="T:Godot.Sky.ProcessModeEnum"/> for options.</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><b>Note:</b> Some hardware will have trouble with higher radiance sizes, especially <see cref="F:Godot.Sky.RadianceSizeEnum.Size512"/> and above. Only use such high values on high-end hardware.</para>
            </summary>
        </member>
        <member name="T:Godot.Slider">
            <summary>
            <para>Abstract base class for sliders, used to adjust a value by moving a grabber along a horizontal or vertical axis. Sliders are <see cref="T:Godot.Range"/>-based controls.</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="E:Godot.Slider.DragStarted">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Slider.DragStarted"/> event of a <see cref="T:Godot.Slider"/> class.
            </summary>
            <summary>
            <para>Emitted when dragging is started.</para>
            </summary>
        </member>
        <member name="T:Godot.Slider.DragEndedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Slider.DragEnded"/> event of a <see cref="T:Godot.Slider"/> class.
            </summary>
        </member>
        <member name="E:Godot.Slider.DragEnded">
            <summary>
            <para>Emitted when dragging stops. If <c>valueChanged</c> is true, <see cref="P:Godot.Range.Value"/> is different from the value when you started the dragging.</para>
            </summary>
        </member>
        <member name="T:Godot.SliderJoint3D">
            <summary>
            <para>A physics joint that restricts the movement of a 3D physics body along an axis relative to another physics body. For example, Body A could be a <see cref="T:Godot.StaticBody3D"/> representing a piston base, while Body B could be a <see cref="T:Godot.RigidBody3D"/> representing the piston head, moving up and down.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.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.SliderJoint3D.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.SliderJoint3D.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.SliderJoint3D.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.SliderJoint3D.Param.LinearLimitDamping">
            <summary>
            <para>The amount of damping once the slider limits are surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.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.SliderJoint3D.Param.LinearMotionRestitution">
            <summary>
            <para>The amount of restitution inside the slider limits.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.LinearMotionDamping">
            <summary>
            <para>The amount of damping inside the slider limits.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.LinearOrthogonalSoftness">
            <summary>
            <para>A factor applied to the movement across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.LinearOrthogonalRestitution">
            <summary>
            <para>The amount of restitution when movement is across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.LinearOrthogonalDamping">
            <summary>
            <para>The amount of damping when movement is across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.AngularLimitUpper">
            <summary>
            <para>The upper limit of rotation in the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.AngularLimitLower">
            <summary>
            <para>The lower limit of rotation in the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.AngularLimitSoftness">
            <summary>
            <para>A factor applied to the all rotation once the limit is surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.AngularLimitRestitution">
            <summary>
            <para>The amount of restitution of the rotation when the limit is surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.AngularLimitDamping">
            <summary>
            <para>The amount of damping of the rotation when the limit is surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.AngularMotionSoftness">
            <summary>
            <para>A factor applied to the all rotation in the limits.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.AngularMotionRestitution">
            <summary>
            <para>The amount of restitution of the rotation in the limits.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.AngularMotionDamping">
            <summary>
            <para>The amount of damping of the rotation in the limits.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.AngularOrthogonalSoftness">
            <summary>
            <para>A factor applied to the all rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.AngularOrthogonalRestitution">
            <summary>
            <para>The amount of restitution of the rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.AngularOrthogonalDamping">
            <summary>
            <para>The amount of damping of the rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint3D.Param.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.SliderJoint3D.Param"/> enum.</para>
            </summary>
        </member>
        <member name="T:Godot.SoftBody3D">
            <summary>
            <para>A deformable 3D physics mesh. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.</para>
            <para><b>Note:</b> There are many known bugs in <see cref="T:Godot.SoftBody3D"/>. Therefore, it's not recommended to use them for things that can affect gameplay (such as trampolines).</para>
            </summary>
        </member>
        <member name="F:Godot.SoftBody3D.DisableModeEnum.Remove">
            <summary>
            <para>When <see cref="P:Godot.Node.ProcessMode"/> is set to <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>, remove from the physics simulation to stop all physics interactions with this <see cref="T:Godot.SoftBody3D"/>.</para>
            <para>Automatically re-added to the physics simulation when the <see cref="T:Godot.Node"/> is processed again.</para>
            </summary>
        </member>
        <member name="F:Godot.SoftBody3D.DisableModeEnum.KeepActive">
            <summary>
            <para>When <see cref="P:Godot.Node.ProcessMode"/> is set to <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>, do not affect the physics simulation.</para>
            </summary>
        </member>
        <member name="P:Godot.SoftBody3D.CollisionLayer">
            <summary>
            <para>The physics layers this SoftBody3D <b>is in</b>. Collision objects can exist in one or more of 32 different layers. See also <see cref="P:Godot.SoftBody3D.CollisionMask"/>.</para>
            <para><b>Note:</b> Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.SoftBody3D.CollisionMask">
            <summary>
            <para>The physics layers this SoftBody3D <b>scans</b>. Collision objects can scan one or more of 32 different layers. See also <see cref="P:Godot.SoftBody3D.CollisionLayer"/>.</para>
            <para><b>Note:</b> Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See <a href="$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.SoftBody3D.ParentCollisionIgnore">
            <summary>
            <para><see cref="T:Godot.NodePath"/> to a <see cref="T:Godot.CollisionObject3D"/> this SoftBody3D should avoid clipping.</para>
            </summary>
        </member>
        <member name="P:Godot.SoftBody3D.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.SoftBody3D.TotalMass">
            <summary>
            <para>The SoftBody3D's mass.</para>
            </summary>
        </member>
        <member name="P:Godot.SoftBody3D.RayPickable">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.SoftBody3D"/> will respond to <see cref="T:Godot.RayCast3D"/>s.</para>
            </summary>
        </member>
        <member name="P:Godot.SoftBody3D.DisableMode">
            <summary>
            <para>Defines the behavior in physics when <see cref="P:Godot.Node.ProcessMode"/> is set to <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>. See <see cref="T:Godot.SoftBody3D.DisableModeEnum"/> for more details about the different modes.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody3D.SetCollisionMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.SoftBody3D.CollisionMask"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody3D.GetCollisionMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.SoftBody3D.CollisionMask"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody3D.SetCollisionLayerValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.SoftBody3D.CollisionLayer"/>, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody3D.GetCollisionLayerValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.SoftBody3D.CollisionLayer"/> is enabled, given a <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody3D.GetCollisionExceptions">
            <summary>
            <para>Returns an array of nodes that were added as collision exceptions for this body.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody3D.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.SoftBody3D.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.SoftBody3D.GetPointTransform(System.Int32)">
            <summary>
            <para>Returns local translation of a vertex in the surface array.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody3D.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>attachmentPath</c> can define a <see cref="T:Godot.Node3D"/> the pinned vertex will be attached to.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody3D.IsPointPinned(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if vertex is set to pinned.</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><b>Note:</b> To get a regular hemisphere, the height and radius of the sphere must be equal.</para>
            </summary>
        </member>
        <member name="T:Godot.SphereOccluder3D">
            <summary>
            <para><see cref="T:Godot.SphereOccluder3D"/> stores a sphere shape that can be used by the engine's occlusion culling system.</para>
            <para>See <see cref="T:Godot.OccluderInstance3D"/>'s documentation for instructions on setting up occlusion culling.</para>
            </summary>
        </member>
        <member name="P:Godot.SphereOccluder3D.Radius">
            <summary>
            <para>The sphere's radius in 3D units.</para>
            </summary>
        </member>
        <member name="T:Godot.SphereShape3D">
            <summary>
            <para>A 3D sphere shape, intended for use in physics. Usually used to provide a shape for a <see cref="T:Godot.CollisionShape3D"/>.</para>
            <para><b>Performance:</b> <see cref="T:Godot.SphereShape3D"/> is fast to check collisions against. It is faster than <see cref="T:Godot.BoxShape3D"/>, <see cref="T:Godot.CapsuleShape3D"/>, and <see cref="T:Godot.CylinderShape3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SphereShape3D.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><see cref="T:Godot.SpinBox"/> is a numerical input text field. It allows entering integers and floating point numbers.</para>
            <para><b>Example:</b></para>
            <para><code>
            var spinBox = new SpinBox();
            AddChild(spinBox);
            var lineEdit = spinBox.GetLineEdit();
            lineEdit.ContextMenuEnabled = false;
            spinBox.AlignHorizontal = LineEdit.HorizontalAlignEnum.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><b>Note:</b> <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><b>Note:</b> 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.Callable,Godot.Callable,Godot.Callable)"/> on the node returned by <see cref="M:Godot.SpinBox.GetLineEdit"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpinBox.Alignment">
            <summary>
            <para>Changes the alignment of the underlying <see cref="T:Godot.LineEdit"/>.</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.UpdateOnTextChanged">
            <summary>
            <para>Sets the value of the <see cref="T:Godot.Range"/> for this <see cref="T:Godot.SpinBox"/> when the <see cref="T:Godot.LineEdit"/> text is <i>changed</i> instead of <i>submitted</i>. See <see cref="E:Godot.LineEdit.TextChanged"/> and <see cref="E:Godot.LineEdit.TextSubmitted"/>.</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="P:Godot.SpinBox.SelectAllOnFocus">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.SpinBox"/> will select the whole text when the <see cref="T:Godot.LineEdit"/> gains focus. Clicking the up and down arrows won't trigger this behavior.</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><b>Warning:</b> 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>A container that accepts only two child controls, then arranges them horizontally or vertically and creates a divisor between them. The divisor can be dragged around to change the size relation between the child controls.</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="P:Godot.SplitContainer.Vertical">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.SplitContainer"/> will arrange its children vertically, rather than horizontally.</para>
            <para>Can't be changed when using <see cref="T:Godot.HSplitContainer"/> and <see cref="T:Godot.VSplitContainer"/>.</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.SplitContainer.DraggedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.SplitContainer.Dragged"/> event of a <see cref="T:Godot.SplitContainer"/> class.
            </summary>
        </member>
        <member name="E:Godot.SplitContainer.Dragged">
            <summary>
            <para>Emitted when the dragger is dragged by user.</para>
            </summary>
        </member>
        <member name="T:Godot.SpotLight3D">
            <summary>
            <para>A Spotlight is a type of <see cref="T:Godot.Light3D"/> 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.Light3D"/>.</para>
            <para><b>Note:</b> When using the Mobile rendering method, only 8 spot lights can be displayed on each mesh resource. Attempting to display more than 8 spot lights on a single mesh resource will result in spot lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 spot lights can be displayed on each mesh resource by default, but this can be increased by adjusting <c>ProjectSettings.rendering/limits/opengl/max_lights_per_object</c>.</para>
            <para><b>Note:</b> When using the Mobile or Compatibility rendering methods, spot lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, <see cref="P:Godot.GeometryInstance3D.ExtraCullMargin"/> must be increased on the mesh. Otherwise, the light may not be visible on the mesh.</para>
            </summary>
        </member>
        <member name="P:Godot.SpotLight3D.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.SpotLight3D.SpotAttenuation"/> in use. No matter the <see cref="P:Godot.SpotLight3D.SpotAttenuation"/> in use, the light will never reach anything outside this range.</para>
            <para><b>Note:</b> <see cref="P:Godot.SpotLight3D.SpotRange"/> is not affected by <see cref="P:Godot.Node3D.Scale"/> (the light's scale or its parent's scale).</para>
            </summary>
        </member>
        <member name="P:Godot.SpotLight3D.SpotAttenuation">
            <summary>
            <para>The spotlight's light energy (drop-off) attenuation curve. A number of presets are available in the <b>Inspector</b> by right-clicking the curve. Zero and negative values are allowed but can produce unusual effects. See also <see cref="P:Godot.SpotLight3D.SpotAngleAttenuation"/>.</para>
            <para><b>Note:</b> Very high <see cref="P:Godot.SpotLight3D.SpotAttenuation"/> values (typically above 10) can impact performance negatively if the light is made to use a larger <see cref="P:Godot.SpotLight3D.SpotRange"/> to compensate. This is because culling opportunities will become less common and shading costs will be increased (as the light will cover more pixels on screen while resulting in the same amount of brightness). To improve performance, use the lowest <see cref="P:Godot.SpotLight3D.SpotAttenuation"/> value possible for the visuals you're trying to achieve.</para>
            </summary>
        </member>
        <member name="P:Godot.SpotLight3D.SpotAngle">
            <summary>
            <para>The spotlight's angle in degrees.</para>
            <para><b>Note:</b> <see cref="P:Godot.SpotLight3D.SpotAngle"/> is not affected by <see cref="P:Godot.Node3D.Scale"/> (the light's scale or its parent's scale).</para>
            </summary>
        </member>
        <member name="P:Godot.SpotLight3D.SpotAngleAttenuation">
            <summary>
            <para>The spotlight's <i>angular</i> attenuation curve. See also <see cref="P:Godot.SpotLight3D.SpotAttenuation"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.SpringArm3D">
            <summary>
            <para><see cref="T:Godot.SpringArm3D"/> casts a ray or a shape along its Z axis and moves all its direct children to the collision point, with an optional margin. This is useful for 3rd person cameras that move closer to the player when inside a tight space (you may need to exclude the player's collider from the <see cref="T:Godot.SpringArm3D"/>'s collision check.</para>
            </summary>
        </member>
        <member name="P:Godot.SpringArm3D.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.SpringArm3D.Shape">
            <summary>
            <para>The <see cref="T:Godot.Shape3D"/> to use for the SpringArm3D.</para>
            <para>When the shape is set, the SpringArm3D will cast the <see cref="T:Godot.Shape3D"/> on its z axis instead of performing a ray cast.</para>
            </summary>
        </member>
        <member name="P:Godot.SpringArm3D.SpringLength">
            <summary>
            <para>The maximum extent of the SpringArm3D. This is used as a length for both the ray and the shape cast used internally to calculate the desired position of the SpringArm3D'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.PhysicsDirectSpaceState3D"/> documentation.</para>
            </summary>
        </member>
        <member name="P:Godot.SpringArm3D.Margin">
            <summary>
            <para>When the collision check is made, a candidate length for the SpringArm3D is given.</para>
            <para>The margin is then subtracted to this length and the translation is applied to the child objects of the SpringArm3D.</para>
            <para>This margin is useful for when the SpringArm3D has a <see cref="T:Godot.Camera3D"/> as a child node: without the margin, the <see cref="T:Godot.Camera3D"/> would be placed on the exact point of collision, while with the margin the <see cref="T:Godot.Camera3D"/> would be placed close to the point of collision.</para>
            </summary>
        </member>
        <member name="M:Godot.SpringArm3D.GetHitLength">
            <summary>
            <para>Returns the spring arm's current length.</para>
            </summary>
        </member>
        <member name="M:Godot.SpringArm3D.AddExcludedObject(Godot.Rid)">
            <summary>
            <para>Adds the <see cref="T:Godot.PhysicsBody3D"/> object with the given <see cref="T:Godot.Rid"/> to the list of <see cref="T:Godot.PhysicsBody3D"/> objects excluded from the collision check.</para>
            </summary>
        </member>
        <member name="M:Godot.SpringArm3D.RemoveExcludedObject(Godot.Rid)">
            <summary>
            <para>Removes the given <see cref="T:Godot.Rid"/> from the list of <see cref="T:Godot.PhysicsBody3D"/> objects excluded from the collision check.</para>
            </summary>
        </member>
        <member name="M:Godot.SpringArm3D.ClearExcludedObjects">
            <summary>
            <para>Clears the list of <see cref="T:Godot.PhysicsBody3D"/> objects excluded from the collision check.</para>
            </summary>
        </member>
        <member name="T:Godot.Sprite2D">
            <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.Sprite2D.Texture">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> object to draw.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite2D.Centered">
            <summary>
            <para>If <c>true</c>, texture is centered.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite2D.Offset">
            <summary>
            <para>The texture's drawing offset.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite2D.FlipH">
            <summary>
            <para>If <c>true</c>, texture is flipped horizontally.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite2D.FlipV">
            <summary>
            <para>If <c>true</c>, texture is flipped vertically.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite2D.Hframes">
            <summary>
            <para>The number of columns in the sprite sheet.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite2D.Vframes">
            <summary>
            <para>The number of rows in the sprite sheet.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite2D.Frame">
            <summary>
            <para>Current frame to display from sprite sheet. <see cref="P:Godot.Sprite2D.Hframes"/> or <see cref="P:Godot.Sprite2D.Vframes"/> must be greater than 1.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite2D.FrameCoords">
            <summary>
            <para>Coordinates of the frame to display from sprite sheet. This is as an alias for the <see cref="P:Godot.Sprite2D.Frame"/> property. <see cref="P:Godot.Sprite2D.Hframes"/> or <see cref="P:Godot.Sprite2D.Vframes"/> must be greater than 1.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite2D.RegionEnabled">
            <summary>
            <para>If <c>true</c>, texture is cut from a larger atlas texture. See <see cref="P:Godot.Sprite2D.RegionRect"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite2D.RegionRect">
            <summary>
            <para>The region of the atlas texture to display. <see cref="P:Godot.Sprite2D.RegionEnabled"/> must be <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite2D.RegionFilterClipEnabled">
            <summary>
            <para>If <c>true</c>, the outermost pixels get blurred out. <see cref="P:Godot.Sprite2D.RegionEnabled"/> must be <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Sprite2D.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><b>Note:</b> 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.Sprite2D.GetRect">
            <summary>
            <para>Returns a <see cref="T:Godot.Rect2"/> representing the Sprite2D's boundary in local coordinates. Can be used to detect if the Sprite2D was clicked.</para>
            <para><b>Example:</b></para>
            <para><code>
            public override void _Input(InputEvent @event)
            {
                if (@event is InputEventMouseButton inputEventMouse)
                {
                    if (inputEventMouse.Pressed &amp;&amp; inputEventMouse.ButtonIndex == MouseButton.Left)
                    {
                        if (GetRect().HasPoint(ToLocal(inputEventMouse.Position)))
                        {
                            GD.Print("A click!");
                        }
                    }
                }
            }
            </code></para>
            </summary>
        </member>
        <member name="E:Godot.Sprite2D.FrameChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Sprite2D.FrameChanged"/> event of a <see cref="T:Godot.Sprite2D"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="P:Godot.Sprite2D.Frame"/> changes.</para>
            </summary>
        </member>
        <member name="E:Godot.Sprite2D.TextureChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Sprite2D.TextureChanged"/> event of a <see cref="T:Godot.Sprite2D"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="P:Godot.Sprite2D.Texture"/> changes.</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. See also <see cref="T:Godot.SpriteBase3D"/> where properties such as the billboard mode are defined.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite3D.Texture">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> object to draw. If <see cref="P:Godot.GeometryInstance3D.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>, the sprite will use <see cref="P:Godot.Sprite3D.RegionRect"/> and display only the specified part of its texture.</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="E:Godot.Sprite3D.FrameChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Sprite3D.FrameChanged"/> event of a <see cref="T:Godot.Sprite3D"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="P:Godot.Sprite3D.Frame"/> changes.</para>
            </summary>
        </member>
        <member name="E:Godot.Sprite3D.TextureChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Sprite3D.TextureChanged"/> event of a <see cref="T:Godot.Sprite3D"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="P:Godot.Sprite3D.Texture"/> changes.</para>
            </summary>
        </member>
        <member name="T:Godot.SpriteBase3D">
            <summary>
            <para>A node that displays 2D texture information in a 3D environment. See also <see cref="T:Godot.Sprite3D"/> where many other properties are defined.</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, the texture 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>Label 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="F:Godot.SpriteBase3D.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.SpriteBase3D.AlphaCutMode.Discard">
            <summary>
            <para>This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see <c>ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa</c>). On the bright side, this mode doesn't suffer from transparency sorting issues when multiple transparent materials are overlapping. This mode is also known as <i>alpha testing</i> or <i>1-bit transparency</i>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpriteBase3D.AlphaCutMode.OpaquePrepass">
            <summary>
            <para>This mode draws fully opaque pixels in the depth prepass. This is slower than <see cref="F:Godot.SpriteBase3D.AlphaCutMode.Disabled"/> or <see cref="F:Godot.SpriteBase3D.AlphaCutMode.Discard"/>, but it allows displaying translucent areas and smooth edges while using proper sorting.</para>
            </summary>
        </member>
        <member name="F:Godot.SpriteBase3D.AlphaCutMode.Hash">
            <summary>
            <para>This mode draws cuts off all values below a spatially-deterministic threshold, the rest will remain opaque.</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 <i>multiply</i> the texture's colors. Can be used for mood-coloring or to simulate the color of light.</para>
            <para><b>Note:</b> If a <see cref="P:Godot.GeometryInstance3D.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.BaseMaterial3D"/>, <see cref="P:Godot.BaseMaterial3D.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.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.Billboard">
            <summary>
            <para>The billboard mode to use for the sprite. See <see cref="T:Godot.BaseMaterial3D.BillboardModeEnum"/> for possible values.</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.Light3D"/> 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.AlphaCut">
            <summary>
            <para>The alpha cutting mode to use for the sprite. See <see cref="T:Godot.SpriteBase3D.AlphaCutMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.AlphaScissorThreshold">
            <summary>
            <para>Threshold at which the alpha scissor will discard values.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.AlphaHashScale">
            <summary>
            <para>The hashing scale for Alpha Hash. Recommended values between <c>0</c> and <c>2</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.AlphaAntialiasingMode">
            <summary>
            <para>The type of alpha antialiasing to apply. See <see cref="T:Godot.BaseMaterial3D.AlphaAntiAliasing"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.AlphaAntialiasingEdge">
            <summary>
            <para>Threshold at which antialiasing will be applied on the alpha channel.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.TextureFilter">
            <summary>
            <para>Filter flags for the texture. See <see cref="T:Godot.BaseMaterial3D.TextureFilterEnum"/> for options.</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><b>Note:</b> This only applies if <see cref="P:Godot.SpriteBase3D.AlphaCut"/> is set to <see cref="F:Godot.SpriteBase3D.AlphaCutMode.Disabled"/> (default value).</para>
            <para><b>Note:</b> 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. See <see cref="T:Godot.SpriteBase3D.DrawFlags"/> for a list of flags.</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="M:Godot.SpriteBase3D.GenerateTriangleMesh">
            <summary>
            <para>Returns a <see cref="T:Godot.TriangleMesh"/> with the sprite's vertices following its current configuration (such as its <see cref="P:Godot.SpriteBase3D.Axis"/> and <see cref="P:Godot.SpriteBase3D.PixelSize"/>).</para>
            </summary>
        </member>
        <member name="T:Godot.SpriteFrames">
            <summary>
            <para>Sprite frame library for an <see cref="T:Godot.AnimatedSprite2D"/> or <see cref="T:Godot.AnimatedSprite3D"/> node. Contains frames and animation data for playback.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.AddAnimation(Godot.StringName)">
            <summary>
            <para>Adds a new <c>anim</c> animation to the library.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.HasAnimation(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the <c>anim</c> animation exists.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.RemoveAnimation(Godot.StringName)">
            <summary>
            <para>Removes the <c>anim</c> animation.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.RenameAnimation(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Changes the <c>anim</c> 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(Godot.StringName,System.Double)">
            <summary>
            <para>Sets the speed for the <c>anim</c> animation in frames per second.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.GetAnimationSpeed(Godot.StringName)">
            <summary>
            <para>Returns the speed in frames per second for the <c>anim</c> animation.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.SetAnimationLoop(Godot.StringName,System.Boolean)">
            <summary>
            <para>If <c>loop</c> is <c>true</c>, the <c>anim</c> animation will loop when it reaches the end, or the start if it is played in reverse.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.GetAnimationLoop(Godot.StringName)">
            <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(Godot.StringName,Godot.Texture2D,System.Single,System.Int32)">
            <summary>
            <para>Adds a frame to the <c>anim</c> animation. If <c>atPosition</c> is <c>-1</c>, the frame will be added to the end of the animation.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.SetFrame(Godot.StringName,System.Int32,Godot.Texture2D,System.Single)">
            <summary>
            <para>Sets the <c>texture</c> and the <c>duration</c> of the frame <c>idx</c> in the <c>anim</c> animation.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.RemoveFrame(Godot.StringName,System.Int32)">
            <summary>
            <para>Removes the <c>anim</c> animation's frame <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.GetFrameCount(Godot.StringName)">
            <summary>
            <para>Returns the number of frames for the <c>anim</c> animation.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.GetFrameTexture(Godot.StringName,System.Int32)">
            <summary>
            <para>Returns the texture of the frame <c>idx</c> in the <c>anim</c> animation.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.GetFrameDuration(Godot.StringName,System.Int32)">
            <summary>
            <para>Returns a relative duration of the frame <c>idx</c> in the <c>anim</c> animation (defaults to <c>1.0</c>). For example, a frame with a duration of <c>2.0</c> is displayed twice as long as a frame with a duration of <c>1.0</c>. You can calculate the absolute duration (in seconds) of a frame using the following formula:</para>
            <para><code>
            absolute_duration = relative_duration / (animation_fps * abs(playing_speed))
            </code></para>
            <para>In this example, <c>playing_speed</c> refers to either <see cref="M:Godot.AnimatedSprite2D.GetPlayingSpeed"/> or <see cref="M:Godot.AnimatedSprite3D.GetPlayingSpeed"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.Clear(Godot.StringName)">
            <summary>
            <para>Removes all frames from the <c>anim</c> animation.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.ClearAll">
            <summary>
            <para>Removes all animations. An empty <c>default</c> animation will be created.</para>
            </summary>
        </member>
        <member name="T:Godot.StandardMaterial3D">
            <summary>
            <para><see cref="T:Godot.StandardMaterial3D"/>'s properties are inherited from <see cref="T:Godot.BaseMaterial3D"/>. <see cref="T:Godot.StandardMaterial3D"/> uses separate textures for ambient occlusion, roughness and metallic maps. To use a single ORM map for all 3 textures, use an <see cref="T:Godot.OrmMaterial3D"/> instead.</para>
            </summary>
        </member>
        <member name="T:Godot.StaticBody2D">
            <summary>
            <para>A static 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, <see cref="T:Godot.AnimationPlayer"/>s (with <see cref="P:Godot.AnimationPlayer.PlaybackProcessMode"/> set to <c>ANIMATION_PROCESS_PHYSICS</c>), and <see cref="T:Godot.RemoteTransform2D"/>.</para>
            <para>When <see cref="T:Godot.StaticBody2D"/> is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use <see cref="T:Godot.AnimatableBody2D"/> instead.</para>
            <para><see cref="T:Godot.StaticBody2D"/> is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using <see cref="P:Godot.StaticBody2D.ConstantLinearVelocity"/> and <see cref="P:Godot.StaticBody2D.ConstantAngularVelocity"/>).</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="P:Godot.StaticBody2D.ConstantLinearVelocity">
            <summary>
            <para>The body's constant linear velocity. This does not move the body, but affects touching 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 touching bodies, as if it were rotating.</para>
            </summary>
        </member>
        <member name="T:Godot.StaticBody3D">
            <summary>
            <para>A static 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, <see cref="T:Godot.AnimationPlayer"/>s (with <see cref="P:Godot.AnimationPlayer.PlaybackProcessMode"/> set to <c>ANIMATION_PROCESS_PHYSICS</c>), and <see cref="T:Godot.RemoteTransform3D"/>.</para>
            <para>When <see cref="T:Godot.StaticBody3D"/> is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use <see cref="T:Godot.AnimatableBody3D"/> instead.</para>
            <para><see cref="T:Godot.StaticBody3D"/> is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using <see cref="P:Godot.StaticBody3D.ConstantLinearVelocity"/> and <see cref="P:Godot.StaticBody3D.ConstantAngularVelocity"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.StaticBody3D.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.StaticBody3D.ConstantLinearVelocity">
            <summary>
            <para>The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving.</para>
            </summary>
        </member>
        <member name="P:Godot.StaticBody3D.ConstantAngularVelocity">
            <summary>
            <para>The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating.</para>
            </summary>
        </member>
        <member name="T:Godot.StreamPeer">
            <summary>
            <para>StreamPeer is an abstract base class mostly used for stream-based protocols (such as TCP). It provides an API for sending and receiving data through streams as raw data or strings.</para>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</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 number 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 number 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 number 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><b>Note:</b> To put an ASCII string without prepending its size, you can use <see cref="M:Godot.StreamPeer.PutData(System.Byte[])"/>:</para>
            <para><code>
            PutData("Hello World".ToAsciiBuffer());
            </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><b>Note:</b> To put a UTF-8 string without prepending its size, you can use <see cref="M:Godot.StreamPeer.PutData(System.Byte[])"/>:</para>
            <para><code>
            PutData("Hello World".ToUtf8Buffer());
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.PutVar(Godot.Variant,System.Boolean)">
            <summary>
            <para>Puts a Variant into the stream. If <c>fullObjects</c> is <c>true</c> encoding objects is allowed (and can potentially include code).</para>
            <para>Internally, this uses the same encoding mechanism as the <c>@GlobalScope.var_to_bytes</c> method.</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 a 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>allowObjects</c> is <c>true</c>, decoding objects is allowed.</para>
            <para>Internally, this uses the same decoding mechanism as the <c>@GlobalScope.bytes_to_var</c> method.</para>
            <para><b>Warning:</b> 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>A 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.FileAccess"/> 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 <i>doesn't</i> 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.StreamPeerGZip">
            <summary>
            <para>This class allows to compress or decompress data using GZIP/deflate in a streaming fashion. This is particularly useful when compressing or decompressing files that have to be sent through the network without needing to allocate them all in memory.</para>
            <para>After starting the stream via <see cref="M:Godot.StreamPeerGZip.StartCompression(System.Boolean,System.Int32)"/> (or <see cref="M:Godot.StreamPeerGZip.StartDecompression(System.Boolean,System.Int32)"/>), calling <see cref="M:Godot.StreamPeer.PutPartialData(System.Byte[])"/> on this stream will compress (or decompress) the data, writing it to the internal buffer. Calling <see cref="M:Godot.StreamPeer.GetAvailableBytes"/> will return the pending bytes in the internal buffer, and <see cref="M:Godot.StreamPeer.GetPartialData(System.Int32)"/> will retrieve the compressed (or decompressed) bytes from it. When the stream is over, you must call <see cref="M:Godot.StreamPeerGZip.Finish"/> to ensure the internal buffer is properly flushed (make sure to call <see cref="M:Godot.StreamPeer.GetAvailableBytes"/> on last time to check if more data needs to be read after that).</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerGZip.StartCompression(System.Boolean,System.Int32)">
            <summary>
            <para>Start the stream in compression mode with the given <c>bufferSize</c>, if <c>useDeflate</c> is <c>true</c> uses deflate instead of GZIP.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerGZip.StartDecompression(System.Boolean,System.Int32)">
            <summary>
            <para>Start the stream in decompression mode with the given <c>bufferSize</c>, if <c>useDeflate</c> is <c>true</c> uses deflate instead of GZIP.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerGZip.Finish">
            <summary>
            <para>Finalizes the stream, compressing or decompressing any buffered chunk left.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerGZip.Clear">
            <summary>
            <para>Clears this stream, resetting the internal state.</para>
            </summary>
        </member>
        <member name="T:Godot.StreamPeerTcp">
            <summary>
            <para>A stream peer that handles TCP connections. This object can be used to connect to TCP servers, or also is returned by a TCP server.</para>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</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.Bind(System.Int32,System.String)">
            <summary>
            <para>Opens the TCP socket, and binds it to the specified local address.</para>
            <para>This method is generally not needed, and only used to force the subsequent call to <see cref="M:Godot.StreamPeerTcp.ConnectToHost(System.String,System.Int32)"/> to use the specified <c>host</c> and <c>port</c> as source address. This can be desired in some NAT punchthrough techniques, or when forcing the source network interface.</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.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerTcp.Poll">
            <summary>
            <para>Poll the socket, updating its state. See <see cref="M:Godot.StreamPeerTcp.GetStatus"/>.</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.GetLocalPort">
            <summary>
            <para>Returns the local port to which this peer is bound.</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><b>Note:</b> 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.StreamPeerTls">
            <summary>
            <para>A stream peer that handles TLS connections. This object can be used to connect to a TLS server or accept a single TLS client connection.</para>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerTls.Status.Disconnected">
            <summary>
            <para>A status representing a <see cref="T:Godot.StreamPeerTls"/> that is disconnected.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerTls.Status.Handshaking">
            <summary>
            <para>A status representing a <see cref="T:Godot.StreamPeerTls"/> during handshaking.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerTls.Status.Connected">
            <summary>
            <para>A status representing a <see cref="T:Godot.StreamPeerTls"/> that is connected to a host.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerTls.Status.Error">
            <summary>
            <para>A status representing a <see cref="T:Godot.StreamPeerTls"/> in error state.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerTls.Status.ErrorHostnameMismatch">
            <summary>
            <para>An error status that shows a mismatch in the TLS certificate domain presented by the host and the domain requested for validation.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerTls.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.StreamPeerTls.AcceptStream(Godot.StreamPeer,Godot.TlsOptions)">
            <summary>
            <para>Accepts a peer connection as a server using the given <c>serverOptions</c>. See <see cref="M:Godot.TlsOptions.Server(Godot.CryptoKey,Godot.X509Certificate)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerTls.ConnectToStream(Godot.StreamPeer,System.String,Godot.TlsOptions)">
            <summary>
            <para>Connects to a peer using an underlying <see cref="T:Godot.StreamPeer"/> <c>stream</c> and verifying the remote certificate is correctly signed for the given <c>commonName</c>. You can pass the optional <c>clientOptions</c> parameter to customize the trusted certification authorities, or disable the common name verification. See <see cref="M:Godot.TlsOptions.Client(Godot.X509Certificate,System.String)"/> and <see cref="M:Godot.TlsOptions.ClientUnsafe(Godot.X509Certificate)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerTls.GetStatus">
            <summary>
            <para>Returns the status of the connection. See <see cref="T:Godot.StreamPeerTls.Status"/> for values.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerTls.GetStream">
            <summary>
            <para>Returns the underlying <see cref="T:Godot.StreamPeer"/> connection, used in <see cref="M:Godot.StreamPeerTls.AcceptStream(Godot.StreamPeer,Godot.TlsOptions)"/> or <see cref="M:Godot.StreamPeerTls.ConnectToStream(Godot.StreamPeer,System.String,Godot.TlsOptions)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerTls.DisconnectFromStream">
            <summary>
            <para>Disconnects from host.</para>
            </summary>
        </member>
        <member name="T:Godot.StyleBox">
            <summary>
            <para><see cref="T:Godot.StyleBox"/> is an abstract base class for drawing stylized boxes for UI elements. It is used for panels, buttons, <see cref="T:Godot.LineEdit"/> backgrounds, <see cref="T:Godot.Tree"/> backgrounds, etc. and also for testing a transparency mask for pointer signals. If mask test fails on a <see cref="T:Godot.StyleBox"/> assigned as mask to a control, clicks and motion signals will go through it to the one below.</para>
            <para><b>Note:</b> For control nodes that have <i>Theme Properties</i>, 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.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.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.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.Side)"/> 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._GetMinimumSize">
            <summary>
            <para>Virtual method to be implemented by the user. Returns a custom minimum size that the stylebox must respect when drawing. By default <see cref="M:Godot.StyleBox.GetMinimumSize"/> only takes content margins into account. This method can be overridden to add another size restriction. A combination of the default behavior and the output of this method will be used, to account for both sizes.</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.SetContentMargin(Godot.Side,System.Single)">
            <summary>
            <para>Sets the default value of the specified <see cref="T:Godot.Side"/> to <c>offset</c> pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBox.SetContentMarginAll(System.Single)">
            <summary>
            <para>Sets the default margin to <c>offset</c> pixels for all sides.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBox.GetContentMargin(Godot.Side)">
            <summary>
            <para>Returns the default margin of the specified <see cref="T:Godot.Side"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBox.GetMargin(Godot.Side)">
            <summary>
            <para>Returns the content margin offset for the specified <see cref="T:Godot.Side"/>.</para>
            <para>Positive values reduce size inwards, unlike <see cref="T:Godot.Control"/>'s margin values.</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.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.RenderingServer"/> with <see cref="M:Godot.RenderingServer.CanvasItemCreate"/>.</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.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="T:Godot.StyleBoxEmpty">
            <summary>
            <para>An empty <see cref="T:Godot.StyleBox"/> that can be used to display nothing instead of the default style (e.g. it can "disable" <c>focus</c> styles).</para>
            </summary>
        </member>
        <member name="T:Godot.StyleBoxFlat">
            <summary>
            <para>By configuring various properties of this style box, you can achieve many common looks without the need of a texture. This includes optionally rounded borders, antialiasing, shadows, and skew.</para>
            <para>Setting corner radius to high values is allowed. As soon as corners overlap, the stylebox will switch to a relative system.</para>
            <para><b>Example:</b></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 <b>never</b> 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><b>Note:</b> 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><b>Note:</b> Unlike <see cref="P:Godot.StyleBox.ContentMarginLeft"/>, <see cref="P:Godot.StyleBoxFlat.ExpandMarginLeft"/> does <i>not</i> 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><b>Note:</b> Unlike <see cref="P:Godot.StyleBox.ContentMarginTop"/>, <see cref="P:Godot.StyleBoxFlat.ExpandMarginTop"/> does <i>not</i> 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><b>Note:</b> Unlike <see cref="P:Godot.StyleBox.ContentMarginRight"/>, <see cref="P:Godot.StyleBoxFlat.ExpandMarginRight"/> does <i>not</i> 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><b>Note:</b> Unlike <see cref="P:Godot.StyleBox.ContentMarginBottom"/>, <see cref="P:Godot.StyleBoxFlat.ExpandMarginBottom"/> does <i>not</i> 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><b>Note:</b> 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 antialiasing effect. <c>1.0</c> is recommended for an optimal result at 100% scale, identical to how rounded rectangles are rendered in web browsers and most vector drawing software.</para>
            <para><b>Note:</b> Higher values may produce a blur effect but can also create undesired artifacts on small boxes with large-radius corners.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.SetBorderWidthAll(System.Int32)">
            <summary>
            <para>Sets the border width to <c>width</c> pixels for all sides.</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.Side,System.Int32)">
            <summary>
            <para>Sets the specified <see cref="T:Godot.Side"/>'s border width to <c>width</c> pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.GetBorderWidth(Godot.Side)">
            <summary>
            <para>Returns the specified <see cref="T:Godot.Side"/>'s border width.</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.Side,System.Single)">
            <summary>
            <para>Sets the expand margin to <c>size</c> pixels for the specified <see cref="T:Godot.Side"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.SetExpandMarginAll(System.Single)">
            <summary>
            <para>Sets the expand margin to <c>size</c> pixels for all sides.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.GetExpandMargin(Godot.Side)">
            <summary>
            <para>Returns the size of the specified <see cref="T:Godot.Side"/>'s expand margin.</para>
            </summary>
        </member>
        <member name="T:Godot.StyleBoxLine">
            <summary>
            <para>A <see cref="T:Godot.StyleBox"/> that displays a single line of a given color and thickness. The line can be either horizontal or vertical. Useful for 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>A 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.TextureMarginLeft">
            <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.TextureMarginTop">
            <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.TextureMarginRight">
            <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.TextureMarginBottom">
            <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.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.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.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.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>
            <para>If empty (<c>Rect2(0, 0, 0, 0)</c>), the whole texture will be used.</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.SetTextureMargin(Godot.Side,System.Single)">
            <summary>
            <para>Sets the margin to <c>size</c> pixels for the specified <see cref="T:Godot.Side"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxTexture.SetTextureMarginAll(System.Single)">
            <summary>
            <para>Sets the margin to <c>size</c> pixels for all sides.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxTexture.GetTextureMargin(Godot.Side)">
            <summary>
            <para>Returns the margin size of the specified <see cref="T:Godot.Side"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxTexture.SetExpandMargin(Godot.Side,System.Single)">
            <summary>
            <para>Sets the expand margin to <c>size</c> pixels for the specified <see cref="T:Godot.Side"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxTexture.SetExpandMarginAll(System.Single)">
            <summary>
            <para>Sets the expand margin to <c>size</c> pixels for all sides.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxTexture.GetExpandMargin(Godot.Side)">
            <summary>
            <para>Returns the expand margin size of the specified <see cref="T:Godot.Side"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.SubViewport">
            <summary>
            <para><see cref="T:Godot.SubViewport"/> Isolates a rectangular region of a scene to be displayed independently. This can be used, for example, to display UI in 3D space.</para>
            <para><b>Note:</b> <see cref="T:Godot.SubViewport"/> is a <see cref="T:Godot.Viewport"/> that isn't a <see cref="T:Godot.Window"/>, i.e. it doesn't draw anything by itself. To display anything, <see cref="T:Godot.SubViewport"/> must have a non-zero size and be either put inside a <see cref="T:Godot.SubViewportContainer"/> or assigned to a <see cref="T:Godot.ViewportTexture"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SubViewport.ClearMode.Always">
            <summary>
            <para>Always clear the render target before drawing.</para>
            </summary>
        </member>
        <member name="F:Godot.SubViewport.ClearMode.Never">
            <summary>
            <para>Never clear the render target.</para>
            </summary>
        </member>
        <member name="F:Godot.SubViewport.ClearMode.Once">
            <summary>
            <para>Clear the render target on the next frame, then switch to <see cref="F:Godot.SubViewport.ClearMode.Never"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SubViewport.UpdateMode.Disabled">
            <summary>
            <para>Do not update the render target.</para>
            </summary>
        </member>
        <member name="F:Godot.SubViewport.UpdateMode.Once">
            <summary>
            <para>Update the render target once, then switch to <see cref="F:Godot.SubViewport.UpdateMode.Disabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SubViewport.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.SubViewport.UpdateMode.WhenParentVisible">
            <summary>
            <para>Update the render target only when its parent is visible.</para>
            </summary>
        </member>
        <member name="F:Godot.SubViewport.UpdateMode.Always">
            <summary>
            <para>Always update the render target.</para>
            </summary>
        </member>
        <member name="P:Godot.SubViewport.Size">
            <summary>
            <para>The width and height of the sub-viewport. Must be set to a value greater than or equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed.</para>
            <para><b>Note:</b> If the parent node is a <see cref="T:Godot.SubViewportContainer"/> and its <see cref="P:Godot.SubViewportContainer.Stretch"/> is <c>true</c>, the viewport size cannot be changed manually.</para>
            </summary>
        </member>
        <member name="P:Godot.SubViewport.Size2DOverride">
            <summary>
            <para>The 2D size override of the sub-viewport. If either the width or height is <c>0</c>, the override is disabled.</para>
            </summary>
        </member>
        <member name="P:Godot.SubViewport.Size2DOverrideStretch">
            <summary>
            <para>If <c>true</c>, the 2D size override affects stretch as well.</para>
            </summary>
        </member>
        <member name="P:Godot.SubViewport.RenderTargetClearMode">
            <summary>
            <para>The clear mode when the sub-viewport is used as a render target.</para>
            <para><b>Note:</b> This property is intended for 2D usage.</para>
            </summary>
        </member>
        <member name="P:Godot.SubViewport.RenderTargetUpdateMode">
            <summary>
            <para>The update mode when the sub-viewport is used as a render target.</para>
            </summary>
        </member>
        <member name="T:Godot.SubViewportContainer">
            <summary>
            <para>A container that displays the contents of underlying <see cref="T:Godot.SubViewport"/> child nodes. It uses the combined size of the <see cref="T:Godot.SubViewport"/>s as minimum size, unless <see cref="P:Godot.SubViewportContainer.Stretch"/> is enabled.</para>
            <para><b>Note:</b> Changing a <see cref="T:Godot.SubViewportContainer"/>'s <see cref="P:Godot.Control.Scale"/> 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>
            <para><b>Note:</b> The <see cref="T:Godot.SubViewportContainer"/> forwards mouse-enter and mouse-exit notifications to its sub-viewports.</para>
            </summary>
        </member>
        <member name="P:Godot.SubViewportContainer.Stretch">
            <summary>
            <para>If <c>true</c>, the sub-viewport will be automatically resized to the control's size.</para>
            <para><b>Note:</b> If <c>true</c>, this will prohibit changing <see cref="P:Godot.SubViewport.Size"/> of its children manually.</para>
            </summary>
        </member>
        <member name="P:Godot.SubViewportContainer.StretchShrink">
            <summary>
            <para>Divides the sub-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 sub-viewport with <see cref="P:Godot.SubViewportContainer.StretchShrink"/> set to <c>2</c> will be rendered at 640×360 while occupying the same size in the container.</para>
            <para><b>Note:</b> <see cref="P:Godot.SubViewportContainer.Stretch"/> must be <c>true</c> for this property to work.</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 = new SurfaceTool();
            st.Begin(Mesh.PrimitiveType.Triangles);
            st.SetColor(new Color(1, 0, 0));
            st.SetUV(new Vector2(0, 0));
            st.AddVertex(new 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.SetUV(Godot.Vector2)"/> or <see cref="M:Godot.SurfaceTool.SetColor(Godot.Color)"/>, then the last values would be used.</para>
            <para>Vertex attributes must be passed <b>before</b> 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.ImmediateMesh"/> and <see cref="T:Godot.MeshDataTool"/> for procedural geometry generation.</para>
            <para><b>Note:</b> 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.SurfaceTool.CustomFormat.Rgba8Unorm">
            <summary>
            <para>Limits range of data passed to <see cref="M:Godot.SurfaceTool.SetCustom(System.Int32,Godot.Color)"/> to unsigned normalized 0 to 1 stored in 8 bits per channel. See <see cref="F:Godot.Mesh.ArrayCustomFormat.Rgba8Unorm"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SurfaceTool.CustomFormat.Rgba8Snorm">
            <summary>
            <para>Limits range of data passed to <see cref="M:Godot.SurfaceTool.SetCustom(System.Int32,Godot.Color)"/> to signed normalized -1 to 1 stored in 8 bits per channel. See <see cref="F:Godot.Mesh.ArrayCustomFormat.Rgba8Snorm"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SurfaceTool.CustomFormat.RgHalf">
            <summary>
            <para>Stores data passed to <see cref="M:Godot.SurfaceTool.SetCustom(System.Int32,Godot.Color)"/> as half precision floats, and uses only red and green color channels. See <see cref="F:Godot.Mesh.ArrayCustomFormat.RgHalf"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SurfaceTool.CustomFormat.RgbaHalf">
            <summary>
            <para>Stores data passed to <see cref="M:Godot.SurfaceTool.SetCustom(System.Int32,Godot.Color)"/> as half precision floats and uses all color channels. See <see cref="F:Godot.Mesh.ArrayCustomFormat.RgbaHalf"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SurfaceTool.CustomFormat.RFloat">
            <summary>
            <para>Stores data passed to <see cref="M:Godot.SurfaceTool.SetCustom(System.Int32,Godot.Color)"/> as full precision floats, and uses only red color channel. See <see cref="F:Godot.Mesh.ArrayCustomFormat.RFloat"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SurfaceTool.CustomFormat.RgFloat">
            <summary>
            <para>Stores data passed to <see cref="M:Godot.SurfaceTool.SetCustom(System.Int32,Godot.Color)"/> as full precision floats, and uses only red and green color channels. See <see cref="F:Godot.Mesh.ArrayCustomFormat.RgFloat"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SurfaceTool.CustomFormat.RgbFloat">
            <summary>
            <para>Stores data passed to <see cref="M:Godot.SurfaceTool.SetCustom(System.Int32,Godot.Color)"/> as full precision floats, and uses only red, green and blue color channels. See <see cref="F:Godot.Mesh.ArrayCustomFormat.RgbFloat"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SurfaceTool.CustomFormat.RgbaFloat">
            <summary>
            <para>Stores data passed to <see cref="M:Godot.SurfaceTool.SetCustom(System.Int32,Godot.Color)"/> as full precision floats, and uses all color channels. See <see cref="F:Godot.Mesh.ArrayCustomFormat.RgbaFloat"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SurfaceTool.CustomFormat.Max">
            <summary>
            <para>Used to indicate a disabled custom channel.</para>
            </summary>
        </member>
        <member name="F:Godot.SurfaceTool.SkinWeightCount.Skin4Weights">
            <summary>
            <para>Each individual vertex can be influenced by only 4 bone weights.</para>
            </summary>
        </member>
        <member name="F:Godot.SurfaceTool.SkinWeightCount.Skin8Weights">
            <summary>
            <para>Each individual vertex can be influenced by up to 8 bone weights.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.SetSkinWeightCount(Godot.SurfaceTool.SkinWeightCount)">
            <summary>
            <para>Set to <see cref="F:Godot.SurfaceTool.SkinWeightCount.Skin8Weights"/> to indicate that up to 8 bone influences per vertex may be used.</para>
            <para>By default, only 4 bone influences are used (<see cref="F:Godot.SurfaceTool.SkinWeightCount.Skin4Weights"/>)</para>
            <para><b>Note:</b> This function takes an enum, not the exact number of weights.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.GetSkinWeightCount">
            <summary>
            <para>By default, returns <see cref="F:Godot.SurfaceTool.SkinWeightCount.Skin4Weights"/> to indicate only 4 bone influences per vertex are used.</para>
            <para>Returns <see cref="F:Godot.SurfaceTool.SkinWeightCount.Skin8Weights"/> if up to 8 influences are used.</para>
            <para><b>Note:</b> This function returns an enum, not the exact number of weights.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.SetCustomFormat(System.Int32,Godot.SurfaceTool.CustomFormat)">
            <summary>
            <para>Sets the color format for this custom <c>channelIndex</c>. Use <see cref="F:Godot.SurfaceTool.CustomFormat.Max"/> to disable.</para>
            <para>Must be invoked after <see cref="M:Godot.SurfaceTool.Begin(Godot.Mesh.PrimitiveType)"/> and should be set before <see cref="M:Godot.SurfaceTool.Commit(Godot.ArrayMesh,System.UInt32)"/> or <see cref="M:Godot.SurfaceTool.CommitToArrays"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.GetCustomFormat(System.Int32)">
            <summary>
            <para>Returns the format for custom <c>channelIndex</c> (currently up to 4). Returns <see cref="F:Godot.SurfaceTool.CustomFormat.Max"/> if this custom channel is unused.</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.SetColor(Godot.Color)">
            <summary>
            <para>Specifies a <see cref="T:Godot.Color"/> to use for the <i>next</i> 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><b>Note:</b> The material must have <see cref="P:Godot.BaseMaterial3D.VertexColorUseAsAlbedo"/> enabled for the vertex color to be visible.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.SetNormal(Godot.Vector3)">
            <summary>
            <para>Specifies a normal to use for the <i>next</i> 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.SetTangent(Godot.Plane)">
            <summary>
            <para>Specifies a tangent to use for the <i>next</i> 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.SetUV(Godot.Vector2)">
            <summary>
            <para>Specifies a set of UV coordinates to use for the <i>next</i> 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.SetUV2(Godot.Vector2)">
            <summary>
            <para>Specifies an optional second set of UV coordinates to use for the <i>next</i> 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.SetBones(System.Int32[])">
            <summary>
            <para>Specifies an array of bones to use for the <i>next</i> vertex. <c>bones</c> must contain 4 integers.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.SetWeights(System.Single[])">
            <summary>
            <para>Specifies weight values to use for the <i>next</i> 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.SetCustom(System.Int32,Godot.Color)">
            <summary>
            <para>Sets the custom value on this vertex for <c>channelIndex</c>.</para>
            <para><see cref="M:Godot.SurfaceTool.SetCustomFormat(System.Int32,Godot.SurfaceTool.CustomFormat)"/> must be called first for this <c>channelIndex</c>. Formats which are not RGBA will ignore other color channels.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.SetSmoothGroup(System.UInt32)">
            <summary>
            <para>Specifies the smooth group to use for the <i>next</i> vertex. If this is never called, all vertices will have the default smooth group of <c>0</c> and will be smoothed with adjacent vertices of the same group. To produce a mesh with flat normals, set the smooth group to <c>-1</c>.</para>
            <para><b>Note:</b> This function actually takes a <c>uint32_t</c>, so C# users should use <c>uint32.MaxValue</c> instead of <c>-1</c> to produce a mesh with flat normals.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.AddTriangleFan(Godot.Vector3[],Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Vector3[],Godot.Collections.Array{Godot.Plane})">
            <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 <c>Array.Empty&lt;Vector2&gt;()</c>.</param>
            <param name="colors">If the parameter is null, then the default value is <c>Array.Empty&lt;Color&gt;()</c>.</param>
            <param name="uv2S">If the parameter is null, then the default value is <c>Array.Empty&lt;Vector2&gt;()</c>.</param>
            <param name="normals">If the parameter is null, then the default value is <c>Array.Empty&lt;Vector3&gt;()</c>.</param>
        </member>
        <member name="M:Godot.SurfaceTool.AddIndex(System.Int32)">
            <summary>
            <para>Adds a vertex 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 <i>after</i> generating geometry and <i>before</i> 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><b>Note:</b> <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>
            <para><b>Note:</b> <see cref="M:Godot.SurfaceTool.GenerateNormals(System.Boolean)"/> takes smooth groups into account. To generate smooth normals, set the smooth group to a value greater than or equal to <c>0</c> using <see cref="M:Godot.SurfaceTool.SetSmoothGroup(System.UInt32)"/> or leave the smooth group at the default of <c>0</c>. To generate flat normals, set the smooth group to <c>-1</c> using <see cref="M:Godot.SurfaceTool.SetSmoothGroup(System.UInt32)"/> prior to adding vertices.</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.OptimizeIndicesForCache">
            <summary>
            <para>Optimizes triangle sorting for performance. Requires that <see cref="M:Godot.SurfaceTool.GetPrimitiveType"/> is <see cref="F:Godot.Mesh.PrimitiveType.Triangles"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.GetAabb">
            <summary>
            <para>Returns the axis-aligned bounding box of the vertex positions.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.GenerateLod(System.Single,System.Int32)">
            <summary>
            <para>Generates a LOD for a given <c>ndThreshold</c> in linear units (square root of quadric error metric), using at most <c>targetIndexCount</c> indices.</para>
            <para>Deprecated. Unused internally and neglects to preserve normals or UVs. Consider using <see cref="M:Godot.ImporterMesh.GenerateLods(System.Single,System.Single,Godot.Collections.Array)"/> instead.</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.GetPrimitiveType">
            <summary>
            <para>Returns the type of mesh geometry, such as <see cref="F:Godot.Mesh.PrimitiveType.Triangles"/>.</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.Transform3D)">
            <summary>
            <para>Append vertices from a given <see cref="T:Godot.Mesh"/> surface onto the current vertex array with specified <see cref="T:Godot.Transform3D"/>.</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><b>FIXME:</b> Document possible values for <c>flags</c>, it changed in 4.0. Likely some combinations of <see cref="T:Godot.Mesh.ArrayFormat"/>.</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{Godot.Collections.Array},Godot.Collections.Dictionary,Godot.Mesh.ArrayFormat)"/>. This way you can further process the mesh data using the <see cref="T:Godot.ArrayMesh"/> API.</para>
            </summary>
        </member>
        <member name="T:Godot.SyntaxHighlighter">
            <summary>
            <para>Base class for syntax highlighters. Provides syntax highlighting data to a <see cref="T:Godot.TextEdit"/>. The associated <see cref="T:Godot.TextEdit"/> will call into the <see cref="T:Godot.SyntaxHighlighter"/> on an as-needed basis.</para>
            <para><b>Note:</b> A <see cref="T:Godot.SyntaxHighlighter"/> instance should not be used across multiple <see cref="T:Godot.TextEdit"/> nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.SyntaxHighlighter._ClearHighlightingCache">
            <summary>
            <para>Virtual method which can be overridden to clear any local caches.</para>
            </summary>
        </member>
        <member name="M:Godot.SyntaxHighlighter._GetLineSyntaxHighlighting(System.Int32)">
            <summary>
            <para>Virtual method which can be overridden to return syntax highlighting data.</para>
            <para>See <see cref="M:Godot.SyntaxHighlighter.GetLineSyntaxHighlighting(System.Int32)"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.SyntaxHighlighter._UpdateCache">
            <summary>
            <para>Virtual method which can be overridden to update any local caches.</para>
            </summary>
        </member>
        <member name="M:Godot.SyntaxHighlighter.GetLineSyntaxHighlighting(System.Int32)">
            <summary>
            <para>Returns syntax highlighting data for a single line. If the line is not cached, calls <see cref="M:Godot.SyntaxHighlighter._GetLineSyntaxHighlighting(System.Int32)"/> to calculate the data.</para>
            <para>The return <see cref="T:Godot.Collections.Dictionary"/> is column number to <see cref="T:Godot.Collections.Dictionary"/>. The column number notes the start of a region, the region will end if another region is found, or at the end of the line. The nested <see cref="T:Godot.Collections.Dictionary"/> contains the data for that region, currently only the key "color" is supported.</para>
            <para><b>Example return:</b></para>
            <para><code>
            var color_map = {
                0: {
                    "color": Color(1, 0, 0)
                },
                5: {
                    "color": Color(0, 1, 0)
                }
            }
            </code></para>
            <para>This will color columns 0-4 red, and columns 5-eol in green.</para>
            </summary>
        </member>
        <member name="M:Godot.SyntaxHighlighter.UpdateCache">
            <summary>
            <para>Clears then updates the <see cref="T:Godot.SyntaxHighlighter"/> caches. Override <see cref="M:Godot.SyntaxHighlighter._UpdateCache"/> for a callback.</para>
            <para><b>Note:</b> This is called automatically when the associated <see cref="T:Godot.TextEdit"/> node, updates its own cache.</para>
            </summary>
        </member>
        <member name="M:Godot.SyntaxHighlighter.ClearHighlightingCache">
            <summary>
            <para>Clears all cached syntax highlighting data.</para>
            <para>Then calls overridable method <see cref="M:Godot.SyntaxHighlighter._ClearHighlightingCache"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SyntaxHighlighter.GetTextEdit">
            <summary>
            <para>Returns the associated <see cref="T:Godot.TextEdit"/> node.</para>
            </summary>
        </member>
        <member name="T:Godot.SystemFont">
            <summary>
            <para><see cref="T:Godot.SystemFont"/> loads a font from a system font with the first matching name from <see cref="P:Godot.SystemFont.FontNames"/>.</para>
            <para>It will attempt to match font style, but it's not guaranteed.</para>
            <para>The returned font might be part of a font collection or be a variable font with OpenType "weight", "width" and/or "italic" features set.</para>
            <para>You can create <see cref="T:Godot.FontVariation"/> of the system font for fine control over its features.</para>
            <para><b>Note:</b> This class is implemented on iOS, Linux, macOS and Windows, on other platforms it will fallback to default theme font.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.FontNames">
            <summary>
            <para>Array of font family names to search, first matching font found is used.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.FontItalic">
            <summary>
            <para>If set to <c>true</c>, italic or oblique font is preferred.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.FontWeight">
            <summary>
            <para>Preferred weight (boldness) of the font. A value in the <c>100...999</c> range, normal font weight is <c>400</c>, bold font weight is <c>700</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.FontStretch">
            <summary>
            <para>Preferred font stretch amount, compared to a normal width. A percentage value between <c>50%</c> and <c>200%</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.Antialiasing">
            <summary>
            <para>Font anti-aliasing mode.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.GenerateMipmaps">
            <summary>
            <para>If set to <c>true</c>, generate mipmaps for the font textures.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.AllowSystemFallback">
            <summary>
            <para>If set to <c>true</c>, system fonts can be automatically used as fallbacks.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.ForceAutohinter">
            <summary>
            <para>If set to <c>true</c>, auto-hinting is supported and preferred over font built-in hinting.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.Hinting">
            <summary>
            <para>Font hinting mode.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.SubpixelPositioning">
            <summary>
            <para>Font glyph subpixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use <see cref="F:Godot.TextServer.SubpixelPositioning.Auto"/> to automatically enable it based on the font size.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.MultichannelSignedDistanceField">
            <summary>
            <para>If set to <c>true</c>, glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.MsdfPixelRange">
            <summary>
            <para>The width of the range around the shape between the minimum and maximum representable signed distance. If using font outlines, <see cref="P:Godot.SystemFont.MsdfPixelRange"/> must be set to at least <i>twice</i> the size of the largest font outline. The default <see cref="P:Godot.SystemFont.MsdfPixelRange"/> value of <c>16</c> allows outline sizes up to <c>8</c> to look correct.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.MsdfSize">
            <summary>
            <para>Source font size used to generate MSDF textures. Higher values allow for more precision, but are slower to render and require more memory. Only increase this value if you notice a visible lack of precision in glyph rendering.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.Oversampling">
            <summary>
            <para>Font oversampling factor, if set to <c>0.0</c> global oversampling factor is used instead.</para>
            </summary>
        </member>
        <member name="P:Godot.SystemFont.Fallbacks">
            <summary>
            <para>Array of fallback <see cref="T:Godot.Font"/>s.</para>
            </summary>
        </member>
        <member name="T:Godot.TcpServer">
            <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>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</para>
            </summary>
        </member>
        <member name="M:Godot.TcpServer.Listen(System.UInt16,System.String)">
            <summary>
            <para>Listen on the <c>port</c> binding to <c>bindAddress</c>.</para>
            <para>If <c>bindAddress</c> is set as <c>"*"</c> (default), the server will listen on all available addresses (both IPv4 and IPv6).</para>
            <para>If <c>bindAddress</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>bindAddress</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.TcpServer.IsConnectionAvailable">
            <summary>
            <para>Returns <c>true</c> if a connection is available for taking.</para>
            </summary>
        </member>
        <member name="M:Godot.TcpServer.IsListening">
            <summary>
            <para>Returns <c>true</c> if the server is currently listening for connections.</para>
            </summary>
        </member>
        <member name="M:Godot.TcpServer.GetLocalPort">
            <summary>
            <para>Returns the local port this server is listening to.</para>
            </summary>
        </member>
        <member name="M:Godot.TcpServer.TakeConnection">
            <summary>
            <para>If a connection is available, returns a StreamPeerTCP with the connection.</para>
            </summary>
        </member>
        <member name="M:Godot.TcpServer.Stop">
            <summary>
            <para>Stops listening.</para>
            </summary>
        </member>
        <member name="T:Godot.TlsOptions">
            <summary>
            <para>TLSOptions abstracts the configuration options for the <see cref="T:Godot.StreamPeerTls"/> and <see cref="T:Godot.PacketPeerDtls"/> classes.</para>
            <para>Objects of this class cannot be instantiated directly, and one of the static methods <see cref="M:Godot.TlsOptions.Client(Godot.X509Certificate,System.String)"/>, <see cref="M:Godot.TlsOptions.ClientUnsafe(Godot.X509Certificate)"/>, or <see cref="M:Godot.TlsOptions.Server(Godot.CryptoKey,Godot.X509Certificate)"/> should be used instead.</para>
            <para></para>
            </summary>
        </member>
        <member name="M:Godot.TlsOptions.Client(Godot.X509Certificate,System.String)">
            <summary>
            <para>Creates a TLS client configuration which validates certificates and their common names (fully qualified domain names).</para>
            <para>You can specify a custom <c>trustedChain</c> of certification authorities (the default CA list will be used if <c>null</c>), and optionally provide a <c>commonNameOverride</c> if you expect the certificate to have a common name other then the server FQDN.</para>
            <para>Note: On the Web plafrom, TLS verification is always enforced against the CA list of the web browser. This is considered a security feature.</para>
            </summary>
        </member>
        <member name="M:Godot.TlsOptions.ClientUnsafe(Godot.X509Certificate)">
            <summary>
            <para>Creates an <b>unsafe</b> TLS client configuration where certificate validation is optional. You can optionally provide a valid <c>trustedChain</c>, but the common name of the certififcates will never be checked. Using this configuration for purposes other than testing <b>is not recommended</b>.</para>
            <para>Note: On the Web plafrom, TLS verification is always enforced against the CA list of the web browser. This is considered a security feature.</para>
            </summary>
        </member>
        <member name="M:Godot.TlsOptions.Server(Godot.CryptoKey,Godot.X509Certificate)">
            <summary>
            <para>Creates a TLS server configuration using the provided <c>key</c> and <c>certificate</c>.</para>
            <para>Note: The <c>certificate</c> should include the full certificate chain up to the signing CA (certificates file can be concatenated using a general purpose text editor).</para>
            </summary>
        </member>
        <member name="T:Godot.TabBar">
            <summary>
            <para>A control that provides a horizontal bar with tabs. 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.TabBar.AlignmentMode.Left">
            <summary>
            <para>Places tabs to the left.</para>
            </summary>
        </member>
        <member name="F:Godot.TabBar.AlignmentMode.Center">
            <summary>
            <para>Places tabs in the middle.</para>
            </summary>
        </member>
        <member name="F:Godot.TabBar.AlignmentMode.Right">
            <summary>
            <para>Places tabs to the right.</para>
            </summary>
        </member>
        <member name="F:Godot.TabBar.AlignmentMode.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.TabBar.AlignmentMode"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.TabBar.CloseButtonDisplayPolicy.ShowNever">
            <summary>
            <para>Never show the close buttons.</para>
            </summary>
        </member>
        <member name="F:Godot.TabBar.CloseButtonDisplayPolicy.ShowActiveOnly">
            <summary>
            <para>Only show the close button on the currently active tab.</para>
            </summary>
        </member>
        <member name="F:Godot.TabBar.CloseButtonDisplayPolicy.ShowAlways">
            <summary>
            <para>Show the close button on all tabs.</para>
            </summary>
        </member>
        <member name="F:Godot.TabBar.CloseButtonDisplayPolicy.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.TabBar.CloseButtonDisplayPolicy"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.TabBar.CurrentTab">
            <summary>
            <para>Select tab at index <c>tab_idx</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.TabBar.TabAlignment">
            <summary>
            <para>Sets the position at which tabs will be placed. See <see cref="T:Godot.TabBar.AlignmentMode"/> for details.</para>
            </summary>
        </member>
        <member name="P:Godot.TabBar.ClipTabs">
            <summary>
            <para>If <c>true</c>, tabs overflowing this node's width will be hidden, displaying two navigation buttons instead. Otherwise, this node's minimum size is updated so that all tabs are visible.</para>
            </summary>
        </member>
        <member name="P:Godot.TabBar.TabCloseDisplayPolicy">
            <summary>
            <para>Sets when the close button will appear on the tabs. See <see cref="T:Godot.TabBar.CloseButtonDisplayPolicy"/> for details.</para>
            </summary>
        </member>
        <member name="P:Godot.TabBar.MaxTabWidth">
            <summary>
            <para>Sets the maximum width which all tabs should be limited to. Unlimited if set to <c>0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.TabBar.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.TabBar.DragToRearrangeEnabled">
            <summary>
            <para>If <c>true</c>, tabs can be rearranged with mouse drag.</para>
            </summary>
        </member>
        <member name="P:Godot.TabBar.TabsRearrangeGroup">
            <summary>
            <para><see cref="T:Godot.TabBar"/>s with the same rearrange group ID will allow dragging the tabs between them. Enable drag with <see cref="P:Godot.TabBar.DragToRearrangeEnabled"/>.</para>
            <para>Setting this to <c>-1</c> will disable rearranging between <see cref="T:Godot.TabBar"/>s.</para>
            </summary>
        </member>
        <member name="P:Godot.TabBar.ScrollToSelected">
            <summary>
            <para>If <c>true</c>, the tab offset will be changed to keep the currently selected tab visible.</para>
            </summary>
        </member>
        <member name="P:Godot.TabBar.SelectWithRmb">
            <summary>
            <para>If <c>true</c>, enables selecting a tab with the right mouse button.</para>
            </summary>
        </member>
        <member name="P:Godot.TabBar.TabCount">
            <summary>
            <para>The number of tabs currently in the bar.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.GetPreviousTab">
            <summary>
            <para>Returns the previously active tab index.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.SetTabTitle(System.Int32,System.String)">
            <summary>
            <para>Sets a <c>title</c> for the tab at index <c>tabIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.GetTabTitle(System.Int32)">
            <summary>
            <para>Returns the title of the tab at index <c>tabIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.SetTabTextDirection(System.Int32,Godot.Control.TextDirection)">
            <summary>
            <para>Sets tab title base writing direction.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.GetTabTextDirection(System.Int32)">
            <summary>
            <para>Returns tab title text base writing direction.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.SetTabLanguage(System.Int32,System.String)">
            <summary>
            <para>Sets language code of tab title used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.GetTabLanguage(System.Int32)">
            <summary>
            <para>Returns tab title language code.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.SetTabIcon(System.Int32,Godot.Texture2D)">
            <summary>
            <para>Sets an <c>icon</c> for the tab at index <c>tabIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.GetTabIcon(System.Int32)">
            <summary>
            <para>Returns the icon for the tab at index <c>tabIdx</c> or <c>null</c> if the tab has no icon.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.SetTabIconMaxWidth(System.Int32,System.Int32)">
            <summary>
            <para>Sets the maximum allowed width of the icon for the tab at index <c>tabIdx</c>. This limit is applied on top of the default size of the icon and on top of <c>icon_max_width</c>. The height is adjusted according to the icon's ratio.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.GetTabIconMaxWidth(System.Int32)">
            <summary>
            <para>Returns the maximum allowed width of the icon for the tab at index <c>tabIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.SetTabButtonIcon(System.Int32,Godot.Texture2D)">
            <summary>
            <para>Sets an <c>icon</c> for the button of the tab at index <c>tabIdx</c> (located to the right, before the close button), making it visible and clickable (See <see cref="E:Godot.TabBar.TabButtonPressed"/>). Giving it a <c>null</c> value will hide the button.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.GetTabButtonIcon(System.Int32)">
            <summary>
            <para>Returns the icon for the right button of the tab at index <c>tabIdx</c> or <c>null</c> if the right button has no icon.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.SetTabDisabled(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>disabled</c> is <c>true</c>, disables the tab at index <c>tabIdx</c>, making it non-interactable.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.IsTabDisabled(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the tab at index <c>tabIdx</c> is disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.SetTabHidden(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>hidden</c> is <c>true</c>, hides the tab at index <c>tabIdx</c>, making it disappear from the tab area.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.IsTabHidden(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the tab at index <c>tabIdx</c> is hidden.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.SetTabMetadata(System.Int32,Godot.Variant)">
            <summary>
            <para>Sets the metadata value for the tab at index <c>tabIdx</c>, which can be retrieved later using <see cref="M:Godot.TabBar.GetTabMetadata(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.GetTabMetadata(System.Int32)">
            <summary>
            <para>Returns the metadata value set to the tab at index <c>tabIdx</c> using <see cref="M:Godot.TabBar.SetTabMetadata(System.Int32,Godot.Variant)"/>. If no metadata was previously set, returns <c>null</c> by default.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.RemoveTab(System.Int32)">
            <summary>
            <para>Removes the tab at index <c>tabIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.AddTab(System.String,Godot.Texture2D)">
            <summary>
            <para>Adds a new tab.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.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.TabBar.GetTabOffset">
            <summary>
            <para>Returns the number of hidden tabs offsetted to the left.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.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.TabBar.EnsureTabVisible(System.Int32)">
            <summary>
            <para>Moves the scroll view to make the tab visible.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.GetTabRect(System.Int32)">
            <summary>
            <para>Returns tab <see cref="T:Godot.Rect2"/> with local position and size.</para>
            </summary>
        </member>
        <member name="M:Godot.TabBar.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.TabBar.ClearTabs">
            <summary>
            <para>Clears all tabs.</para>
            </summary>
        </member>
        <member name="T:Godot.TabBar.TabSelectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabBar.TabSelected"/> event of a <see cref="T:Godot.TabBar"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabBar.TabSelected">
            <summary>
            <para>Emitted when a tab is selected via click or script, even if it is the current tab.</para>
            </summary>
        </member>
        <member name="T:Godot.TabBar.TabChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabBar.TabChanged"/> event of a <see cref="T:Godot.TabBar"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabBar.TabChanged">
            <summary>
            <para>Emitted when switching to another tab.</para>
            </summary>
        </member>
        <member name="T:Godot.TabBar.TabClickedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabBar.TabClicked"/> event of a <see cref="T:Godot.TabBar"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabBar.TabClicked">
            <summary>
            <para>Emitted when a tab is clicked, even if it is the current tab.</para>
            </summary>
        </member>
        <member name="T:Godot.TabBar.TabRmbClickedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabBar.TabRmbClicked"/> event of a <see cref="T:Godot.TabBar"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabBar.TabRmbClicked">
            <summary>
            <para>Emitted when a tab is right-clicked. <see cref="P:Godot.TabBar.SelectWithRmb"/> must be enabled.</para>
            </summary>
        </member>
        <member name="T:Godot.TabBar.TabClosePressedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabBar.TabClosePressed"/> event of a <see cref="T:Godot.TabBar"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabBar.TabClosePressed">
            <summary>
            <para>Emitted when a tab's close button is pressed.</para>
            <para><b>Note:</b> Tabs are not removed automatically once the close button is pressed, this behavior needs to be programmed manually. For example:</para>
            <para><code>
            GetNode&lt;TabBar&gt;("TabBar").TabClosePressed += GetNode&lt;TabBar&gt;("TabBar").RemoveTab;
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.TabBar.TabButtonPressedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabBar.TabButtonPressed"/> event of a <see cref="T:Godot.TabBar"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabBar.TabButtonPressed">
            <summary>
            <para>Emitted when a tab's right button is pressed. See <see cref="M:Godot.TabBar.SetTabButtonIcon(System.Int32,Godot.Texture2D)"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.TabBar.TabHoveredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabBar.TabHovered"/> event of a <see cref="T:Godot.TabBar"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabBar.TabHovered">
            <summary>
            <para>Emitted when a tab is hovered by the mouse.</para>
            </summary>
        </member>
        <member name="T:Godot.TabBar.ActiveTabRearrangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabBar.ActiveTabRearranged"/> event of a <see cref="T:Godot.TabBar"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabBar.ActiveTabRearranged">
            <summary>
            <para>Emitted when the active tab is rearranged via mouse drag. See <see cref="P:Godot.TabBar.DragToRearrangeEnabled"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.TabContainer">
            <summary>
            <para>Arranges child controls into a tabbed view, creating a tab for each one. The active tab's corresponding control is made visible, while all other child controls are hidden. Ignores non-control children.</para>
            <para><b>Note:</b> The drawing of the clickable tabs is handled by this node; <see cref="T:Godot.TabBar"/> is not needed.</para>
            </summary>
        </member>
        <member name="P:Godot.TabContainer.TabAlignment">
            <summary>
            <para>Sets the position at which tabs will be placed. See <see cref="T:Godot.TabBar.AlignmentMode"/> 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.ClipTabs">
            <summary>
            <para>If <c>true</c>, tabs overflowing this node's width will be hidden, displaying two navigation buttons instead. Otherwise, this node's minimum size is updated so that all tabs are visible.</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.TabsRearrangeGroup">
            <summary>
            <para><see cref="T:Godot.TabContainer"/>s with the same rearrange group ID will allow dragging the tabs between them. Enable drag with <see cref="P:Godot.TabContainer.DragToRearrangeEnabled"/>.</para>
            <para>Setting this to <c>-1</c> will disable rearranging between <see cref="T:Godot.TabContainer"/>s.</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>tabIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.SetTabTitle(System.Int32,System.String)">
            <summary>
            <para>Sets a custom title for the tab at index <c>tabIdx</c> (tab titles default to the name of the indexed child node). Set it back to the child's name to make the tab default to it again.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetTabTitle(System.Int32)">
            <summary>
            <para>Returns the title of the tab at index <c>tabIdx</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.Texture2D)">
            <summary>
            <para>Sets an icon for the tab at index <c>tabIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetTabIcon(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture2D"/> for the tab at index <c>tabIdx</c> or <c>null</c> if the tab has no <see cref="T:Godot.Texture2D"/>.</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>tabIdx</c>, making it non-interactable.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.IsTabDisabled(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the tab at index <c>tabIdx</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>tabIdx</c>, making it disappear from the tab area.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.IsTabHidden(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the tab at index <c>tabIdx</c> is hidden.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.SetTabMetadata(System.Int32,Godot.Variant)">
            <summary>
            <para>Sets the metadata value for the tab at index <c>tabIdx</c>, which can be retrieved later using <see cref="M:Godot.TabContainer.GetTabMetadata(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetTabMetadata(System.Int32)">
            <summary>
            <para>Returns the metadata value set to the tab at index <c>tabIdx</c> using <see cref="M:Godot.TabContainer.SetTabMetadata(System.Int32,Godot.Variant)"/>. If no metadata was previously set, returns <c>null</c> by default.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.SetTabButtonIcon(System.Int32,Godot.Texture2D)">
            <summary>
            <para>Sets the button icon from the tab at index <c>tabIdx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetTabButtonIcon(System.Int32)">
            <summary>
            <para>Returns the button icon from the tab at index <c>tabIdx</c>.</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.GetTabIdxFromControl(Godot.Control)">
            <summary>
            <para>Returns the index of the tab tied to the given <c>control</c>. The control must be a child of the <see cref="T:Godot.TabContainer"/>.</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"/> (setting it to <c>null</c> will make it go away). 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><b>Warning:</b> 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.Window.Visible"/> property.</para>
            </summary>
        </member>
        <member name="T:Godot.TabContainer.ActiveTabRearrangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabContainer.ActiveTabRearranged"/> event of a <see cref="T:Godot.TabContainer"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabContainer.ActiveTabRearranged">
            <summary>
            <para>Emitted when the active tab is rearranged via mouse drag. See <see cref="P:Godot.TabContainer.DragToRearrangeEnabled"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.TabContainer.TabChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabContainer.TabChanged"/> event of a <see cref="T:Godot.TabContainer"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabContainer.TabChanged">
            <summary>
            <para>Emitted when switching to another tab.</para>
            </summary>
        </member>
        <member name="T:Godot.TabContainer.TabClickedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabContainer.TabClicked"/> event of a <see cref="T:Godot.TabContainer"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabContainer.TabClicked">
            <summary>
            <para>Emitted when a tab is clicked, even if it is the current tab.</para>
            </summary>
        </member>
        <member name="T:Godot.TabContainer.TabHoveredEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabContainer.TabHovered"/> event of a <see cref="T:Godot.TabContainer"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabContainer.TabHovered">
            <summary>
            <para>Emitted when a tab is hovered by the mouse.</para>
            </summary>
        </member>
        <member name="T:Godot.TabContainer.TabSelectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabContainer.TabSelected"/> event of a <see cref="T:Godot.TabContainer"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabContainer.TabSelected">
            <summary>
            <para>Emitted when a tab is selected, even if it is the current tab.</para>
            </summary>
        </member>
        <member name="T:Godot.TabContainer.TabButtonPressedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabContainer.TabButtonPressed"/> event of a <see cref="T:Godot.TabContainer"/> class.
            </summary>
        </member>
        <member name="E:Godot.TabContainer.TabButtonPressed">
            <summary>
            <para>Emitted when the user clicks on the button icon on this tab.</para>
            </summary>
        </member>
        <member name="E:Godot.TabContainer.PrePopupPressed">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TabContainer.PrePopupPressed"/> event of a <see cref="T:Godot.TabContainer"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.TabContainer"/>'s <see cref="T:Godot.Popup"/> button is clicked. See <see cref="M:Godot.TabContainer.SetPopup(Godot.Node)"/> for details.</para>
            </summary>
        </member>
        <member name="T:Godot.TextEdit">
            <summary>
            <para>A multiline text editor. It also has limited facilities for editing code, such as syntax highlighting support. For more advanced facilities for editing code, see <see cref="T:Godot.CodeEdit"/>.</para>
            <para><b>Note:</b> Most viewport, caret and edit methods contain a <c>caret_index</c> argument for <see cref="P:Godot.TextEdit.CaretMultiple"/> support. The argument should be one of the following: <c>-1</c> for all carets, <c>0</c> for the main caret, or greater than <c>0</c> for secondary carets.</para>
            <para><b>Note:</b> When holding down Alt, 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.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.SubmenuTextDir">
            <summary>
            <para>ID of "Text Writing Direction" submenu.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.DirInherited">
            <summary>
            <para>Sets text direction to inherited.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.DirAuto">
            <summary>
            <para>Sets text direction to automatic.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.DirLtr">
            <summary>
            <para>Sets text direction to left-to-right.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.DirRtl">
            <summary>
            <para>Sets text direction to right-to-left.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.DisplayUcc">
            <summary>
            <para>Toggles control character display.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.SubmenuInsertUcc">
            <summary>
            <para>ID of "Insert Control Character" submenu.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertLrm">
            <summary>
            <para>Inserts left-to-right mark (LRM) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertRlm">
            <summary>
            <para>Inserts right-to-left mark (RLM) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertLre">
            <summary>
            <para>Inserts start of left-to-right embedding (LRE) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertRle">
            <summary>
            <para>Inserts start of right-to-left embedding (RLE) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertLro">
            <summary>
            <para>Inserts start of left-to-right override (LRO) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertRlo">
            <summary>
            <para>Inserts start of right-to-left override (RLO) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertPdf">
            <summary>
            <para>Inserts pop direction formatting (PDF) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertAlm">
            <summary>
            <para>Inserts Arabic letter mark (ALM) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertLri">
            <summary>
            <para>Inserts left-to-right isolate (LRI) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertRli">
            <summary>
            <para>Inserts right-to-left isolate (RLI) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertFsi">
            <summary>
            <para>Inserts first strong isolate (FSI) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertPdi">
            <summary>
            <para>Inserts pop direction isolate (PDI) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertZwj">
            <summary>
            <para>Inserts zero width joiner (ZWJ) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertZwnj">
            <summary>
            <para>Inserts zero width non-joiner (ZWNJ) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertWj">
            <summary>
            <para>Inserts word joiner (WJ) character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.InsertShy">
            <summary>
            <para>Inserts soft hyphen (SHY) character.</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="F:Godot.TextEdit.EditAction.None">
            <summary>
            <para>No current action.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.EditAction.Typing">
            <summary>
            <para>A typing action.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.EditAction.Backspace">
            <summary>
            <para>A backwards delete action.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.EditAction.Delete">
            <summary>
            <para>A forward delete action.</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.CaretTypeEnum.Line">
            <summary>
            <para>Vertical line caret.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.CaretTypeEnum.Block">
            <summary>
            <para>Block caret.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.SelectionMode.None">
            <summary>
            <para>Not selecting.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.SelectionMode.Shift">
            <summary>
            <para>Select as if <c>shift</c> is pressed.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.SelectionMode.Pointer">
            <summary>
            <para>Select single characters as if the user single clicked.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.SelectionMode.Word">
            <summary>
            <para>Select whole words as if the user double clicked.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.SelectionMode.Line">
            <summary>
            <para>Select whole lines as if the user triple clicked.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.LineWrappingMode.None">
            <summary>
            <para>Line wrapping is disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.LineWrappingMode.Boundary">
            <summary>
            <para>Line wrapping occurs at the control boundary, beyond what would normally be visible.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.GutterType.String">
            <summary>
            <para>Draw a string.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.GutterType.Icon">
            <summary>
            <para>Draw an icon.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.GutterType.Custom">
            <summary>
            <para>Custom draw.</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.PlaceholderText">
            <summary>
            <para>Text shown when the <see cref="T:Godot.TextEdit"/> is empty. It is <b>not</b> the <see cref="T:Godot.TextEdit"/>'s default value (see <see cref="P:Godot.TextEdit.Text"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.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.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.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,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.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><b>Note:</b> This method is only implemented on Linux.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.WrapMode">
            <summary>
            <para>Sets the line wrapping mode to use.</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.HighlightCurrentLine">
            <summary>
            <para>If <c>true</c>, the line containing the cursor is highlighted.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.DrawControlChars">
            <summary>
            <para>If <c>true</c>, control characters are displayed.</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.SyntaxHighlighter">
            <summary>
            <para>Sets the <see cref="T:Godot.SyntaxHighlighter"/> to use.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.ScrollSmooth">
            <summary>
            <para>Scroll smoothly over the text rather then jumping to the next location.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.ScrollVScrollSpeed">
            <summary>
            <para>Sets the scroll speed with the minimap or when <see cref="P:Godot.TextEdit.ScrollSmooth"/> is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.ScrollPastEndOfFile">
            <summary>
            <para>Allow scrolling past the last line into "virtual" space.</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.ScrollFitContentHeight">
            <summary>
            <para>If <c>true</c>, <see cref="T:Godot.TextEdit"/> will disable vertical scroll and fit minimum height to the number of visible lines.</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.CaretType">
            <summary>
            <para>Set the type of caret to draw.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.CaretBlink">
            <summary>
            <para>If <c>true</c>, makes the caret blink.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.CaretBlinkInterval">
            <summary>
            <para>The interval at which the caret blinks (in seconds).</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.CaretDrawWhenEditableDisabled">
            <summary>
            <para>If <c>true</c>, caret will be visible when <see cref="P:Godot.TextEdit.Editable"/> is disabled.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.CaretMoveOnRightClick">
            <summary>
            <para>If <c>true</c>, a right-click moves the caret 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="P:Godot.TextEdit.CaretMidGrapheme">
            <summary>
            <para>Allow moving caret, selecting and removing the individual composite character components.</para>
            <para><b>Note:</b> Backspace is always removing individual composite character components.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.CaretMultiple">
            <summary>
            <para>Sets if multiple carets are allowed.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.TextDirection">
            <summary>
            <para>Base text writing direction.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.Language">
            <summary>
            <para>Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.StructuredTextBidiOverride">
            <summary>
            <para>Set BiDi algorithm override for the structured text.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.StructuredTextBidiOverrideOptions">
            <summary>
            <para>Set additional options for BiDi override.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit._Backspace(System.Int32)">
            <summary>
            <para>Override this method to define what happens when the user presses the backspace key.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit._Copy(System.Int32)">
            <summary>
            <para>Override this method to define what happens when the user performs a copy operation.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit._Cut(System.Int32)">
            <summary>
            <para>Override this method to define what happens when the user performs a cut operation.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit._HandleUnicodeInput(System.Int32,System.Int32)">
            <summary>
            <para>Override this method to define what happens when the user types in the provided key <c>unicodeChar</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit._Paste(System.Int32)">
            <summary>
            <para>Override this method to define what happens when the user performs a paste operation.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit._PastePrimaryClipboard(System.Int32)">
            <summary>
            <para>Override this method to define what happens when the user performs a paste operation with middle mouse button.</para>
            <para><b>Note:</b> This method is only implemented on Linux.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.HasImeText">
            <summary>
            <para>Returns if the user has IME text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetTabSize(System.Int32)">
            <summary>
            <para>Sets the tab size for the <see cref="T:Godot.TextEdit"/> to use.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetTabSize">
            <summary>
            <para>Returns the <see cref="T:Godot.TextEdit"/>'s' tab size.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetOvertypeModeEnabled(System.Boolean)">
            <summary>
            <para>If <c>true</c>, sets the user into overtype mode. When the user types in this mode, it will override existing text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsOvertypeModeEnabled">
            <summary>
            <para>Returns whether the user is in overtype mode.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Clear">
            <summary>
            <para>Performs a full reset of <see cref="T:Godot.TextEdit"/>, including undo history.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineCount">
            <summary>
            <para>Returns the number of lines in the text.</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.GetLine(System.Int32)">
            <summary>
            <para>Returns the text of a specific line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineWidth(System.Int32,System.Int32)">
            <summary>
            <para>Returns the width in pixels of the <c>wrapIndex</c> on <c>line</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineHeight">
            <summary>
            <para>Returns the maximum value of the line height among all lines.</para>
            <para><b>Note:</b> The return value is influenced by <c>line_spacing</c> and <c>font_size</c>. And it will not be less than <c>1</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetIndentLevel(System.Int32)">
            <summary>
            <para>Returns the number of spaces and <c>tab * tab_size</c> before the first char.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetFirstNonWhiteSpaceColumn(System.Int32)">
            <summary>
            <para>Returns the first column containing a non-whitespace character.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SwapLines(System.Int32,System.Int32)">
            <summary>
            <para>Swaps the two lines.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.InsertLineAt(System.Int32,System.String)">
            <summary>
            <para>Inserts a new line with <c>text</c> at <c>line</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.InsertTextAtCaret(System.String,System.Int32)">
            <summary>
            <para>Insert the specified text at the caret position.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.RemoveText(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Removes text between the given positions.</para>
            <para><b>Note:</b> This does not adjust the caret or selection, which as a result it can end up in an invalid position.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLastUnhiddenLine">
            <summary>
            <para>Returns the last unhidden line in the entire <see cref="T:Godot.TextEdit"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetNextVisibleLineOffsetFrom(System.Int32,System.Int32)">
            <summary>
            <para>Returns the count to the next visible line from <c>line</c> to <c>line + visible_amount</c>. Can also count backwards. For example if a <see cref="T:Godot.TextEdit"/> has 5 lines with lines 2 and 3 hidden, calling this with <c>line = 1, visible_amount = 1</c> would return 3.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetNextVisibleLineIndexOffsetFrom(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Similar to <see cref="M:Godot.TextEdit.GetNextVisibleLineOffsetFrom(System.Int32,System.Int32)"/>, but takes into account the line wrap indexes. In the returned vector, <c>x</c> is the line, <c>y</c> is the wrap index.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Backspace(System.Int32)">
            <summary>
            <para>Called when the user presses the backspace key. Can be overridden with <see cref="M:Godot.TextEdit._Backspace(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Cut(System.Int32)">
            <summary>
            <para>Cut's the current selection. Can be overridden with <see cref="M:Godot.TextEdit._Cut(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Copy(System.Int32)">
            <summary>
            <para>Copies the current text selection. Can be overridden with <see cref="M:Godot.TextEdit._Copy(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Paste(System.Int32)">
            <summary>
            <para>Paste at the current location. Can be overridden with <see cref="M:Godot.TextEdit._Paste(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.PastePrimaryClipboard(System.Int32)">
            <summary>
            <para>Pastes the primary clipboard.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.StartAction(Godot.TextEdit.EditAction)">
            <summary>
            <para>Starts an action, will end the current action if <c>action</c> is different.</para>
            <para>An action will also end after a call to <see cref="M:Godot.TextEdit.EndAction"/>, after <c>ProjectSettings.gui/timers/text_edit_idle_detect_sec</c> is triggered or a new undoable step outside the <see cref="M:Godot.TextEdit.StartAction(Godot.TextEdit.EditAction)"/> and <see cref="M:Godot.TextEdit.EndAction"/> calls.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.EndAction">
            <summary>
            <para>Marks the end of steps in the current action started with <see cref="M:Godot.TextEdit.StartAction(Godot.TextEdit.EditAction)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.BeginComplexOperation">
            <summary>
            <para>Starts a multipart edit. All edits will be treated as one action until <see cref="M:Godot.TextEdit.EndComplexOperation"/> is called.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.EndComplexOperation">
            <summary>
            <para>Ends a multipart edit, started with <see cref="M:Godot.TextEdit.BeginComplexOperation"/>. If called outside a complex operation, the current operation is pushed onto the undo/redo stack.</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.TagSavedVersion">
            <summary>
            <para>Tag the current version as saved.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetVersion">
            <summary>
            <para>Returns the current version of the <see cref="T:Godot.TextEdit"/>. The version is a count of recorded operations by the undo/redo history.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSavedVersion">
            <summary>
            <para>Returns the last tagged saved version from <see cref="M:Godot.TextEdit.TagSavedVersion"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetSearchText(System.String)">
            <summary>
            <para>Sets the search text. See <see cref="M:Godot.TextEdit.SetSearchFlags(System.UInt32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetSearchFlags(System.UInt32)">
            <summary>
            <para>Sets the search <c>flags</c>. This is used with <see cref="M:Godot.TextEdit.SetSearchText(System.String)"/> to highlight occurrences of the searched text. Search flags can be specified from the <see cref="T:Godot.TextEdit.SearchFlags"/> enum.</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>In the returned vector, <c>x</c> is the column, <c>y</c> is the line. If no results are found, both are equal to <c>-1</c>.</para>
            <para><code>
            Vector2I result = Search("print", (uint)TextEdit.SearchFlags.WholeWords, 0, 0);
            if (result.X != -1)
            {
                // Result found.
                int lineNumber = result.Y;
                int columnNumber = result.X;
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetTooltipRequestFunc(Godot.Callable)">
            <summary>
            <para>Provide custom tooltip text. The callback method must take the following args: <c>hovered_word: String</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLocalMousePos">
            <summary>
            <para>Returns the local mouse position adjusted for the text direction.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetWordAtPos(Godot.Vector2)">
            <summary>
            <para>Returns the word at <c>position</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineColumnAtPos(Godot.Vector2I,System.Boolean)">
            <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. If <c>allowOutOfBounds</c> is <c>false</c> and the position is not over the text, both vector values will be set to <c>-1</c>.</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><b>Note:</b> 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><b>Note:</b> 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.GetMinimapLineAtPos(Godot.Vector2I)">
            <summary>
            <para>Returns the equivalent minimap line at <c>position</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsDraggingCursor">
            <summary>
            <para>Returns <c>true</c> if the user is dragging their mouse for scrolling or selecting.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsMouseOverSelection(System.Boolean,System.Int32)">
            <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.AddCaret(System.Int32,System.Int32)">
            <summary>
            <para>Adds a new caret at the given location. Returns the index of the new caret, or <c>-1</c> if the location is invalid.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.RemoveCaret(System.Int32)">
            <summary>
            <para>Removes the given caret index.</para>
            <para><b>Note:</b> This can result in adjustment of all other caret indices.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.RemoveSecondaryCarets">
            <summary>
            <para>Removes all additional carets.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.MergeOverlappingCarets">
            <summary>
            <para>Merges any overlapping carets. Will favor the newest caret, or the caret with a selection.</para>
            <para><b>Note:</b> This is not called when a caret changes position but after certain actions, so it is possible to get into a state where carets overlap.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetCaretCount">
            <summary>
            <para>Returns the number of carets in this <see cref="T:Godot.TextEdit"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.AddCaretAtCarets(System.Boolean)">
            <summary>
            <para>Adds an additional caret above or below every caret. If <c>below</c> is true the new caret will be added below and above otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetCaretIndexEditOrder">
            <summary>
            <para>Returns a list of caret indexes in their edit order, this done from bottom to top. Edit order refers to the way actions such as <see cref="M:Godot.TextEdit.InsertTextAtCaret(System.String,System.Int32)"/> are applied.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.AdjustCaretsAfterEdit(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Reposition the carets affected by the edit. This assumes edits are applied in edit order, see <see cref="M:Godot.TextEdit.GetCaretIndexEditOrder"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsCaretVisible(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the caret is visible on the screen.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetCaretDrawPos(System.Int32)">
            <summary>
            <para>Returns the caret pixel draw position.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetCaretLine(System.Int32,System.Boolean,System.Boolean,System.Int32,System.Int32)">
            <summary>
            <para>Moves the caret to the specified <c>line</c> index.</para>
            <para>If <c>adjustViewport</c> is <c>true</c>, the viewport will center at the caret position after the move occurs.</para>
            <para>If <c>canBeHidden</c> is <c>true</c>, the specified <c>line</c> can be hidden.</para>
            <para><b>Note:</b> If supporting multiple carets this will not check for any overlap. See <see cref="M:Godot.TextEdit.MergeOverlappingCarets"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetCaretLine(System.Int32)">
            <summary>
            <para>Returns the line the editing caret is on.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetCaretColumn(System.Int32,System.Boolean,System.Int32)">
            <summary>
            <para>Moves the caret to the specified <c>column</c> index.</para>
            <para>If <c>adjustViewport</c> is <c>true</c>, the viewport will center at the caret position after the move occurs.</para>
            <para><b>Note:</b> If supporting multiple carets this will not check for any overlap. See <see cref="M:Godot.TextEdit.MergeOverlappingCarets"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetCaretColumn(System.Int32)">
            <summary>
            <para>Returns the column the editing caret is at.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetCaretWrapIndex(System.Int32)">
            <summary>
            <para>Returns the wrap index the editing caret is on.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetWordUnderCaret(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:System.String"/> text with the word under the caret's location.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetSelectionMode(Godot.TextEdit.SelectionMode,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Sets the current selection mode.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSelectionMode">
            <summary>
            <para>Returns the current selection mode.</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.SelectWordUnderCaret(System.Int32)">
            <summary>
            <para>Selects the word under the caret.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.AddSelectionForNextOccurrence">
            <summary>
            <para>Adds a selection and a caret for the next occurrence of the current selection. If there is no active selection, selects word under caret.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Select(System.Int32,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.HasSelection(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the user has selected text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSelectedText(System.Int32)">
            <summary>
            <para>Returns the text inside the selection of a caret, or all the carets if <c>caretIndex</c> is its default value <c>-1</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSelectionLine(System.Int32)">
            <summary>
            <para>Returns the original start line of the selection.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSelectionColumn(System.Int32)">
            <summary>
            <para>Returns the original start column of the selection.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSelectionFromLine(System.Int32)">
            <summary>
            <para>Returns the selection begin line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSelectionFromColumn(System.Int32)">
            <summary>
            <para>Returns the selection begin column.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSelectionToLine(System.Int32)">
            <summary>
            <para>Returns the selection end line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSelectionToColumn(System.Int32)">
            <summary>
            <para>Returns the selection end column.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Deselect(System.Int32)">
            <summary>
            <para>Deselects the current selection.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.DeleteSelection(System.Int32)">
            <summary>
            <para>Deletes the selected text.</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.GetLineWrapIndexAtColumn(System.Int32,System.Int32)">
            <summary>
            <para>Returns the wrap index of the given line column.</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.GetVScrollBar">
            <summary>
            <para>Returns the <see cref="T:Godot.VScrollBar"/> of the <see cref="T:Godot.TextEdit"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetHScrollBar">
            <summary>
            <para>Returns the <see cref="T:Godot.HScrollBar"/> used by <see cref="T:Godot.TextEdit"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetScrollPosForLine(System.Int32,System.Int32)">
            <summary>
            <para>Returns the scroll position for <c>wrapIndex</c> of <c>line</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetLineAsFirstVisible(System.Int32,System.Int32)">
            <summary>
            <para>Positions the <c>wrapIndex</c> of <c>line</c> at the top of the viewport.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetFirstVisibleLine">
            <summary>
            <para>Returns the first visible line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetLineAsCenterVisible(System.Int32,System.Int32)">
            <summary>
            <para>Positions the <c>wrapIndex</c> of <c>line</c> at the center of the viewport.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetLineAsLastVisible(System.Int32,System.Int32)">
            <summary>
            <para>Positions the <c>wrapIndex</c> of <c>line</c> at the bottom of the viewport.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLastFullVisibleLine">
            <summary>
            <para>Returns the last visible line. Use <see cref="M:Godot.TextEdit.GetLastFullVisibleLineWrapIndex"/> for the wrap index.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLastFullVisibleLineWrapIndex">
            <summary>
            <para>Returns the last visible wrap index of the last visible line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetVisibleLineCount">
            <summary>
            <para>Returns the number of visible lines, including wrapped text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetVisibleLineCountInRange(System.Int32,System.Int32)">
            <summary>
            <para>Returns the total number of visible + wrapped lines between the two lines.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetTotalVisibleLineCount">
            <summary>
            <para>Returns the number of lines that may be drawn.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.AdjustViewportToCaret(System.Int32)">
            <summary>
            <para>Adjust the viewport so the caret is visible.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.CenterViewportToCaret(System.Int32)">
            <summary>
            <para>Centers the viewport on the line the editing caret 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.GetMinimapVisibleLines">
            <summary>
            <para>Returns the number of lines that may be drawn on the minimap.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.AddGutter(System.Int32)">
            <summary>
            <para>Register a new gutter to this <see cref="T:Godot.TextEdit"/>. Use <c>at</c> to have a specific gutter order. A value of <c>-1</c> appends the gutter to the right.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.RemoveGutter(System.Int32)">
            <summary>
            <para>Removes the gutter from this <see cref="T:Godot.TextEdit"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetGutterCount">
            <summary>
            <para>Returns the number of gutters registered.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetGutterName(System.Int32,System.String)">
            <summary>
            <para>Sets the name of the gutter.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetGutterName(System.Int32)">
            <summary>
            <para>Returns the name of the gutter at the given index.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetGutterType(System.Int32,Godot.TextEdit.GutterType)">
            <summary>
            <para>Sets the type of gutter.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetGutterType(System.Int32)">
            <summary>
            <para>Returns the type of the gutter at the given index.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetGutterWidth(System.Int32,System.Int32)">
            <summary>
            <para>Set the width of the gutter.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetGutterWidth(System.Int32)">
            <summary>
            <para>Returns the width of the gutter at the given index.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetGutterDraw(System.Int32,System.Boolean)">
            <summary>
            <para>Sets whether the gutter should be drawn.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsGutterDrawn(System.Int32)">
            <summary>
            <para>Returns whether the gutter is currently drawn.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetGutterClickable(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the gutter as clickable. This will change the mouse cursor to a pointing hand when hovering over the gutter.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsGutterClickable(System.Int32)">
            <summary>
            <para>Returns whether the gutter is clickable.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetGutterOverwritable(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the gutter to overwritable. See <see cref="M:Godot.TextEdit.MergeGutters(System.Int32,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsGutterOverwritable(System.Int32)">
            <summary>
            <para>Returns whether the gutter is overwritable.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.MergeGutters(System.Int32,System.Int32)">
            <summary>
            <para>Merge the gutters from <c>fromLine</c> into <c>toLine</c>. Only overwritable gutters will be copied.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetGutterCustomDraw(System.Int32,Godot.Callable)">
            <summary>
            <para>Set a custom draw method for the gutter. The callback method must take the following args: <c>line: int, gutter: int, Area: Rect2</c>.</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.SetLineGutterMetadata(System.Int32,System.Int32,Godot.Variant)">
            <summary>
            <para>Sets the metadata for <c>gutter</c> on <c>line</c> to <c>metadata</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineGutterMetadata(System.Int32,System.Int32)">
            <summary>
            <para>Returns the metadata currently in <c>gutter</c> at <c>line</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetLineGutterText(System.Int32,System.Int32,System.String)">
            <summary>
            <para>Sets the text for <c>gutter</c> on <c>line</c> to <c>text</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineGutterText(System.Int32,System.Int32)">
            <summary>
            <para>Returns the text currently in <c>gutter</c> at <c>line</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetLineGutterIcon(System.Int32,System.Int32,Godot.Texture2D)">
            <summary>
            <para>Sets the icon for <c>gutter</c> on <c>line</c> to <c>icon</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineGutterIcon(System.Int32,System.Int32)">
            <summary>
            <para>Returns the icon currently in <c>gutter</c> at <c>line</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetLineGutterItemColor(System.Int32,System.Int32,Godot.Color)">
            <summary>
            <para>Sets the color for <c>gutter</c> on <c>line</c> to <c>color</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineGutterItemColor(System.Int32,System.Int32)">
            <summary>
            <para>Returns the color currently in <c>gutter</c> at <c>line</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetLineGutterClickable(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>If <c>clickable</c> is <c>true</c>, makes the <c>gutter</c> on <c>line</c> clickable. See <see cref="E:Godot.TextEdit.GutterClicked"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsLineGutterClickable(System.Int32,System.Int32)">
            <summary>
            <para>Returns whether the gutter on the given line is clickable.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetLineBackgroundColor(System.Int32,Godot.Color)">
            <summary>
            <para>Sets the current background color of the line. Set to <c>Color(0, 0, 0, 0)</c> for no color.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineBackgroundColor(System.Int32)">
            <summary>
            <para>Returns the current background color of the line. <c>Color(0, 0, 0, 0)</c> is returned if no color is set.</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>You can add custom menu items or remove standard ones. Make sure your IDs don't conflict with the standard ones (see <see cref="T:Godot.TextEdit.MenuItems"/>). For example:</para>
            <para><code>
            public override void _Ready()
            {
                var menu = GetMenu();
                // Remove all items after "Redo".
                menu.ItemCount = menu.GetItemIndex(TextEdit.MenuItems.Redo) + 1;
                // Add custom items.
                menu.AddSeparator();
                menu.AddItem("Insert Date", TextEdit.MenuItems.Max + 1);
                // Add event handler.
                menu.IdPressed += OnItemPressed;
            }
            
            public void OnItemPressed(int id)
            {
                if (id == TextEdit.MenuItems.Max + 1)
                {
                    InsertTextAtCaret(Time.GetDateStringFromSystem());
                }
            }
            </code></para>
            <para><b>Warning:</b> 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.Window.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsMenuVisible">
            <summary>
            <para>Returns whether the menu is visible. Use this instead of <c>get_menu().visible</c> to improve performance (so the creation of the menu is avoided).</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.MenuOption(System.Int32)">
            <summary>
            <para>Executes a given action as defined in the <see cref="T:Godot.TextEdit.MenuItems"/> enum.</para>
            </summary>
        </member>
        <member name="E:Godot.TextEdit.TextSet">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TextEdit.TextSet"/> event of a <see cref="T:Godot.TextEdit"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="M:Godot.TextEdit.Clear"/> is called or <see cref="P:Godot.TextEdit.Text"/> is set.</para>
            </summary>
        </member>
        <member name="E:Godot.TextEdit.TextChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TextEdit.TextChanged"/> event of a <see cref="T:Godot.TextEdit"/> class.
            </summary>
            <summary>
            <para>Emitted when the text changes.</para>
            </summary>
        </member>
        <member name="T:Godot.TextEdit.LinesEditedFromEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TextEdit.LinesEditedFrom"/> event of a <see cref="T:Godot.TextEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.TextEdit.LinesEditedFrom">
            <summary>
            <para>Emitted immediately when the text changes.</para>
            <para>When text is added <c>fromLine</c> will be less then <c>toLine</c>. On a remove <c>toLine</c> will be less then <c>fromLine</c>.</para>
            </summary>
        </member>
        <member name="E:Godot.TextEdit.CaretChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TextEdit.CaretChanged"/> event of a <see cref="T:Godot.TextEdit"/> class.
            </summary>
            <summary>
            <para>Emitted when the caret changes position.</para>
            </summary>
        </member>
        <member name="T:Godot.TextEdit.GutterClickedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TextEdit.GutterClicked"/> event of a <see cref="T:Godot.TextEdit"/> class.
            </summary>
        </member>
        <member name="E:Godot.TextEdit.GutterClicked">
            <summary>
            <para>Emitted when a gutter is clicked.</para>
            </summary>
        </member>
        <member name="E:Godot.TextEdit.GutterAdded">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TextEdit.GutterAdded"/> event of a <see cref="T:Godot.TextEdit"/> class.
            </summary>
            <summary>
            <para>Emitted when a gutter is added.</para>
            </summary>
        </member>
        <member name="E:Godot.TextEdit.GutterRemoved">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TextEdit.GutterRemoved"/> event of a <see cref="T:Godot.TextEdit"/> class.
            </summary>
            <summary>
            <para>Emitted when a gutter is removed.</para>
            </summary>
        </member>
        <member name="T:Godot.TextLine">
            <summary>
            <para>Abstraction over <see cref="T:Godot.TextServer"/> for handling a single line of text.</para>
            </summary>
        </member>
        <member name="P:Godot.TextLine.Direction">
            <summary>
            <para>Text writing direction.</para>
            </summary>
        </member>
        <member name="P:Godot.TextLine.Orientation">
            <summary>
            <para>Text orientation.</para>
            </summary>
        </member>
        <member name="P:Godot.TextLine.PreserveInvalid">
            <summary>
            <para>If set to <c>true</c> text will display invalid characters.</para>
            </summary>
        </member>
        <member name="P:Godot.TextLine.PreserveControl">
            <summary>
            <para>If set to <c>true</c> text will display control characters.</para>
            </summary>
        </member>
        <member name="P:Godot.TextLine.Width">
            <summary>
            <para>Text line width.</para>
            </summary>
        </member>
        <member name="P:Godot.TextLine.Alignment">
            <summary>
            <para>Sets text alignment within the line as if the line was horizontal.</para>
            </summary>
        </member>
        <member name="P:Godot.TextLine.Flags">
            <summary>
            <para>Line alignment rules. For more info see <see cref="T:Godot.TextServer"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextLine.TextOverrunBehavior">
            <summary>
            <para>Sets the clipping behavior when the text exceeds the text line's set width. See <see cref="T:Godot.TextServer.OverrunBehavior"/> for a description of all modes.</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.Clear">
            <summary>
            <para>Clears text line (removes text and inline objects).</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.SetBidiOverride(Godot.Collections.Array)">
            <summary>
            <para>Overrides BiDi for the structured text.</para>
            <para>Override ranges should cover full source text without overlaps. BiDi algorithm will be used on each range separately.</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.AddString(System.String,Godot.Font,System.Int32,System.String,Godot.Variant)">
            <summary>
            <para>Adds text span and font to draw it.</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.AddObject(Godot.Variant,Godot.Vector2,Godot.InlineAlignment,System.Int32,System.Single)">
            <summary>
            <para>Adds inline object to the text buffer, <c>key</c> must be unique. In the text, object is represented as <c>length</c> object replacement characters.</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.ResizeObject(Godot.Variant,Godot.Vector2,Godot.InlineAlignment,System.Single)">
            <summary>
            <para>Sets new size and alignment of embedded object.</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.TabAlign(System.Single[])">
            <summary>
            <para>Aligns text to the given tab-stops.</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.GetObjects">
            <summary>
            <para>Returns array of inline objects.</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.GetObjectRect(Godot.Variant)">
            <summary>
            <para>Returns bounding rectangle of the inline object.</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.GetSize">
            <summary>
            <para>Returns size of the bounding box of the text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.GetRid">
            <summary>
            <para>Returns TextServer buffer RID.</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.GetLineAscent">
            <summary>
            <para>Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical).</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.GetLineDescent">
            <summary>
            <para>Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical).</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.GetLineWidth">
            <summary>
            <para>Returns width (for horizontal layout) or height (for vertical) of the text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.GetLineUnderlinePosition">
            <summary>
            <para>Returns pixel offset of the underline below the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.GetLineUnderlineThickness">
            <summary>
            <para>Returns thickness of the underline.</para>
            </summary>
        </member>
        <member name="M:Godot.TextLine.Draw(Godot.Rid,Godot.Vector2,System.Nullable{Godot.Color})">
            <summary>
            <para>Draw text into a canvas item at a given position, with <c>color</c>. <c>pos</c> specifies the top left corner of the bounding box.</para>
            </summary>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.TextLine.DrawOutline(Godot.Rid,Godot.Vector2,System.Int32,System.Nullable{Godot.Color})">
            <summary>
            <para>Draw text into a canvas item at a given position, with <c>color</c>. <c>pos</c> specifies the top left corner of the bounding box.</para>
            </summary>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.TextLine.HitTest(System.Single)">
            <summary>
            <para>Returns caret character offset at the specified pixel offset at the baseline. This function always returns a valid position.</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="P:Godot.TextMesh.Text">
            <summary>
            <para>The text to generate mesh from.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.Font">
            <summary>
            <para>Font configuration used to display text.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.FontSize">
            <summary>
            <para>Font size of 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, right, and fill, or justify. Set it to one of the <see cref="T:Godot.HorizontalAlignment"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.VerticalAlignment">
            <summary>
            <para>Controls the text's vertical alignment. Supports top, center, bottom. Set it to one of the <see cref="T:Godot.VerticalAlignment"/> 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.LineSpacing">
            <summary>
            <para>Vertical space between lines in multiline <see cref="T:Godot.TextMesh"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.AutowrapMode">
            <summary>
            <para>If set to something other than <see cref="F:Godot.TextServer.AutowrapMode.Off"/>, the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see <see cref="T:Godot.TextServer.AutowrapMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.JustificationFlags">
            <summary>
            <para>Line fill alignment rules. For more info see <see cref="T:Godot.TextServer.JustificationFlag"/>.</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="P:Godot.TextMesh.Width">
            <summary>
            <para>Text width (in pixels), used for fill alignment.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.Offset">
            <summary>
            <para>The text drawing offset (in pixels).</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.TextDirection">
            <summary>
            <para>Base text writing direction.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.Language">
            <summary>
            <para>Language code used for text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.StructuredTextBidiOverride">
            <summary>
            <para>Set BiDi algorithm override for the structured text.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.StructuredTextBidiOverrideOptions">
            <summary>
            <para>Set additional options for BiDi override.</para>
            </summary>
        </member>
        <member name="T:Godot.TextParagraph">
            <summary>
            <para>Abstraction over <see cref="T:Godot.TextServer"/> for handling a single paragraph of text.</para>
            </summary>
        </member>
        <member name="P:Godot.TextParagraph.Direction">
            <summary>
            <para>Text writing direction.</para>
            </summary>
        </member>
        <member name="P:Godot.TextParagraph.CustomPunctuation">
            <summary>
            <para>Custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.</para>
            </summary>
        </member>
        <member name="P:Godot.TextParagraph.Orientation">
            <summary>
            <para>Text orientation.</para>
            </summary>
        </member>
        <member name="P:Godot.TextParagraph.PreserveInvalid">
            <summary>
            <para>If set to <c>true</c> text will display invalid characters.</para>
            </summary>
        </member>
        <member name="P:Godot.TextParagraph.PreserveControl">
            <summary>
            <para>If set to <c>true</c> text will display control characters.</para>
            </summary>
        </member>
        <member name="P:Godot.TextParagraph.Alignment">
            <summary>
            <para>Paragraph horizontal alignment.</para>
            </summary>
        </member>
        <member name="P:Godot.TextParagraph.BreakFlags">
            <summary>
            <para>Line breaking rules. For more info see <see cref="T:Godot.TextServer"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextParagraph.JustificationFlags">
            <summary>
            <para>Line fill alignment rules. For more info see <see cref="T:Godot.TextServer.JustificationFlag"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextParagraph.TextOverrunBehavior">
            <summary>
            <para>Sets the clipping behavior when the text exceeds the paragraph's set width. See <see cref="T:Godot.TextServer.OverrunBehavior"/> for a description of all modes.</para>
            </summary>
        </member>
        <member name="P:Godot.TextParagraph.Width">
            <summary>
            <para>Paragraph width.</para>
            </summary>
        </member>
        <member name="P:Godot.TextParagraph.MaxLinesVisible">
            <summary>
            <para>Limits the lines of text shown.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.Clear">
            <summary>
            <para>Clears text paragraph (removes text and inline objects).</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.SetBidiOverride(Godot.Collections.Array)">
            <summary>
            <para>Overrides BiDi for the structured text.</para>
            <para>Override ranges should cover full source text without overlaps. BiDi algorithm will be used on each range separately.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.SetDropcap(System.String,Godot.Font,System.Int32,System.Nullable{Godot.Rect2},System.String)">
            <summary>
            <para>Sets drop cap, overrides previously set drop cap. Drop cap (dropped capital) is a decorative element at the beginning of a paragraph that is larger than the rest of the text.</para>
            </summary>
            <param name="dropcapMargins">If the parameter is null, then the default value is <c>new Rect2(new Vector2(0, 0), new Vector2(0, 0))</c>.</param>
        </member>
        <member name="M:Godot.TextParagraph.ClearDropcap">
            <summary>
            <para>Removes dropcap.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.AddString(System.String,Godot.Font,System.Int32,System.String,Godot.Variant)">
            <summary>
            <para>Adds text span and font to draw it.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.AddObject(Godot.Variant,Godot.Vector2,Godot.InlineAlignment,System.Int32,System.Single)">
            <summary>
            <para>Adds inline object to the text buffer, <c>key</c> must be unique. In the text, object is represented as <c>length</c> object replacement characters.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.ResizeObject(Godot.Variant,Godot.Vector2,Godot.InlineAlignment,System.Single)">
            <summary>
            <para>Sets new size and alignment of embedded object.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.TabAlign(System.Single[])">
            <summary>
            <para>Aligns paragraph to the given tab-stops.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetNonWrappedSize">
            <summary>
            <para>Returns the size of the bounding box of the paragraph, without line breaks.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetSize">
            <summary>
            <para>Returns the size of the bounding box of the paragraph.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetRid">
            <summary>
            <para>Returns TextServer full string buffer RID.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetLineRid(System.Int32)">
            <summary>
            <para>Returns TextServer line buffer RID.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetDropcapRid">
            <summary>
            <para>Returns drop cap text buffer RID.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetLineCount">
            <summary>
            <para>Returns number of lines in the paragraph.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetLineObjects(System.Int32)">
            <summary>
            <para>Returns array of inline objects in the line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetLineObjectRect(System.Int32,Godot.Variant)">
            <summary>
            <para>Returns bounding rectangle of the inline object.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetLineSize(System.Int32)">
            <summary>
            <para>Returns size of the bounding box of the line of text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetLineRange(System.Int32)">
            <summary>
            <para>Returns character range of the line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetLineAscent(System.Int32)">
            <summary>
            <para>Returns the text line ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical).</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetLineDescent(System.Int32)">
            <summary>
            <para>Returns the text line descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical).</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetLineWidth(System.Int32)">
            <summary>
            <para>Returns width (for horizontal layout) or height (for vertical) of the line of text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetLineUnderlinePosition(System.Int32)">
            <summary>
            <para>Returns pixel offset of the underline below the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetLineUnderlineThickness(System.Int32)">
            <summary>
            <para>Returns thickness of the underline.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetDropcapSize">
            <summary>
            <para>Returns drop cap bounding box size.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.GetDropcapLines">
            <summary>
            <para>Returns number of lines used by dropcap.</para>
            </summary>
        </member>
        <member name="M:Godot.TextParagraph.Draw(Godot.Rid,Godot.Vector2,System.Nullable{Godot.Color},System.Nullable{Godot.Color})">
            <summary>
            <para>Draw all lines of the text and drop cap into a canvas item at a given position, with <c>color</c>. <c>pos</c> specifies the top left corner of the bounding box.</para>
            </summary>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
            <param name="dcColor">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.TextParagraph.DrawOutline(Godot.Rid,Godot.Vector2,System.Int32,System.Nullable{Godot.Color},System.Nullable{Godot.Color})">
            <summary>
            <para>Draw outlines of all lines of the text and drop cap into a canvas item at a given position, with <c>color</c>. <c>pos</c> specifies the top left corner of the bounding box.</para>
            </summary>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
            <param name="dcColor">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.TextParagraph.DrawLine(Godot.Rid,Godot.Vector2,System.Int32,System.Nullable{Godot.Color})">
            <summary>
            <para>Draw single line of text into a canvas item at a given position, with <c>color</c>. <c>pos</c> specifies the top left corner of the bounding box.</para>
            </summary>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.TextParagraph.DrawLineOutline(Godot.Rid,Godot.Vector2,System.Int32,System.Int32,System.Nullable{Godot.Color})">
            <summary>
            <para>Draw outline of the single line of text into a canvas item at a given position, with <c>color</c>. <c>pos</c> specifies the top left corner of the bounding box.</para>
            </summary>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.TextParagraph.DrawDropcap(Godot.Rid,Godot.Vector2,System.Nullable{Godot.Color})">
            <summary>
            <para>Draw drop cap into a canvas item at a given position, with <c>color</c>. <c>pos</c> specifies the top left corner of the bounding box.</para>
            </summary>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.TextParagraph.DrawDropcapOutline(Godot.Rid,Godot.Vector2,System.Int32,System.Nullable{Godot.Color})">
            <summary>
            <para>Draw drop cap outline into a canvas item at a given position, with <c>color</c>. <c>pos</c> specifies the top left corner of the bounding box.</para>
            </summary>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.TextParagraph.HitTest(Godot.Vector2)">
            <summary>
            <para>Returns caret character offset at the specified coordinates. This function always returns a valid position.</para>
            </summary>
        </member>
        <member name="T:Godot.TextServer">
            <summary>
            <para><see cref="T:Godot.TextServer"/> is the API backend for managing fonts and rendering text.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.FontAntialiasing.None">
            <summary>
            <para>Font glyphs are rasterized as 1-bit bitmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.FontAntialiasing.Gray">
            <summary>
            <para>Font glyphs are rasterized as 8-bit grayscale anti-aliased bitmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.FontAntialiasing.Lcd">
            <summary>
            <para>Font glyphs are rasterized for LCD screens.</para>
            <para>LCD subpixel layout is determined by the value of <c>gui/theme/lcd_subpixel_layout</c> project settings.</para>
            <para>LCD subpixel anti-aliasing mode is suitable only for rendering horizontal, unscaled text in 2D.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.FontLcdSubpixelLayout.None">
            <summary>
            <para>Unknown or unsupported subpixel layout, LCD subpixel antialiasing is disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.FontLcdSubpixelLayout.Hrgb">
            <summary>
            <para>Horizontal RGB subpixel layout.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.FontLcdSubpixelLayout.Hbgr">
            <summary>
            <para>Horizontal BGR subpixel layout.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.FontLcdSubpixelLayout.Vrgb">
            <summary>
            <para>Vertical RGB subpixel layout.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.FontLcdSubpixelLayout.Vbgr">
            <summary>
            <para>Vertical BGR subpixel layout.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Direction.Auto">
            <summary>
            <para>Text direction is determined based on contents and current locale.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Direction.Ltr">
            <summary>
            <para>Text is written from left to right.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Direction.Rtl">
            <summary>
            <para>Text is written from right to left.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Direction.Inherited">
            <summary>
            <para>Text writing direction is the same as base string writing direction. Used for BiDi override only.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Orientation.Horizontal">
            <summary>
            <para>Text is written horizontally.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Orientation.Vertical">
            <summary>
            <para>Left to right text is written vertically from top to bottom.</para>
            <para>Right to left text is written vertically from bottom to top.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.JustificationFlag.None">
            <summary>
            <para>Do not justify text.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.JustificationFlag.Kashida">
            <summary>
            <para>Justify text by adding and removing kashidas.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.JustificationFlag.WordBound">
            <summary>
            <para>Justify text by changing width of the spaces between the words.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.JustificationFlag.TrimEdgeSpaces">
            <summary>
            <para>Remove trailing and leading spaces from the justified text.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.JustificationFlag.AfterLastTab">
            <summary>
            <para>Only apply justification to the part of the text after the last tab.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.JustificationFlag.ConstrainEllipsis">
            <summary>
            <para>Apply justification to the trimmed line with ellipsis.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.JustificationFlag.SkipLastLine">
            <summary>
            <para>Do not apply justification to the last line of the paragraph.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.JustificationFlag.SkipLastLineWithVisibleChars">
            <summary>
            <para>Do not apply justification to the last line of the paragraph with visible characters (takes precedence over <see cref="F:Godot.TextServer.JustificationFlag.SkipLastLine"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.JustificationFlag.DoNotSkipSingleLine">
            <summary>
            <para>Always apply justification to the paragraphs with a single line (<see cref="F:Godot.TextServer.JustificationFlag.SkipLastLine"/> and <see cref="F:Godot.TextServer.JustificationFlag.SkipLastLineWithVisibleChars"/> are ignored).</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.AutowrapMode.Off">
            <summary>
            <para>Autowrap is disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.AutowrapMode.Arbitrary">
            <summary>
            <para>Wraps the text inside the node's bounding rectangle by allowing to break lines at arbitrary positions, which is useful when very limited space is available.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.AutowrapMode.Word">
            <summary>
            <para>Wraps the text inside the node's bounding rectangle by soft-breaking between words.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.AutowrapMode.WordSmart">
            <summary>
            <para>Behaves similarly to <see cref="F:Godot.TextServer.AutowrapMode.Word"/>, but force-breaks a word if that single word does not fit in one line.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.LineBreakFlag.None">
            <summary>
            <para>Do not break the line.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.LineBreakFlag.Mandatory">
            <summary>
            <para>Break the line at the line mandatory break characters (e.g. <c>"\n"</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.LineBreakFlag.WordBound">
            <summary>
            <para>Break the line between the words.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.LineBreakFlag.GraphemeBound">
            <summary>
            <para>Break the line between any unconnected graphemes.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.LineBreakFlag.Adaptive">
            <summary>
            <para>Should be used only in conjunction with <see cref="F:Godot.TextServer.LineBreakFlag.WordBound"/>, break the line between any unconnected graphemes, if it's impossible to break it between the words.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.LineBreakFlag.TrimEdgeSpaces">
            <summary>
            <para>Remove edge spaces from the broken line segments.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.VisibleCharactersBehavior.CharsBeforeShaping">
            <summary>
            <para>Trims text before the shaping. e.g, increasing <see cref="P:Godot.Label.VisibleCharacters"/> or <see cref="P:Godot.RichTextLabel.VisibleCharacters"/> value is visually identical to typing the text.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.VisibleCharactersBehavior.CharsAfterShaping">
            <summary>
            <para>Displays glyphs that are mapped to the first <see cref="P:Godot.Label.VisibleCharacters"/> or <see cref="P:Godot.RichTextLabel.VisibleCharacters"/> characters from the beginning of the text.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.VisibleCharactersBehavior.GlyphsAuto">
            <summary>
            <para>Displays <see cref="P:Godot.Label.VisibleRatio"/> or <see cref="P:Godot.RichTextLabel.VisibleRatio"/> glyphs, starting from the left or from the right, depending on <see cref="P:Godot.Control.LayoutDirection"/> value.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.VisibleCharactersBehavior.GlyphsLtr">
            <summary>
            <para>Displays <see cref="P:Godot.Label.VisibleRatio"/> or <see cref="P:Godot.RichTextLabel.VisibleRatio"/> glyphs, starting from the left.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.VisibleCharactersBehavior.GlyphsRtl">
            <summary>
            <para>Displays <see cref="P:Godot.Label.VisibleRatio"/> or <see cref="P:Godot.RichTextLabel.VisibleRatio"/> glyphs, starting from the right.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.OverrunBehavior.NoTrimming">
            <summary>
            <para>No text trimming is performed.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.OverrunBehavior.TrimChar">
            <summary>
            <para>Trims the text per character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.OverrunBehavior.TrimWord">
            <summary>
            <para>Trims the text per word.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.OverrunBehavior.TrimEllipsis">
            <summary>
            <para>Trims the text per character and adds an ellipsis to indicate that parts are hidden.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.OverrunBehavior.TrimWordEllipsis">
            <summary>
            <para>Trims the text per word and adds an ellipsis to indicate that parts are hidden.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.TextOverrunFlag.NoTrim">
            <summary>
            <para>No trimming is performed.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.TextOverrunFlag.Trim">
            <summary>
            <para>Trims the text when it exceeds the given width.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.TextOverrunFlag.TrimWordOnly">
            <summary>
            <para>Trims the text per word instead of per grapheme.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.TextOverrunFlag.AddEllipsis">
            <summary>
            <para>Determines whether an ellipsis should be added at the end of the text.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.TextOverrunFlag.EnforceEllipsis">
            <summary>
            <para>Determines whether the ellipsis at the end of the text is enforced and may not be hidden.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.GraphemeFlag.Valid">
            <summary>
            <para>Grapheme is supported by the font, and can be drawn.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.GraphemeFlag.Rtl">
            <summary>
            <para>Grapheme is part of right-to-left or bottom-to-top run.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.GraphemeFlag.Virtual">
            <summary>
            <para>Grapheme is not part of source text, it was added by justification process.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.GraphemeFlag.Space">
            <summary>
            <para>Grapheme is whitespace.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.GraphemeFlag.BreakHard">
            <summary>
            <para>Grapheme is mandatory break point (e.g. <c>"\n"</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.GraphemeFlag.BreakSoft">
            <summary>
            <para>Grapheme is optional break point (e.g. space).</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.GraphemeFlag.Tab">
            <summary>
            <para>Grapheme is the tabulation character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.GraphemeFlag.Elongation">
            <summary>
            <para>Grapheme is kashida.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.GraphemeFlag.Punctuation">
            <summary>
            <para>Grapheme is punctuation character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.GraphemeFlag.Underscore">
            <summary>
            <para>Grapheme is underscore character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.GraphemeFlag.Connected">
            <summary>
            <para>Grapheme is connected to the previous grapheme. Breaking line before this grapheme is not safe.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.GraphemeFlag.SafeToInsertTatweel">
            <summary>
            <para>It is safe to insert a U+0640 before this grapheme for elongation.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.GraphemeFlag.EmbeddedObject">
            <summary>
            <para>Grapheme is an object replacement character for the embedded object.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Hinting.None">
            <summary>
            <para>Disables font hinting (smoother but less crisp).</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Hinting.Light">
            <summary>
            <para>Use the light font hinting mode.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Hinting.Normal">
            <summary>
            <para>Use the default font hinting mode (crisper but less smooth).</para>
            <para><b>Note:</b> This hinting mode changes both horizontal and vertical glyph metrics. If applied to monospace font, some glyphs might have different width.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.SubpixelPositioning.Disabled">
            <summary>
            <para>Glyph horizontal position is rounded to the whole pixel size, each glyph is rasterized once.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.SubpixelPositioning.Auto">
            <summary>
            <para>Glyph horizontal position is rounded based on font size.</para>
            <para>- To one quarter of the pixel size if font size is smaller or equal to <see cref="F:Godot.TextServer.SubpixelPositioning.OneQuarterMaxSize"/>.</para>
            <para>- To one half of the pixel size if font size is smaller or equal to <see cref="F:Godot.TextServer.SubpixelPositioning.OneHalfMaxSize"/>.</para>
            <para>- To the whole pixel size for larger fonts.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.SubpixelPositioning.OneHalf">
            <summary>
            <para>Glyph horizontal position is rounded to one half of the pixel size, each glyph is rasterized up to two times.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.SubpixelPositioning.OneQuarter">
            <summary>
            <para>Glyph horizontal position is rounded to one quarter of the pixel size, each glyph is rasterized up to four times.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.SubpixelPositioning.OneHalfMaxSize">
            <summary>
            <para>Maximum font size which will use one half of the pixel subpixel positioning in <see cref="F:Godot.TextServer.SubpixelPositioning.Auto"/> mode.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.SubpixelPositioning.OneQuarterMaxSize">
            <summary>
            <para>Maximum font size which will use one quarter of the pixel subpixel positioning in <see cref="F:Godot.TextServer.SubpixelPositioning.Auto"/> mode.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.SimpleLayout">
            <summary>
            <para>TextServer supports simple text layouts.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.BidiLayout">
            <summary>
            <para>TextServer supports bidirectional text layouts.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.VerticalLayout">
            <summary>
            <para>TextServer supports vertical layouts.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.Shaping">
            <summary>
            <para>TextServer supports complex text shaping.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.KashidaJustification">
            <summary>
            <para>TextServer supports justification using kashidas.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.BreakIterators">
            <summary>
            <para>TextServer supports complex line/word breaking rules (e.g. dictionary based).</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.FontBitmap">
            <summary>
            <para>TextServer supports loading bitmap fonts.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.FontDynamic">
            <summary>
            <para>TextServer supports loading dynamic (TrueType, OpeType, etc.) fonts.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.FontMsdf">
            <summary>
            <para>TextServer supports multichannel signed distance field dynamic font rendering.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.FontSystem">
            <summary>
            <para>TextServer supports loading system fonts.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.FontVariable">
            <summary>
            <para>TextServer supports variable fonts.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.ContextSensitiveCaseConversion">
            <summary>
            <para>TextServer supports locale dependent and context sensitive case conversion.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.UseSupportData">
            <summary>
            <para>TextServer require external data file for some features, see <see cref="M:Godot.TextServer.LoadSupportData(System.String)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.UnicodeIdentifiers">
            <summary>
            <para>TextServer supports UAX #31 identifier validation, see <see cref="M:Godot.TextServer.IsValidIdentifier(System.String)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.Feature.UnicodeSecurity">
            <summary>
            <para>TextServer supports <a href="https://unicode.org/reports/tr36/">Unicode Technical Report #36</a> and <a href="https://unicode.org/reports/tr39/">Unicode Technical Standard #39</a> based spoof detection features.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.ContourPointTag.On">
            <summary>
            <para>Contour point is on the curve.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.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.TextServer.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="F:Godot.TextServer.SpacingType.Glyph">
            <summary>
            <para>Spacing for each glyph.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.SpacingType.Space">
            <summary>
            <para>Spacing for the space character.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.SpacingType.Top">
            <summary>
            <para>Spacing at the top of the line.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.SpacingType.Bottom">
            <summary>
            <para>Spacing at the bottom of the line.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.FontStyle.Bold">
            <summary>
            <para>Font is bold.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.FontStyle.Italic">
            <summary>
            <para>Font is italic or oblique.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.FontStyle.FixedWidth">
            <summary>
            <para>Font have fixed-width characters.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.StructuredTextParser.Default">
            <summary>
            <para>Use default Unicode BiDi algorithm.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.StructuredTextParser.Uri">
            <summary>
            <para>BiDi override for URI.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.StructuredTextParser.File">
            <summary>
            <para>BiDi override for file path.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.StructuredTextParser.Email">
            <summary>
            <para>BiDi override for email.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.StructuredTextParser.List">
            <summary>
            <para>BiDi override for lists.</para>
            <para>Structured text options: list separator <c>String</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.StructuredTextParser.Gdscript">
            <summary>
            <para>BiDi override for GDScript.</para>
            </summary>
        </member>
        <member name="F:Godot.TextServer.StructuredTextParser.Custom">
            <summary>
            <para>User defined structured text BiDi override function.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.HasFeature(Godot.TextServer.Feature)">
            <summary>
            <para>Returns <c>true</c> if the server supports a feature.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.GetName">
            <summary>
            <para>Returns the name of the server interface.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.GetFeatures">
            <summary>
            <para>Returns text server features, see <see cref="T:Godot.TextServer.Feature"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.LoadSupportData(System.String)">
            <summary>
            <para>Loads optional TextServer database (e.g. ICU break iterators and dictionaries).</para>
            <para><b>Note:</b> This function should be called before any other TextServer functions used, otherwise it won't have any effect.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.GetSupportDataFileName">
            <summary>
            <para>Returns default TextServer database (e.g. ICU break iterators and dictionaries) filename.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.GetSupportDataInfo">
            <summary>
            <para>Returns TextServer database (e.g. ICU break iterators and dictionaries) description.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.SaveSupportData(System.String)">
            <summary>
            <para>Saves optional TextServer database (e.g. ICU break iterators and dictionaries) to the file.</para>
            <para><b>Note:</b> This function is used by during project export, to include TextServer database.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.IsLocaleRightToLeft(System.String)">
            <summary>
            <para>Returns <c>true</c> if locale is right-to-left.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.NameToTag(System.String)">
            <summary>
            <para>Converts readable feature, variation, script or language name to OpenType tag.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.TagToName(System.Int64)">
            <summary>
            <para>Converts OpenType tag to readable feature, variation, script or language name.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.Has(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if <c>rid</c> is valid resource owned by this text server.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FreeRid(Godot.Rid)">
            <summary>
            <para>Frees an object created by this <see cref="T:Godot.TextServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.CreateFont">
            <summary>
            <para>Creates a new, empty font cache entry resource. To free the resulting resource, use the <see cref="M:Godot.TextServer.FreeRid(Godot.Rid)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetData(Godot.Rid,System.Byte[])">
            <summary>
            <para>Sets font source data, e.g contents of the dynamic font source file.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetFaceIndex(Godot.Rid,System.Int64)">
            <summary>
            <para>Sets an active face index in the TrueType / OpenType collection.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetFaceIndex(Godot.Rid)">
            <summary>
            <para>Recturns an active face index in the TrueType / OpenType collection.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetFaceCount(Godot.Rid)">
            <summary>
            <para>Returns number of faces in the TrueType / OpenType collection.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetStyle(Godot.Rid,Godot.TextServer.FontStyle)">
            <summary>
            <para>Sets the font style flags, see <see cref="T:Godot.TextServer.FontStyle"/>.</para>
            <para><b>Note:</b> This value is used for font matching only and will not affect font rendering. Use <see cref="M:Godot.TextServer.FontSetFaceIndex(Godot.Rid,System.Int64)"/>, <see cref="M:Godot.TextServer.FontSetVariationCoordinates(Godot.Rid,Godot.Collections.Dictionary)"/>, <see cref="M:Godot.TextServer.FontSetEmbolden(Godot.Rid,System.Double)"/>, or <see cref="M:Godot.TextServer.FontSetTransform(Godot.Rid,Godot.Transform2D)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetStyle(Godot.Rid)">
            <summary>
            <para>Returns font style flags, see <see cref="T:Godot.TextServer.FontStyle"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetName(Godot.Rid,System.String)">
            <summary>
            <para>Sets the font family name.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetName(Godot.Rid)">
            <summary>
            <para>Returns font family name.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetOtNameStrings(Godot.Rid)">
            <summary>
            <para>Returns <see cref="T:Godot.Collections.Dictionary"/> with OpenType font name strings (localized font names, version, description, license information, sample text, etc.).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetStyleName(Godot.Rid,System.String)">
            <summary>
            <para>Sets the font style name.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetStyleName(Godot.Rid)">
            <summary>
            <para>Returns font style name.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetWeight(Godot.Rid,System.Int64)">
            <summary>
            <para>Sets weight (boldness) of the font. A value in the <c>100...999</c> range, normal font weight is <c>400</c>, bold font weight is <c>700</c>.</para>
            <para><b>Note:</b> This value is used for font matching only and will not affect font rendering. Use <see cref="M:Godot.TextServer.FontSetFaceIndex(Godot.Rid,System.Int64)"/>, <see cref="M:Godot.TextServer.FontSetVariationCoordinates(Godot.Rid,Godot.Collections.Dictionary)"/>, or <see cref="M:Godot.TextServer.FontSetEmbolden(Godot.Rid,System.Double)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetWeight(Godot.Rid)">
            <summary>
            <para>Returns weight (boldness) of the font. A value in the <c>100...999</c> range, normal font weight is <c>400</c>, bold font weight is <c>700</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetStretch(Godot.Rid,System.Int64)">
            <summary>
            <para>Sets font stretch amount, compared to a normal width. A percentage value between <c>50%</c> and <c>200%</c>.</para>
            <para><b>Note:</b> This value is used for font matching only and will not affect font rendering. Use <see cref="M:Godot.TextServer.FontSetFaceIndex(Godot.Rid,System.Int64)"/>, <see cref="M:Godot.TextServer.FontSetVariationCoordinates(Godot.Rid,Godot.Collections.Dictionary)"/>, or <see cref="M:Godot.TextServer.FontSetTransform(Godot.Rid,Godot.Transform2D)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetStretch(Godot.Rid)">
            <summary>
            <para>Returns font stretch amount, compared to a normal width. A percentage value between <c>50%</c> and <c>200%</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetAntialiasing(Godot.Rid,Godot.TextServer.FontAntialiasing)">
            <summary>
            <para>Sets font anti-aliasing mode.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetAntialiasing(Godot.Rid)">
            <summary>
            <para>Returns font anti-aliasing mode.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetGenerateMipmaps(Godot.Rid,System.Boolean)">
            <summary>
            <para>If set to <c>true</c> font texture mipmap generation is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetGenerateMipmaps(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if font texture mipmap generation is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetMultichannelSignedDistanceField(Godot.Rid,System.Boolean)">
            <summary>
            <para>If set to <c>true</c>, glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data. MSDF rendering allows displaying the font at any scaling factor without blurriness, and without incurring a CPU cost when the font size changes (since the font no longer needs to be rasterized on the CPU). As a downside, font hinting is not available with MSDF. The lack of font hinting may result in less crisp and less readable fonts at small sizes.</para>
            <para><b>Note:</b> MSDF font rendering does not render glyphs with overlapping shapes correctly. Overlapping shapes are not valid per the OpenType standard, but are still commonly found in many font files, especially those converted by Google Fonts. To avoid issues with overlapping glyphs, consider downloading the font file directly from the type foundry instead of relying on Google Fonts.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontIsMultichannelSignedDistanceField(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetMsdfPixelRange(Godot.Rid,System.Int64)">
            <summary>
            <para>Sets the width of the range around the shape between the minimum and maximum representable signed distance.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetMsdfPixelRange(Godot.Rid)">
            <summary>
            <para>Returns the width of the range around the shape between the minimum and maximum representable signed distance.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetMsdfSize(Godot.Rid,System.Int64)">
            <summary>
            <para>Sets source font size used to generate MSDF textures.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetMsdfSize(Godot.Rid)">
            <summary>
            <para>Returns source font size used to generate MSDF textures.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetFixedSize(Godot.Rid,System.Int64)">
            <summary>
            <para>Sets bitmap font fixed size. If set to value greater than zero, same cache entry will be used for all font sizes.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetFixedSize(Godot.Rid)">
            <summary>
            <para>Returns bitmap font fixed size.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetAllowSystemFallback(Godot.Rid,System.Boolean)">
            <summary>
            <para>If set to <c>true</c>, system fonts can be automatically used as fallbacks.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontIsAllowSystemFallback(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if system fonts can be automatically used as fallbacks.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetForceAutohinter(Godot.Rid,System.Boolean)">
            <summary>
            <para>If set to <c>true</c> auto-hinting is preferred over font built-in hinting.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontIsForceAutohinter(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetHinting(Godot.Rid,Godot.TextServer.Hinting)">
            <summary>
            <para>Sets font hinting mode. Used by dynamic fonts only.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetHinting(Godot.Rid)">
            <summary>
            <para>Returns the font hinting mode. Used by dynamic fonts only.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetSubpixelPositioning(Godot.Rid,Godot.TextServer.SubpixelPositioning)">
            <summary>
            <para>Sets font subpixel glyph positioning mode.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetSubpixelPositioning(Godot.Rid)">
            <summary>
            <para>Returns font subpixel glyph positioning mode.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetEmbolden(Godot.Rid,System.Double)">
            <summary>
            <para>Sets font embolden strength. If <c>strength</c> is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetEmbolden(Godot.Rid)">
            <summary>
            <para>Returns font embolden strength.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetTransform(Godot.Rid,Godot.Transform2D)">
            <summary>
            <para>Sets 2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs.</para>
            <para>For example, to simulate italic typeface by slanting, apply the following transform <c>Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetTransform(Godot.Rid)">
            <summary>
            <para>Returns 2D transform applied to the font outlines.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetVariationCoordinates(Godot.Rid,Godot.Collections.Dictionary)">
            <summary>
            <para>Sets variation coordinates for the specified font cache entry. See <see cref="M:Godot.TextServer.FontSupportedVariationList(Godot.Rid)"/> for more info.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetVariationCoordinates(Godot.Rid)">
            <summary>
            <para>Returns variation coordinates for the specified font cache entry. See <see cref="M:Godot.TextServer.FontSupportedVariationList(Godot.Rid)"/> for more info.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetOversampling(Godot.Rid,System.Double)">
            <summary>
            <para>Sets font oversampling factor, if set to <c>0.0</c> global oversampling factor is used instead. Used by dynamic fonts only.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetOversampling(Godot.Rid)">
            <summary>
            <para>Returns font oversampling factor, if set to <c>0.0</c> global oversampling factor is used instead. Used by dynamic fonts only.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetSizeCacheList(Godot.Rid)">
            <summary>
            <para>Returns list of the font sizes in the cache. Each size is <c>Vector2i</c> with font size and outline size.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontClearSizeCache(Godot.Rid)">
            <summary>
            <para>Removes all font sizes from the cache entry.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontRemoveSizeCache(Godot.Rid,Godot.Vector2I)">
            <summary>
            <para>Removes specified font size from the cache entry.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetAscent(Godot.Rid,System.Int64,System.Double)">
            <summary>
            <para>Sets the font ascent (number of pixels above the baseline).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetAscent(Godot.Rid,System.Int64)">
            <summary>
            <para>Returns the font ascent (number of pixels above the baseline).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetDescent(Godot.Rid,System.Int64,System.Double)">
            <summary>
            <para>Sets the font descent (number of pixels below the baseline).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetDescent(Godot.Rid,System.Int64)">
            <summary>
            <para>Returns the font descent (number of pixels below the baseline).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetUnderlinePosition(Godot.Rid,System.Int64,System.Double)">
            <summary>
            <para>Sets pixel offset of the underline below the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetUnderlinePosition(Godot.Rid,System.Int64)">
            <summary>
            <para>Returns pixel offset of the underline below the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetUnderlineThickness(Godot.Rid,System.Int64,System.Double)">
            <summary>
            <para>Sets thickness of the underline in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetUnderlineThickness(Godot.Rid,System.Int64)">
            <summary>
            <para>Returns thickness of the underline in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetScale(Godot.Rid,System.Int64,System.Double)">
            <summary>
            <para>Sets scaling factor of the color bitmap font.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetScale(Godot.Rid,System.Int64)">
            <summary>
            <para>Returns scaling factor of the color bitmap font.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetTextureCount(Godot.Rid,Godot.Vector2I)">
            <summary>
            <para>Returns number of textures used by font cache entry.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontClearTextures(Godot.Rid,Godot.Vector2I)">
            <summary>
            <para>Removes all textures from font cache entry.</para>
            <para><b>Note:</b> This function will not remove glyphs associated with the texture, use <see cref="M:Godot.TextServer.FontRemoveGlyph(Godot.Rid,Godot.Vector2I,System.Int64)"/> to remove them manually.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontRemoveTexture(Godot.Rid,Godot.Vector2I,System.Int64)">
            <summary>
            <para>Removes specified texture from the cache entry.</para>
            <para><b>Note:</b> This function will not remove glyphs associated with the texture, remove them manually, using <see cref="M:Godot.TextServer.FontRemoveGlyph(Godot.Rid,Godot.Vector2I,System.Int64)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetTextureImage(Godot.Rid,Godot.Vector2I,System.Int64,Godot.Image)">
            <summary>
            <para>Sets font cache texture image data.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetTextureImage(Godot.Rid,Godot.Vector2I,System.Int64)">
            <summary>
            <para>Returns font cache texture image data.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetTextureOffsets(Godot.Rid,Godot.Vector2I,System.Int64,System.Int32[])">
            <summary>
            <para>Sets array containing glyph packing data.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetTextureOffsets(Godot.Rid,Godot.Vector2I,System.Int64)">
            <summary>
            <para>Returns array containing glyph packing data.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetGlyphList(Godot.Rid,Godot.Vector2I)">
            <summary>
            <para>Returns list of rendered glyphs in the cache entry.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontClearGlyphs(Godot.Rid,Godot.Vector2I)">
            <summary>
            <para>Removes all rendered glyphs information from the cache entry.</para>
            <para><b>Note:</b> This function will not remove textures associated with the glyphs, use <see cref="M:Godot.TextServer.FontRemoveTexture(Godot.Rid,Godot.Vector2I,System.Int64)"/> to remove them manually.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontRemoveGlyph(Godot.Rid,Godot.Vector2I,System.Int64)">
            <summary>
            <para>Removes specified rendered glyph information from the cache entry.</para>
            <para><b>Note:</b> This function will not remove textures associated with the glyphs, use <see cref="M:Godot.TextServer.FontRemoveTexture(Godot.Rid,Godot.Vector2I,System.Int64)"/> to remove them manually.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetGlyphAdvance(Godot.Rid,System.Int64,System.Int64)">
            <summary>
            <para>Returns glyph advance (offset of the next glyph).</para>
            <para><b>Note:</b> Advance for glyphs outlines is the same as the base glyph advance and is not saved.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetGlyphAdvance(Godot.Rid,System.Int64,System.Int64,Godot.Vector2)">
            <summary>
            <para>Sets glyph advance (offset of the next glyph).</para>
            <para><b>Note:</b> Advance for glyphs outlines is the same as the base glyph advance and is not saved.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetGlyphOffset(Godot.Rid,Godot.Vector2I,System.Int64)">
            <summary>
            <para>Returns glyph offset from the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetGlyphOffset(Godot.Rid,Godot.Vector2I,System.Int64,Godot.Vector2)">
            <summary>
            <para>Sets glyph offset from the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetGlyphSize(Godot.Rid,Godot.Vector2I,System.Int64)">
            <summary>
            <para>Returns size of the glyph.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetGlyphSize(Godot.Rid,Godot.Vector2I,System.Int64,Godot.Vector2)">
            <summary>
            <para>Sets size of the glyph.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetGlyphUVRect(Godot.Rid,Godot.Vector2I,System.Int64)">
            <summary>
            <para>Returns rectangle in the cache texture containing the glyph.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetGlyphUVRect(Godot.Rid,Godot.Vector2I,System.Int64,Godot.Rect2)">
            <summary>
            <para>Sets rectangle in the cache texture containing the glyph.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetGlyphTextureIdx(Godot.Rid,Godot.Vector2I,System.Int64)">
            <summary>
            <para>Returns index of the cache texture containing the glyph.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetGlyphTextureIdx(Godot.Rid,Godot.Vector2I,System.Int64,System.Int64)">
            <summary>
            <para>Sets index of the cache texture containing the glyph.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetGlyphTextureRid(Godot.Rid,Godot.Vector2I,System.Int64)">
            <summary>
            <para>Returns resource ID of the cache texture containing the glyph.</para>
            <para><b>Note:</b> If there are pending glyphs to render, calling this function might trigger the texture cache update.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetGlyphTextureSize(Godot.Rid,Godot.Vector2I,System.Int64)">
            <summary>
            <para>Returns size of the cache texture containing the glyph.</para>
            <para><b>Note:</b> If there are pending glyphs to render, calling this function might trigger the texture cache update.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetGlyphContours(Godot.Rid,System.Int64,System.Int64)">
            <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.TextServer.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="M:Godot.TextServer.FontGetKerningList(Godot.Rid,System.Int64)">
            <summary>
            <para>Returns list of the kerning overrides.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontClearKerningMap(Godot.Rid,System.Int64)">
            <summary>
            <para>Removes all kerning overrides.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontRemoveKerning(Godot.Rid,System.Int64,Godot.Vector2I)">
            <summary>
            <para>Removes kerning override for the pair of glyphs.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetKerning(Godot.Rid,System.Int64,Godot.Vector2I,Godot.Vector2)">
            <summary>
            <para>Sets kerning for the pair of glyphs.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetKerning(Godot.Rid,System.Int64,Godot.Vector2I)">
            <summary>
            <para>Returns kerning for the pair of glyphs.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetGlyphIndex(Godot.Rid,System.Int64,System.Int64,System.Int64)">
            <summary>
            <para>Returns the glyph index of a <c>char</c>, optionally modified by the <c>variationSelector</c>.  See <see cref="M:Godot.TextServer.FontGetCharFromGlyphIndex(Godot.Rid,System.Int64,System.Int64)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetCharFromGlyphIndex(Godot.Rid,System.Int64,System.Int64)">
            <summary>
            <para>Returns character code associated with <c>glyphIndex</c>, or <c>0</c> if <c>glyphIndex</c> is invalid. See <see cref="M:Godot.TextServer.FontGetGlyphIndex(Godot.Rid,System.Int64,System.Int64,System.Int64)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontHasChar(Godot.Rid,System.Int64)">
            <summary>
            <para>Returns <c>true</c> if a Unicode <c>char</c> is available in the font.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetSupportedChars(Godot.Rid)">
            <summary>
            <para>Returns a string containing all the characters available in the font.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontRenderRange(Godot.Rid,Godot.Vector2I,System.Int64,System.Int64)">
            <summary>
            <para>Renders the range of characters to the font cache texture.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontRenderGlyph(Godot.Rid,Godot.Vector2I,System.Int64)">
            <summary>
            <para>Renders specified glyph to the font cache texture.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontDrawGlyph(Godot.Rid,Godot.Rid,System.Int64,Godot.Vector2,System.Int64,System.Nullable{Godot.Color})">
            <summary>
            <para>Draws single glyph into a canvas item at the position, using <c>fontRid</c> at the size <c>size</c>.</para>
            <para><b>Note:</b> Glyph index is specific to the font, use glyphs indices returned by <see cref="M:Godot.TextServer.ShapedTextGetGlyphs(Godot.Rid)"/> or <see cref="M:Godot.TextServer.FontGetGlyphIndex(Godot.Rid,System.Int64,System.Int64,System.Int64)"/>.</para>
            <para><b>Note:</b> If there are pending glyphs to render, calling this function might trigger the texture cache update.</para>
            </summary>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.TextServer.FontDrawGlyphOutline(Godot.Rid,Godot.Rid,System.Int64,System.Int64,Godot.Vector2,System.Int64,System.Nullable{Godot.Color})">
            <summary>
            <para>Draws single glyph outline of size <c>outlineSize</c> into a canvas item at the position, using <c>fontRid</c> at the size <c>size</c>.</para>
            <para><b>Note:</b> Glyph index is specific to the font, use glyphs indices returned by <see cref="M:Godot.TextServer.ShapedTextGetGlyphs(Godot.Rid)"/> or <see cref="M:Godot.TextServer.FontGetGlyphIndex(Godot.Rid,System.Int64,System.Int64,System.Int64)"/>.</para>
            <para><b>Note:</b> If there are pending glyphs to render, calling this function might trigger the texture cache update.</para>
            </summary>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.TextServer.FontIsLanguageSupported(Godot.Rid,System.String)">
            <summary>
            <para>Returns <c>true</c>, if font supports given language (<a href="https://en.wikipedia.org/wiki/ISO_639-1">ISO 639</a> code).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetLanguageSupportOverride(Godot.Rid,System.String,System.Boolean)">
            <summary>
            <para>Adds override for <see cref="M:Godot.TextServer.FontIsLanguageSupported(Godot.Rid,System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetLanguageSupportOverride(Godot.Rid,System.String)">
            <summary>
            <para>Returns <c>true</c> if support override is enabled for the <c>language</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontRemoveLanguageSupportOverride(Godot.Rid,System.String)">
            <summary>
            <para>Remove language support override.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetLanguageSupportOverrides(Godot.Rid)">
            <summary>
            <para>Returns list of language support overrides.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontIsScriptSupported(Godot.Rid,System.String)">
            <summary>
            <para>Returns <c>true</c>, if font supports given script (ISO 15924 code).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetScriptSupportOverride(Godot.Rid,System.String,System.Boolean)">
            <summary>
            <para>Adds override for <see cref="M:Godot.TextServer.FontIsScriptSupported(Godot.Rid,System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetScriptSupportOverride(Godot.Rid,System.String)">
            <summary>
            <para>Returns <c>true</c> if support override is enabled for the <c>script</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontRemoveScriptSupportOverride(Godot.Rid,System.String)">
            <summary>
            <para>Removes script support override.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetScriptSupportOverrides(Godot.Rid)">
            <summary>
            <para>Returns list of script support overrides.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetOpentypeFeatureOverrides(Godot.Rid,Godot.Collections.Dictionary)">
            <summary>
            <para>Sets font OpenType feature set override.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetOpentypeFeatureOverrides(Godot.Rid)">
            <summary>
            <para>Returns font OpenType feature set override.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSupportedFeatureList(Godot.Rid)">
            <summary>
            <para>Returns the dictionary of the supported OpenType features.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSupportedVariationList(Godot.Rid)">
            <summary>
            <para>Returns the dictionary of the supported OpenType variation coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontGetGlobalOversampling">
            <summary>
            <para>Returns the font oversampling factor, shared by all fonts in the TextServer.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FontSetGlobalOversampling(System.Double)">
            <summary>
            <para>Sets oversampling factor, shared by all font in the TextServer.</para>
            <para><b>Note:</b> This value can be automatically changed by display server.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.GetHexCodeBoxSize(System.Int64,System.Int64)">
            <summary>
            <para>Returns size of the replacement character (box with character hexadecimal code that is drawn in place of invalid characters).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.DrawHexCodeBox(Godot.Rid,System.Int64,Godot.Vector2,System.Int64,Godot.Color)">
            <summary>
            <para>Draws box displaying character hexadecimal code. Used for replacing missing characters.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.CreateShapedText(Godot.TextServer.Direction,Godot.TextServer.Orientation)">
            <summary>
            <para>Creates new buffer for complex text layout, with the given <c>direction</c> and <c>orientation</c>. To free the resulting buffer, use <see cref="M:Godot.TextServer.FreeRid(Godot.Rid)"/> method.</para>
            <para><b>Note:</b> Direction is ignored if server does not support <see cref="F:Godot.TextServer.Feature.BidiLayout"/> feature (supported by <see cref="T:Godot.TextServerAdvanced"/>).</para>
            <para><b>Note:</b> Orientation is ignored if server does not support <see cref="F:Godot.TextServer.Feature.VerticalLayout"/> feature (supported by <see cref="T:Godot.TextServerAdvanced"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextClear(Godot.Rid)">
            <summary>
            <para>Clears text buffer (removes text and inline objects).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextSetDirection(Godot.Rid,Godot.TextServer.Direction)">
            <summary>
            <para>Sets desired text direction. If set to <see cref="F:Godot.TextServer.Direction.Auto"/>, direction will be detected based on the buffer contents and current locale.</para>
            <para><b>Note:</b> Direction is ignored if server does not support <see cref="F:Godot.TextServer.Feature.BidiLayout"/> feature (supported by <see cref="T:Godot.TextServerAdvanced"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetDirection(Godot.Rid)">
            <summary>
            <para>Returns direction of the text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetInferredDirection(Godot.Rid)">
            <summary>
            <para>Returns direction of the text, inferred by the BiDi algorithm.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextSetBidiOverride(Godot.Rid,Godot.Collections.Array)">
            <summary>
            <para>Overrides BiDi for the structured text.</para>
            <para>Override ranges should cover full source text without overlaps. BiDi algorithm will be used on each range separately.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextSetCustomPunctuation(Godot.Rid,System.String)">
            <summary>
            <para>Sets custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetCustomPunctuation(Godot.Rid)">
            <summary>
            <para>Returns custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextSetOrientation(Godot.Rid,Godot.TextServer.Orientation)">
            <summary>
            <para>Sets desired text orientation.</para>
            <para><b>Note:</b> Orientation is ignored if server does not support <see cref="F:Godot.TextServer.Feature.VerticalLayout"/> feature (supported by <see cref="T:Godot.TextServerAdvanced"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetOrientation(Godot.Rid)">
            <summary>
            <para>Returns text orientation.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextSetPreserveInvalid(Godot.Rid,System.Boolean)">
            <summary>
            <para>If set to <c>true</c> text buffer will display invalid characters as hexadecimal codes, otherwise nothing is displayed.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetPreserveInvalid(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if text buffer is configured to display hexadecimal codes in place of invalid characters.</para>
            <para><b>Note:</b> If set to <c>false</c>, nothing is displayed in place of invalid characters.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextSetPreserveControl(Godot.Rid,System.Boolean)">
            <summary>
            <para>If set to <c>true</c> text buffer will display control characters.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetPreserveControl(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if text buffer is configured to display control characters.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextSetSpacing(Godot.Rid,Godot.TextServer.SpacingType,System.Int64)">
            <summary>
            <para>Sets extra spacing added between glyphs or lines in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetSpacing(Godot.Rid,Godot.TextServer.SpacingType)">
            <summary>
            <para>Returns extra spacing added between glyphs or lines in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextAddString(Godot.Rid,System.String,Godot.Collections.Array{Godot.Rid},System.Int64,Godot.Collections.Dictionary,System.String,Godot.Variant)">
            <summary>
            <para>Adds text span and font to draw it to the text buffer.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextAddObject(Godot.Rid,Godot.Variant,Godot.Vector2,Godot.InlineAlignment,System.Int64,System.Double)">
            <summary>
            <para>Adds inline object to the text buffer, <c>key</c> must be unique. In the text, object is represented as <c>length</c> object replacement characters.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextResizeObject(Godot.Rid,Godot.Variant,Godot.Vector2,Godot.InlineAlignment,System.Double)">
            <summary>
            <para>Sets new size and alignment of embedded object.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedGetSpanCount(Godot.Rid)">
            <summary>
            <para>Returns number of text spans added using <see cref="M:Godot.TextServer.ShapedTextAddString(Godot.Rid,System.String,Godot.Collections.Array{Godot.Rid},System.Int64,Godot.Collections.Dictionary,System.String,Godot.Variant)"/> or <see cref="M:Godot.TextServer.ShapedTextAddObject(Godot.Rid,Godot.Variant,Godot.Vector2,Godot.InlineAlignment,System.Int64,System.Double)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedGetSpanMeta(Godot.Rid,System.Int64)">
            <summary>
            <para>Returns text span metadata.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedSetSpanUpdateFont(Godot.Rid,System.Int64,Godot.Collections.Array{Godot.Rid},System.Int64,Godot.Collections.Dictionary)">
            <summary>
            <para>Changes text span font, font size and OpenType features, without changing the text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextSubstr(Godot.Rid,System.Int64,System.Int64)">
            <summary>
            <para>Returns text buffer for the substring of the text in the <c>shaped</c> text buffer (including inline objects).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetParent(Godot.Rid)">
            <summary>
            <para>Returns the parent buffer from which the substring originates.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextFitToWidth(Godot.Rid,System.Double,Godot.TextServer.JustificationFlag)">
            <summary>
            <para>Adjusts text width to fit to specified width, returns new text width.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextTabAlign(Godot.Rid,System.Single[])">
            <summary>
            <para>Aligns shaped text to the given tab-stops.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextShape(Godot.Rid)">
            <summary>
            <para>Shapes buffer if it's not shaped. Returns <c>true</c> if the string is shaped successfully.</para>
            <para><b>Note:</b> It is not necessary to call this function manually, buffer will be shaped automatically as soon as any of its output data is requested.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextIsReady(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c> if buffer is successfully shaped.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextHasVisibleChars(Godot.Rid)">
            <summary>
            <para>Returns <c>true</c>, if text buffer contents any visible characters.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetGlyphs(Godot.Rid)">
            <summary>
            <para>Returns an array of glyphs in the visual order.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextSortLogical(Godot.Rid)">
            <summary>
            <para>Returns text glyphs in the logical order.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetGlyphCount(Godot.Rid)">
            <summary>
            <para>Returns number of glyphs in the buffer.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetRange(Godot.Rid)">
            <summary>
            <para>Returns substring buffer character range in the parent buffer.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetLineBreaksAdv(Godot.Rid,System.Single[],System.Int64,System.Boolean,Godot.TextServer.LineBreakFlag)">
            <summary>
            <para>Breaks text to the lines and columns. Returns character ranges for each segment.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetLineBreaks(Godot.Rid,System.Double,System.Int64,Godot.TextServer.LineBreakFlag)">
            <summary>
            <para>Breaks text to the lines and returns character ranges for each line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetWordBreaks(Godot.Rid,Godot.TextServer.GraphemeFlag)">
            <summary>
            <para>Breaks text into words and returns array of character ranges. Use <c>graphemeFlags</c> to set what characters are used for breaking (see <see cref="T:Godot.TextServer.GraphemeFlag"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetTrimPos(Godot.Rid)">
            <summary>
            <para>Returns the position of the overrun trim.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetEllipsisPos(Godot.Rid)">
            <summary>
            <para>Returns position of the ellipsis.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetEllipsisGlyphs(Godot.Rid)">
            <summary>
            <para>Returns array of the glyphs in the ellipsis.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetEllipsisGlyphCount(Godot.Rid)">
            <summary>
            <para>Returns number of glyphs in the ellipsis.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextOverrunTrimToWidth(Godot.Rid,System.Double,Godot.TextServer.TextOverrunFlag)">
            <summary>
            <para>Trims text if it exceeds the given width.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetObjects(Godot.Rid)">
            <summary>
            <para>Returns array of inline objects.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetObjectRect(Godot.Rid,Godot.Variant)">
            <summary>
            <para>Returns bounding rectangle of the inline object.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetSize(Godot.Rid)">
            <summary>
            <para>Returns size of the text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetAscent(Godot.Rid)">
            <summary>
            <para>Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical).</para>
            <para><b>Note:</b> Overall ascent can be higher than font ascent, if some glyphs are displaced from the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetDescent(Godot.Rid)">
            <summary>
            <para>Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical).</para>
            <para><b>Note:</b> Overall descent can be higher than font descent, if some glyphs are displaced from the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetWidth(Godot.Rid)">
            <summary>
            <para>Returns width (for horizontal layout) or height (for vertical) of the text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetUnderlinePosition(Godot.Rid)">
            <summary>
            <para>Returns pixel offset of the underline below the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetUnderlineThickness(Godot.Rid)">
            <summary>
            <para>Returns thickness of the underline.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetCarets(Godot.Rid,System.Int64)">
            <summary>
            <para>Returns shapes of the carets corresponding to the character offset <c>position</c> in the text. Returned caret shape is 1 pixel wide rectangle.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetSelection(Godot.Rid,System.Int64,System.Int64)">
            <summary>
            <para>Returns selection rectangles for the specified character range.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextHitTestGrapheme(Godot.Rid,System.Double)">
            <summary>
            <para>Returns grapheme index at the specified pixel offset at the baseline, or <c>-1</c> if none is found.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextHitTestPosition(Godot.Rid,System.Double)">
            <summary>
            <para>Returns caret character offset at the specified pixel offset at the baseline. This function always returns a valid position.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetGraphemeBounds(Godot.Rid,System.Int64)">
            <summary>
            <para>Returns composite character's bounds as offsets from the start of the line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextNextGraphemePos(Godot.Rid,System.Int64)">
            <summary>
            <para>Returns composite character end position closest to the <c>pos</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextPrevGraphemePos(Godot.Rid,System.Int64)">
            <summary>
            <para>Returns composite character start position closest to the <c>pos</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ShapedTextDraw(Godot.Rid,Godot.Rid,Godot.Vector2,System.Double,System.Double,System.Nullable{Godot.Color})">
            <summary>
            <para>Draw shaped text into a canvas item at a given position, with <c>color</c>. <c>pos</c> specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout).</para>
            </summary>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.TextServer.ShapedTextDrawOutline(Godot.Rid,Godot.Rid,Godot.Vector2,System.Double,System.Double,System.Int64,System.Nullable{Godot.Color})">
            <summary>
            <para>Draw the outline of the shaped text into a canvas item at a given position, with <c>color</c>. <c>pos</c> specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout).</para>
            </summary>
            <param name="color">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.TextServer.ShapedTextGetDominantDirectionInRange(Godot.Rid,System.Int64,System.Int64)">
            <summary>
            <para>Returns dominant direction of in the range of text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.FormatNumber(System.String,System.String)">
            <summary>
            <para>Converts a number from the Western Arabic (0..9) to the numeral systems used in <c>language</c>.</para>
            <para>If <c>language</c> is omitted, the active locale will be used.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ParseNumber(System.String,System.String)">
            <summary>
            <para>Converts <c>number</c> from the numeral systems used in <c>language</c> to Western Arabic (0..9).</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.PercentSign(System.String)">
            <summary>
            <para>Returns percent sign used in the <c>language</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.StringGetWordBreaks(System.String,System.String,System.Int64)">
            <summary>
            <para>Returns an array of the word break boundaries. Elements in the returned array are the offsets of the start and end of words. Therefore the length of the array is always even.</para>
            <para>When <c>charsPerLine</c> is greater than zero, line break boundaries are returned instead.</para>
            <para><code>
            var ts = TextServerManager.get_primary_interface()
            print(ts.string_get_word_breaks("Godot Engine")) # Prints [0, 5, 6, 12]
            print(ts.string_get_word_breaks("Godot Engine", "en", 5)) # Prints [0, 5, 6, 11, 11, 12]
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.IsConfusable(System.String,System.String[])">
            <summary>
            <para>Returns index of the first string in <c>dict</c> which is visually confusable with the <c>string</c>, or <c>-1</c> if none is found.</para>
            <para><b>Note:</b> This method doesn't detect invisible characters, for spoof detection use it in combination with <see cref="M:Godot.TextServer.SpoofCheck(System.String)"/>.</para>
            <para><b>Note:</b> Always returns <c>-1</c> if the server does not support the <see cref="F:Godot.TextServer.Feature.UnicodeSecurity"/> feature.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.SpoofCheck(System.String)">
            <summary>
            <para>Returns <c>true</c> if <c>string</c> is likely to be an attempt at confusing the reader.</para>
            <para><b>Note:</b> Always returns <c>false</c> if the server does not support the <see cref="F:Godot.TextServer.Feature.UnicodeSecurity"/> feature.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.StripDiacritics(System.String)">
            <summary>
            <para>Strips diacritics from the string.</para>
            <para><b>Note:</b> The result may be longer or shorter than the original.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.IsValidIdentifier(System.String)">
            <summary>
            <para>Returns <c>true</c> if <c>string</c> is a valid identifier.</para>
            <para>If the text server supports the <see cref="F:Godot.TextServer.Feature.UnicodeIdentifiers"/> feature, a valid identifier must:</para>
            <para>- Conform to normalization form C.</para>
            <para>- Begin with a Unicode character of class XID_Start or <c>"_"</c>.</para>
            <para>- May contain Unicode characters of class XID_Continue in the other positions.</para>
            <para>- Use UAX #31 recommended scripts only (mixed scripts are allowed).</para>
            <para>If the <see cref="F:Godot.TextServer.Feature.UnicodeIdentifiers"/> feature is not supported, a valid identifier must:</para>
            <para>- Begin with a Unicode character of class XID_Start or <c>"_"</c>.</para>
            <para>- May contain Unicode characters of class XID_Continue in the other positions.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.StringToUpper(System.String,System.String)">
            <summary>
            <para>Returns the string converted to uppercase.</para>
            <para><b>Note:</b> Casing is locale dependent and context sensitive if server support <see cref="F:Godot.TextServer.Feature.ContextSensitiveCaseConversion"/> feature (supported by <see cref="T:Godot.TextServerAdvanced"/>).</para>
            <para><b>Note:</b> The result may be longer or shorter than the original.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.StringToLower(System.String,System.String)">
            <summary>
            <para>Returns the string converted to lowercase.</para>
            <para><b>Note:</b> Casing is locale dependent and context sensitive if server support <see cref="F:Godot.TextServer.Feature.ContextSensitiveCaseConversion"/> feature (supported by <see cref="T:Godot.TextServerAdvanced"/>).</para>
            <para><b>Note:</b> The result may be longer or shorter than the original.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServer.ParseStructuredText(Godot.TextServer.StructuredTextParser,Godot.Collections.Array,System.String)">
            <summary>
            <para>Default implementation of the BiDi algorithm override function. See <see cref="T:Godot.TextServer.StructuredTextParser"/> for more info.</para>
            </summary>
        </member>
        <member name="T:Godot.TextServerAdvanced">
            <summary>
            <para>An implementation of <see cref="T:Godot.TextServer"/> that uses HarfBuzz, ICU and SIL Graphite to support BiDi, complex text layouts and contextual OpenType features. This is Godot's default primary <see cref="T:Godot.TextServer"/> interface.</para>
            </summary>
        </member>
        <member name="T:Godot.TextServerDummy">
            <summary>
            <para>A dummy <see cref="T:Godot.TextServer"/> interface that doesn't do anything. Useful for freeing up memory when rendering text is not needed, as text servers are resource-intensive. It can also be used for performance comparisons in complex GUIs to check the impact of text rendering.</para>
            <para>A dummy text server is always available at the start of a project. Here's how to access it:</para>
            <para><code>
            var dummy_text_server = TextServerManager.find_interface("Dummy")
            if dummy_text_server != null:
                TextServerManager.set_primary_interface(dummy_text_server)
                # If the other text servers are unneeded, they can be removed:
                for i in TextServerManager.get_interface_count():
                    var text_server = TextServerManager.get_interface(i)
                    if text_server != dummy_text_server:
                        TextServerManager.remove_interface(text_server)
            </code></para>
            <para>The command line argument <c>--text-driver Dummy</c> (case-sensitive) can be used to force the "Dummy" <see cref="T:Godot.TextServer"/> on any project.</para>
            </summary>
        </member>
        <member name="T:Godot.TextServerExtension">
            <summary>
            <para>External <see cref="T:Godot.TextServer"/> implementations should inherit from this class.</para>
            </summary>
        </member>
        <member name="T:Godot.TextServerManager">
            <summary>
            <para><see cref="T:Godot.TextServerManager"/> is the API backend for loading, enumerating, and switching <see cref="T:Godot.TextServer"/>s.</para>
            <para><b>Note:</b> Switching text server at runtime is possible, but will invalidate all fonts and text buffers. Make sure to unload all controls, fonts, and themes before doing so.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServerManager.AddInterface(Godot.TextServer)">
            <summary>
            <para>Registers a <see cref="T:Godot.TextServer"/> interface.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServerManager.GetInterfaceCount">
            <summary>
            <para>Returns the number of interfaces currently registered.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServerManager.RemoveInterface(Godot.TextServer)">
            <summary>
            <para>Removes an interface. All fonts and shaped text caches should be freed before removing an interface.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServerManager.GetInterface(System.Int32)">
            <summary>
            <para>Returns the interface registered at a given index.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServerManager.GetInterfaces">
            <summary>
            <para>Returns a list of available interfaces, with the index and name of each interface.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServerManager.FindInterface(System.String)">
            <summary>
            <para>Finds an interface by its <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServerManager.SetPrimaryInterface(Godot.TextServer)">
            <summary>
            <para>Sets the primary <see cref="T:Godot.TextServer"/> interface.</para>
            </summary>
        </member>
        <member name="M:Godot.TextServerManager.GetPrimaryInterface">
            <summary>
            <para>Returns the primary <see cref="T:Godot.TextServer"/> interface currently in use.</para>
            </summary>
        </member>
        <member name="T:Godot.TextServerManager.InterfaceAddedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TextServerManager.InterfaceAdded"/> event of a <see cref="T:Godot.TextServerManager"/> class.
            </summary>
        </member>
        <member name="E:Godot.TextServerManager.InterfaceAdded">
            <summary>
            <para>Emitted when a new interface has been added.</para>
            </summary>
        </member>
        <member name="T:Godot.TextServerManager.InterfaceRemovedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TextServerManager.InterfaceRemoved"/> event of a <see cref="T:Godot.TextServerManager"/> class.
            </summary>
        </member>
        <member name="E:Godot.TextServerManager.InterfaceRemoved">
            <summary>
            <para>Emitted when an interface is removed.</para>
            </summary>
        </member>
        <member name="T:Godot.Texture">
            <summary>
            <para><see cref="T:Godot.Texture"/> is the base class for all texture types. Common texture types are <see cref="T:Godot.Texture2D"/> and <see cref="T:Godot.ImageTexture"/>. See also <see cref="T:Godot.Image"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Texture2D">
            <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.Sprite2D"/> 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.Texture2D"/> is a base for other resources. It cannot be used directly.</para>
            <para><b>Note:</b> The maximum texture size is 16384×16384 pixels due to graphics hardware limitations. Larger textures may fail to import.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2D._Draw(Godot.Rid,Godot.Vector2,Godot.Color,System.Boolean)">
            <summary>
            <para>Called when the entire <see cref="T:Godot.Texture2D"/> is requested to be drawn over a <see cref="T:Godot.CanvasItem"/>, with the top-left offset specified in <c>pos</c>. <c>modulate</c> specifies a multiplier for the colors being drawn, while <c>transpose</c> specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).</para>
            <para><b>Note:</b> This is only used in 2D rendering, not 3D.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2D._DrawRect(Godot.Rid,Godot.Rect2,System.Boolean,Godot.Color,System.Boolean)">
            <summary>
            <para>Called when the <see cref="T:Godot.Texture2D"/> is requested to be drawn onto <see cref="T:Godot.CanvasItem"/>'s specified <c>rect</c>. <c>modulate</c> specifies a multiplier for the colors being drawn, while <c>transpose</c> specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).</para>
            <para><b>Note:</b> This is only used in 2D rendering, not 3D.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2D._DrawRectRegion(Godot.Rid,Godot.Rect2,Godot.Rect2,Godot.Color,System.Boolean,System.Boolean)">
            <summary>
            <para>Called when a part of the <see cref="T:Godot.Texture2D"/> specified by <c>srcRect</c>'s coordinates is requested to be drawn onto <see cref="T:Godot.CanvasItem"/>'s specified <c>rect</c>. <c>modulate</c> specifies a multiplier for the colors being drawn, while <c>transpose</c> specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).</para>
            <para><b>Note:</b> This is only used in 2D rendering, not 3D.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2D._GetHeight">
            <summary>
            <para>Called when the <see cref="T:Godot.Texture2D"/>'s height is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2D._GetWidth">
            <summary>
            <para>Called when the <see cref="T:Godot.Texture2D"/>'s width is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2D._HasAlpha">
            <summary>
            <para>Called when the presence of an alpha channel in the <see cref="T:Godot.Texture2D"/> is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2D._IsPixelOpaque(System.Int32,System.Int32)">
            <summary>
            <para>Called when a pixel's opaque state in the <see cref="T:Godot.Texture2D"/> is queried at the specified <c>(x, y)</c> position.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2D.GetWidth">
            <summary>
            <para>Returns the texture width in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2D.GetHeight">
            <summary>
            <para>Returns the texture height in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2D.GetSize">
            <summary>
            <para>Returns the texture size in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2D.HasAlpha">
            <summary>
            <para>Returns <c>true</c> if this <see cref="T:Godot.Texture2D"/> has an alpha channel.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2D.Draw(Godot.Rid,Godot.Vector2,System.Nullable{Godot.Color},System.Boolean)">
            <summary>
            <para>Draws the texture using a <see cref="T:Godot.CanvasItem"/> with the <see cref="T:Godot.RenderingServer"/> API at the specified <c>position</c>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.Texture2D.DrawRect(Godot.Rid,Godot.Rect2,System.Boolean,System.Nullable{Godot.Color},System.Boolean)">
            <summary>
            <para>Draws the texture using a <see cref="T:Godot.CanvasItem"/> with the <see cref="T:Godot.RenderingServer"/> API.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.Texture2D.DrawRectRegion(Godot.Rid,Godot.Rect2,Godot.Rect2,System.Nullable{Godot.Color},System.Boolean,System.Boolean)">
            <summary>
            <para>Draws a part of the texture using a <see cref="T:Godot.CanvasItem"/> with the <see cref="T:Godot.RenderingServer"/> API.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is <c>new Color(1, 1, 1, 1)</c>.</param>
        </member>
        <member name="M:Godot.Texture2D.GetImage">
            <summary>
            <para>Returns an <see cref="T:Godot.Image"/> that is a copy of data from this <see cref="T:Godot.Texture2D"/> (a new <see cref="T:Godot.Image"/> is created each time). <see cref="T:Godot.Image"/>s can be accessed and manipulated directly.</para>
            <para><b>Note:</b> This will fetch the texture data from the GPU, which might cause performance problems when overused.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2D.CreatePlaceholder">
            <summary>
            <para>Creates a placeholder version of this resource (<see cref="T:Godot.PlaceholderTexture2D"/>).</para>
            </summary>
        </member>
        <member name="T:Godot.Texture2DArray">
            <summary>
            <para>A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the <see cref="T:Godot.Image"/>s, i.e. no blending. See also <see cref="T:Godot.Cubemap"/> and <see cref="T:Godot.CubemapArray"/>, which are texture arrays with specialized cubemap functions.</para>
            <para>A Texture2DArray is also different from an <see cref="T:Godot.AtlasTexture"/>: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.</para>
            <para>To create such a texture file yourself, reimport your image files using the Godot Editor import presets.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture2DArray.CreatePlaceholder">
            <summary>
            <para>Creates a placeholder version of this resource (<see cref="T:Godot.PlaceholderTexture2DArray"/>).</para>
            </summary>
        </member>
        <member name="T:Godot.Texture3D">
            <summary>
            <para>Base class for <see cref="T:Godot.ImageTexture3D"/> and <see cref="T:Godot.CompressedTexture3D"/>. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. <see cref="T:Godot.Texture3D"/> is the base class for all 3-dimensional texture types. See also <see cref="T:Godot.TextureLayered"/>.</para>
            <para>All images need to have the same width, height and number of mipmap levels.</para>
            <para>To create such a texture file yourself, reimport your image files using the Godot Editor import presets.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture3D._GetData">
            <summary>
            <para>Called when the <see cref="T:Godot.Texture3D"/>'s data is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture3D._GetDepth">
            <summary>
            <para>Called when the <see cref="T:Godot.Texture3D"/>'s depth is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture3D._GetFormat">
            <summary>
            <para>Called when the <see cref="T:Godot.Texture3D"/>'s format is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture3D._GetHeight">
            <summary>
            <para>Called when the <see cref="T:Godot.Texture3D"/>'s height is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture3D._GetWidth">
            <summary>
            <para>Called when the <see cref="T:Godot.Texture3D"/>'s width is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture3D._HasMipmaps">
            <summary>
            <para>Called when the presence of mipmaps in the <see cref="T:Godot.Texture3D"/> is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture3D.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.Texture3D.GetWidth">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture3D"/>'s width in pixels. Width is typically represented by the X axis.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture3D.GetHeight">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture3D"/>'s height in pixels. Width is typically represented by the Y axis.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture3D.GetDepth">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture3D"/>'s depth in pixels. Depth is typically represented by the Z axis (a dimension not present in <see cref="T:Godot.Texture2D"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Texture3D.HasMipmaps">
            <summary>
            <para>Returns <c>true</c> if the <see cref="T:Godot.Texture3D"/> has generated mipmaps.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture3D.GetData">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture3D"/>'s data as an array of <see cref="T:Godot.Image"/>s. Each <see cref="T:Godot.Image"/> represents a <i>slice</i> of the <see cref="T:Godot.Texture3D"/>, with different slices mapping to different depth (Z axis) levels.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture3D.CreatePlaceholder">
            <summary>
            <para>Creates a placeholder version of this resource (<see cref="T:Godot.PlaceholderTexture3D"/>).</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 <b>not</b> in the disabled, hover or pressed state. This texture is still displayed in the focused state, with <see cref="P:Godot.TextureButton.TextureFocused"/> drawn on top.</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. <see cref="P:Godot.TextureButton.TextureFocused"/> is displayed <i>over</i> the base texture, so a partially transparent texture should be used to ensure the base texture remains visible. A texture that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a fully transparent texture of any size. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons.</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.IgnoreTextureSize">
            <summary>
            <para>If <c>true</c>, the size of the texture won't be considered for minimum size calculation, so the <see cref="T:Godot.TextureButton"/> can be shrunk down past the texture size.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureButton.StretchMode">
            <summary>
            <para>Controls the texture's behavior when you resize the node's bounding rectangle. See the <see cref="T:Godot.TextureButton.StretchModeEnum"/> constants for available options.</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.ImageTextureLayered"/> and <see cref="T:Godot.CompressedTextureLayered"/>. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also <see cref="T:Godot.Texture3D"/>.</para>
            <para>Data is set on a per-layer basis. For <see cref="T:Godot.Texture2DArray"/>s, the layer specifies the array layer.</para>
            <para>All images need to have the same width, height and number of mipmap levels.</para>
            <para>A <see cref="T:Godot.TextureLayered"/> can be loaded with <see cref="M:Godot.ResourceLoader.Load(System.String,System.String,Godot.ResourceLoader.CacheMode)"/>.</para>
            <para>Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, OpenGL3).</para>
            </summary>
        </member>
        <member name="F:Godot.TextureLayered.LayeredType.Type2DArray">
            <summary>
            <para>Texture is a generic <see cref="T:Godot.Texture2DArray"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureLayered.LayeredType.Cubemap">
            <summary>
            <para>Texture is a <see cref="T:Godot.Cubemap"/>, with each side in its own layer (6 in total).</para>
            </summary>
        </member>
        <member name="F:Godot.TextureLayered.LayeredType.CubemapArray">
            <summary>
            <para>Texture is a <see cref="T:Godot.CubemapArray"/>, with each cubemap being made of 6 layers.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered._GetFormat">
            <summary>
            <para>Called when the <see cref="T:Godot.TextureLayered"/>'s format is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered._GetHeight">
            <summary>
            <para>Called when the <see cref="T:Godot.TextureLayered"/>'s height is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered._GetLayerData(System.Int32)">
            <summary>
            <para>Called when the data for a layer in the <see cref="T:Godot.TextureLayered"/> is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered._GetLayeredType">
            <summary>
            <para>Called when the layers' type in the <see cref="T:Godot.TextureLayered"/> is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered._GetLayers">
            <summary>
            <para>Called when the number of layers in the <see cref="T:Godot.TextureLayered"/> is queried.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered._GetWidth">
            <summary>
            <para>Called when the <see cref="T:Godot.TextureLayered"/>'s width queried.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered._HasMipmaps">
            <summary>
            <para>Called when the presence of mipmaps in the <see cref="T:Godot.TextureLayered"/> is queried.</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.GetLayeredType">
            <summary>
            <para>Returns the <see cref="T:Godot.TextureLayered"/>'s type. The type determines how the data is accessed, with cubemaps having special types.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered.GetWidth">
            <summary>
            <para>Returns the width of the texture in pixels. 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 in pixels. Height is typically represented by the Y axis.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered.GetLayers">
            <summary>
            <para>Returns the number of referenced <see cref="T:Godot.Image"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered.HasMipmaps">
            <summary>
            <para>Returns <c>true</c> if the layers have generated mipmaps.</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="T:Godot.TextureProgressBar">
            <summary>
            <para>TextureProgressBar 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.TextureProgressBar.FillModeEnum.LeftToRight">
            <summary>
            <para>The <see cref="P:Godot.TextureProgressBar.TextureProgress"/> fills from left to right.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgressBar.FillModeEnum.RightToLeft">
            <summary>
            <para>The <see cref="P:Godot.TextureProgressBar.TextureProgress"/> fills from right to left.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgressBar.FillModeEnum.TopToBottom">
            <summary>
            <para>The <see cref="P:Godot.TextureProgressBar.TextureProgress"/> fills from top to bottom.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgressBar.FillModeEnum.BottomToTop">
            <summary>
            <para>The <see cref="P:Godot.TextureProgressBar.TextureProgress"/> fills from bottom to top.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgressBar.FillModeEnum.Clockwise">
            <summary>
            <para>Turns the node into a radial bar. The <see cref="P:Godot.TextureProgressBar.TextureProgress"/> fills clockwise. See <see cref="P:Godot.TextureProgressBar.RadialCenterOffset"/>, <see cref="P:Godot.TextureProgressBar.RadialInitialAngle"/> and <see cref="P:Godot.TextureProgressBar.RadialFillDegrees"/> to control the way the bar fills up.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgressBar.FillModeEnum.CounterClockwise">
            <summary>
            <para>Turns the node into a radial bar. The <see cref="P:Godot.TextureProgressBar.TextureProgress"/> fills counterclockwise. See <see cref="P:Godot.TextureProgressBar.RadialCenterOffset"/>, <see cref="P:Godot.TextureProgressBar.RadialInitialAngle"/> and <see cref="P:Godot.TextureProgressBar.RadialFillDegrees"/> to control the way the bar fills up.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgressBar.FillModeEnum.BilinearLeftAndRight">
            <summary>
            <para>The <see cref="P:Godot.TextureProgressBar.TextureProgress"/> fills from the center, expanding both towards the left and the right.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgressBar.FillModeEnum.BilinearTopAndBottom">
            <summary>
            <para>The <see cref="P:Godot.TextureProgressBar.TextureProgress"/> fills from the center, expanding both towards the top and the bottom.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgressBar.FillModeEnum.ClockwiseAndCounterClockwise">
            <summary>
            <para>Turns the node into a radial bar. The <see cref="P:Godot.TextureProgressBar.TextureProgress"/> fills radially from the center, expanding both clockwise and counterclockwise. See <see cref="P:Godot.TextureProgressBar.RadialCenterOffset"/>, <see cref="P:Godot.TextureProgressBar.RadialInitialAngle"/> and <see cref="P:Godot.TextureProgressBar.RadialFillDegrees"/> to control the way the bar fills up.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgressBar.FillMode">
            <summary>
            <para>The fill direction. See <see cref="T:Godot.TextureProgressBar.FillModeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgressBar.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.TextureProgressBar.StretchMarginBottom"/> to set up the nine patch's 3×3 grid. When using a radial <see cref="P:Godot.TextureProgressBar.FillMode"/>, this setting will enable stretching.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgressBar.StretchMarginLeft">
            <summary>
            <para>The width of the 9-patch's left column.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgressBar.StretchMarginTop">
            <summary>
            <para>The height of the 9-patch's top row.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgressBar.StretchMarginRight">
            <summary>
            <para>The width of the 9-patch's right column.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgressBar.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="P:Godot.TextureProgressBar.TextureUnder">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> that draws under the progress bar. The bar's background.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgressBar.TextureOver">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of <see cref="P:Godot.TextureProgressBar.TextureProgress"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgressBar.TextureProgress">
            <summary>
            <para><see cref="T:Godot.Texture2D"/> that clips based on the node's <c>value</c> and <see cref="P:Godot.TextureProgressBar.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.TextureProgressBar.TextureProgressOffset">
            <summary>
            <para>The offset of <see cref="P:Godot.TextureProgressBar.TextureProgress"/>. Useful for <see cref="P:Godot.TextureProgressBar.TextureOver"/> and <see cref="P:Godot.TextureProgressBar.TextureUnder"/> with fancy borders, to avoid transparent margins in your progress texture.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgressBar.TintUnder">
            <summary>
            <para>Multiplies the color of the bar's <c>texture_under</c> texture.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgressBar.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.TextureProgressBar.TintProgress">
            <summary>
            <para>Multiplies the color of the bar's <c>texture_progress</c> texture.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgressBar.RadialInitialAngle">
            <summary>
            <para>Starting angle for the fill of <see cref="P:Godot.TextureProgressBar.TextureProgress"/> if <see cref="P:Godot.TextureProgressBar.FillMode"/> is <see cref="F:Godot.TextureProgressBar.FillModeEnum.Clockwise"/> or <see cref="F:Godot.TextureProgressBar.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.TextureProgressBar.RadialFillDegrees"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgressBar.RadialFillDegrees">
            <summary>
            <para>Upper limit for the fill of <see cref="P:Godot.TextureProgressBar.TextureProgress"/> if <see cref="P:Godot.TextureProgressBar.FillMode"/> is <see cref="F:Godot.TextureProgressBar.FillModeEnum.Clockwise"/> or <see cref="F:Godot.TextureProgressBar.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.TextureProgressBar.RadialCenterOffset">
            <summary>
            <para>Offsets <see cref="P:Godot.TextureProgressBar.TextureProgress"/> if <see cref="P:Godot.TextureProgressBar.FillMode"/> is <see cref="F:Godot.TextureProgressBar.FillModeEnum.Clockwise"/> or <see cref="F:Godot.TextureProgressBar.FillModeEnum.CounterClockwise"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureProgressBar.SetStretchMargin(Godot.Side,System.Int32)">
            <summary>
            <para>Sets the stretch margin with the specified index. See <see cref="P:Godot.TextureProgressBar.StretchMarginBottom"/> and related properties.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureProgressBar.GetStretchMargin(Godot.Side)">
            <summary>
            <para>Returns the stretch margin with the specified index. See <see cref="P:Godot.TextureProgressBar.StretchMarginBottom"/> and related properties.</para>
            </summary>
        </member>
        <member name="T:Godot.TextureRect">
            <summary>
            <para>A control that displays a texture, for example an icon inside a GUI. 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>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.ExpandModeEnum.KeepSize">
            <summary>
            <para>The minimum size will be equal to texture size, i.e. <see cref="T:Godot.TextureRect"/> can't be smaller than the texture.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.ExpandModeEnum.IgnoreSize">
            <summary>
            <para>The size of the texture won't be considered for minimum size calculation, so the <see cref="T:Godot.TextureRect"/> can be shrunk down past the texture size.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.ExpandModeEnum.FitWidth">
            <summary>
            <para>The height of the texture will be ignored. Minimum width will be equal to the current height. Useful for horizontal layouts, e.g. inside <see cref="T:Godot.HBoxContainer"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.ExpandModeEnum.FitWidthProportional">
            <summary>
            <para>Same as <see cref="F:Godot.TextureRect.ExpandModeEnum.FitWidth"/>, but keeps texture's aspect ratio.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.ExpandModeEnum.FitHeight">
            <summary>
            <para>The width of the texture will be ignored. Minimum height will be equal to the current width. Useful for vertical layouts, e.g. inside <see cref="T:Godot.VBoxContainer"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.ExpandModeEnum.FitHeightProportional">
            <summary>
            <para>Same as <see cref="F:Godot.TextureRect.ExpandModeEnum.FitHeight"/>, but keeps texture's aspect ratio.</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.Texture2D"/> resource.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureRect.ExpandMode">
            <summary>
            <para>Defines how minimum size is determined based on the texture's size. See <see cref="T:Godot.TextureRect.ExpandModeEnum"/> for options.</para>
            <para><b>Note:</b> Using <see cref="F:Godot.TextureRect.ExpandModeEnum.FitWidth"/>, <see cref="F:Godot.TextureRect.ExpandModeEnum.FitWidthProportional"/>, <see cref="F:Godot.TextureRect.ExpandModeEnum.FitHeight"/> or <see cref="F:Godot.TextureRect.ExpandModeEnum.FitHeightProportional"/> may result in unstable behavior in some containers. This functionality is being re-evaluated and will change in the future.</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 resource used for styling/skinning <see cref="T:Godot.Control"/> and <see cref="T:Godot.Window"/> nodes. While individual controls can be styled using their local theme overrides (see <see cref="M:Godot.Control.AddThemeColorOverride(Godot.StringName,Godot.Color)"/>), theme resources allow you to store and apply the same settings across all controls sharing the same type (e.g. style all <see cref="T:Godot.Button"/>s the same). One theme resource can be used for the entire project, but you can also set a separate theme resource to a branch of control nodes. A theme resource assigned to a control applies to the control itself, as well as all of its direct and indirect children (as long as a chain of controls is uninterrupted).</para>
            <para>Use <c>ProjectSettings.gui/theme/custom</c> to set up a project-scope theme that will be available to every control in your project.</para>
            <para>Use <see cref="P:Godot.Control.Theme"/> of any control node to set up a theme that will be available to that control and all of its direct and indirect children.</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.FontSize">
            <summary>
            <para>Theme's font size item type.</para>
            </summary>
        </member>
        <member name="F:Godot.Theme.DataType.Icon">
            <summary>
            <para>Theme's icon <see cref="T:Godot.Texture2D"/> 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.DefaultBaseScale">
            <summary>
            <para>The default base scale factor of this theme resource. Used by some controls to scale their visual properties based on the global scale factor. If this value is set to <c>0.0</c>, the global scale factor is used (see <see cref="P:Godot.ThemeDB.FallbackBaseScale"/>).</para>
            <para>Use <see cref="M:Godot.Theme.HasDefaultBaseScale"/> to check if this value is valid.</para>
            </summary>
        </member>
        <member name="P:Godot.Theme.DefaultFont">
            <summary>
            <para>The default font of this theme resource. Used as the default value when trying to fetch a font resource that doesn't exist in this theme or is in invalid state. If the default font is also missing or invalid, the engine fallback value is used (see <see cref="P:Godot.ThemeDB.FallbackFont"/>).</para>
            <para>Use <see cref="M:Godot.Theme.HasDefaultFont"/> to check if this value is valid.</para>
            </summary>
        </member>
        <member name="P:Godot.Theme.DefaultFontSize">
            <summary>
            <para>The default font size of this theme resource. Used as the default value when trying to fetch a font size value that doesn't exist in this theme or is in invalid state. If the default font size is also missing or invalid, the engine fallback value is used (see <see cref="P:Godot.ThemeDB.FallbackFontSize"/>).</para>
            <para>Values below <c>0</c> are invalid and can be used to unset the property. Use <see cref="M:Godot.Theme.HasDefaultFontSize"/> to check if this value is valid.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetIcon(Godot.StringName,Godot.StringName,Godot.Texture2D)">
            <summary>
            <para>Creates or changes the value of the icon property defined by <c>name</c> and <c>themeType</c>. Use <see cref="M:Godot.Theme.ClearIcon(Godot.StringName,Godot.StringName)"/> to remove the property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetIcon(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns the icon property defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Returns the engine fallback icon value if the property doesn't exist (see <see cref="P:Godot.ThemeDB.FallbackIcon"/>). Use <see cref="M:Godot.Theme.HasIcon(Godot.StringName,Godot.StringName)"/> to check for existence.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasIcon(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the icon property defined by <c>name</c> and <c>themeType</c> exists.</para>
            <para>Returns <c>false</c> if it doesn't exist. Use <see cref="M:Godot.Theme.SetIcon(Godot.StringName,Godot.StringName,Godot.Texture2D)"/> to define it.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RenameIcon(Godot.StringName,Godot.StringName,Godot.StringName)">
            <summary>
            <para>Renames the icon property defined by <c>oldName</c> and <c>themeType</c> to <c>name</c>, if it exists.</para>
            <para>Fails if it doesn't exist, or if a similar property with the new name already exists. Use <see cref="M:Godot.Theme.HasIcon(Godot.StringName,Godot.StringName)"/> to check for existence, and <see cref="M:Godot.Theme.ClearIcon(Godot.StringName,Godot.StringName)"/> to remove the existing property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearIcon(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Removes the icon property defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Fails if it doesn't exist. Use <see cref="M:Godot.Theme.HasIcon(Godot.StringName,Godot.StringName)"/> to check for existence.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetIconList(System.String)">
            <summary>
            <para>Returns a list of names for icon properties defined with <c>themeType</c>. Use <see cref="M:Godot.Theme.GetIconTypeList"/> to get a list of possible theme type names.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetIconTypeList">
            <summary>
            <para>Returns a list of all unique theme type names for icon properties. Use <see cref="M:Godot.Theme.GetTypeList"/> to get a list of all unique theme types.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetStylebox(Godot.StringName,Godot.StringName,Godot.StyleBox)">
            <summary>
            <para>Creates or changes the value of the <see cref="T:Godot.StyleBox"/> property defined by <c>name</c> and <c>themeType</c>. Use <see cref="M:Godot.Theme.ClearStylebox(Godot.StringName,Godot.StringName)"/> to remove the property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetStylebox(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns the <see cref="T:Godot.StyleBox"/> property defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Returns the engine fallback stylebox value if the property doesn't exist (see <see cref="P:Godot.ThemeDB.FallbackStylebox"/>). Use <see cref="M:Godot.Theme.HasStylebox(Godot.StringName,Godot.StringName)"/> to check for existence.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasStylebox(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the <see cref="T:Godot.StyleBox"/> property defined by <c>name</c> and <c>themeType</c> exists.</para>
            <para>Returns <c>false</c> if it doesn't exist. Use <see cref="M:Godot.Theme.SetStylebox(Godot.StringName,Godot.StringName,Godot.StyleBox)"/> to define it.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RenameStylebox(Godot.StringName,Godot.StringName,Godot.StringName)">
            <summary>
            <para>Renames the <see cref="T:Godot.StyleBox"/> property defined by <c>oldName</c> and <c>themeType</c> to <c>name</c>, if it exists.</para>
            <para>Fails if it doesn't exist, or if a similar property with the new name already exists. Use <see cref="M:Godot.Theme.HasStylebox(Godot.StringName,Godot.StringName)"/> to check for existence, and <see cref="M:Godot.Theme.ClearStylebox(Godot.StringName,Godot.StringName)"/> to remove the existing property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearStylebox(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Removes the <see cref="T:Godot.StyleBox"/> property defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Fails if it doesn't exist. Use <see cref="M:Godot.Theme.HasStylebox(Godot.StringName,Godot.StringName)"/> to check for existence.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetStyleboxList(System.String)">
            <summary>
            <para>Returns a list of names for <see cref="T:Godot.StyleBox"/> properties defined with <c>themeType</c>. Use <see cref="M:Godot.Theme.GetStyleboxTypeList"/> to get a list of possible theme type names.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetStyleboxTypeList">
            <summary>
            <para>Returns a list of all unique theme type names for <see cref="T:Godot.StyleBox"/> properties. Use <see cref="M:Godot.Theme.GetTypeList"/> to get a list of all unique theme types.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetFont(Godot.StringName,Godot.StringName,Godot.Font)">
            <summary>
            <para>Creates or changes the value of the <see cref="T:Godot.Font"/> property defined by <c>name</c> and <c>themeType</c>. Use <see cref="M:Godot.Theme.ClearFont(Godot.StringName,Godot.StringName)"/> to remove the property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetFont(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns the <see cref="T:Godot.Font"/> property defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Returns the default theme font if the property doesn't exist and the default theme font is set up (see <see cref="P:Godot.Theme.DefaultFont"/>). Use <see cref="M:Godot.Theme.HasFont(Godot.StringName,Godot.StringName)"/> to check for existence of the property and <see cref="M:Godot.Theme.HasDefaultFont"/> to check for existence of the default theme font.</para>
            <para>Returns the engine fallback font value, if neither exist (see <see cref="P:Godot.ThemeDB.FallbackFont"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasFont(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the <see cref="T:Godot.Font"/> property defined by <c>name</c> and <c>themeType</c> exists, or if the default theme font is set up (see <see cref="M:Godot.Theme.HasDefaultFont"/>).</para>
            <para>Returns <c>false</c> if neither exist. Use <see cref="M:Godot.Theme.SetFont(Godot.StringName,Godot.StringName,Godot.Font)"/> to define the property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RenameFont(Godot.StringName,Godot.StringName,Godot.StringName)">
            <summary>
            <para>Renames the <see cref="T:Godot.Font"/> property defined by <c>oldName</c> and <c>themeType</c> to <c>name</c>, if it exists.</para>
            <para>Fails if it doesn't exist, or if a similar property with the new name already exists. Use <see cref="M:Godot.Theme.HasFont(Godot.StringName,Godot.StringName)"/> to check for existence, and <see cref="M:Godot.Theme.ClearFont(Godot.StringName,Godot.StringName)"/> to remove the existing property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearFont(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Removes the <see cref="T:Godot.Font"/> property defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Fails if it doesn't exist. Use <see cref="M:Godot.Theme.HasFont(Godot.StringName,Godot.StringName)"/> to check for existence.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetFontList(System.String)">
            <summary>
            <para>Returns a list of names for <see cref="T:Godot.Font"/> properties defined with <c>themeType</c>. Use <see cref="M:Godot.Theme.GetFontTypeList"/> to get a list of possible theme type names.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetFontTypeList">
            <summary>
            <para>Returns a list of all unique theme type names for <see cref="T:Godot.Font"/> properties. Use <see cref="M:Godot.Theme.GetTypeList"/> to get a list of all unique theme types.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetFontSize(Godot.StringName,Godot.StringName,System.Int32)">
            <summary>
            <para>Creates or changes the value of the font size property defined by <c>name</c> and <c>themeType</c>. Use <see cref="M:Godot.Theme.ClearFontSize(Godot.StringName,Godot.StringName)"/> to remove the property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetFontSize(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns the font size property defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Returns the default theme font size if the property doesn't exist and the default theme font size is set up (see <see cref="P:Godot.Theme.DefaultFontSize"/>). Use <see cref="M:Godot.Theme.HasFontSize(Godot.StringName,Godot.StringName)"/> to check for existence of the property and <see cref="M:Godot.Theme.HasDefaultFontSize"/> to check for existence of the default theme font.</para>
            <para>Returns the engine fallback font size value, if neither exist (see <see cref="P:Godot.ThemeDB.FallbackFontSize"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasFontSize(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the font size property defined by <c>name</c> and <c>themeType</c> exists, or if the default theme font size is set up (see <see cref="M:Godot.Theme.HasDefaultFontSize"/>).</para>
            <para>Returns <c>false</c> if neither exist. Use <see cref="M:Godot.Theme.SetFontSize(Godot.StringName,Godot.StringName,System.Int32)"/> to define the property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RenameFontSize(Godot.StringName,Godot.StringName,Godot.StringName)">
            <summary>
            <para>Renames the font size property defined by <c>oldName</c> and <c>themeType</c> to <c>name</c>, if it exists.</para>
            <para>Fails if it doesn't exist, or if a similar property with the new name already exists. Use <see cref="M:Godot.Theme.HasFontSize(Godot.StringName,Godot.StringName)"/> to check for existence, and <see cref="M:Godot.Theme.ClearFontSize(Godot.StringName,Godot.StringName)"/> to remove the existing property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearFontSize(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Removes the font size property defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Fails if it doesn't exist. Use <see cref="M:Godot.Theme.HasFontSize(Godot.StringName,Godot.StringName)"/> to check for existence.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetFontSizeList(System.String)">
            <summary>
            <para>Returns a list of names for font size properties defined with <c>themeType</c>. Use <see cref="M:Godot.Theme.GetFontSizeTypeList"/> to get a list of possible theme type names.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetFontSizeTypeList">
            <summary>
            <para>Returns a list of all unique theme type names for font size properties. Use <see cref="M:Godot.Theme.GetTypeList"/> to get a list of all unique theme types.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetColor(Godot.StringName,Godot.StringName,Godot.Color)">
            <summary>
            <para>Creates or changes the value of the <see cref="T:Godot.Color"/> property defined by <c>name</c> and <c>themeType</c>. Use <see cref="M:Godot.Theme.ClearColor(Godot.StringName,Godot.StringName)"/> to remove the property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetColor(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns the <see cref="T:Godot.Color"/> property defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Returns the default color value if the property doesn't exist. Use <see cref="M:Godot.Theme.HasColor(Godot.StringName,Godot.StringName)"/> to check for existence.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasColor(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the <see cref="T:Godot.Color"/> property defined by <c>name</c> and <c>themeType</c> exists.</para>
            <para>Returns <c>false</c> if it doesn't exist. Use <see cref="M:Godot.Theme.SetColor(Godot.StringName,Godot.StringName,Godot.Color)"/> to define it.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RenameColor(Godot.StringName,Godot.StringName,Godot.StringName)">
            <summary>
            <para>Renames the <see cref="T:Godot.Color"/> property defined by <c>oldName</c> and <c>themeType</c> to <c>name</c>, if it exists.</para>
            <para>Fails if it doesn't exist, or if a similar property with the new name already exists. Use <see cref="M:Godot.Theme.HasColor(Godot.StringName,Godot.StringName)"/> to check for existence, and <see cref="M:Godot.Theme.ClearColor(Godot.StringName,Godot.StringName)"/> to remove the existing property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearColor(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Removes the <see cref="T:Godot.Color"/> property defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Fails if it doesn't exist. Use <see cref="M:Godot.Theme.HasColor(Godot.StringName,Godot.StringName)"/> to check for existence.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetColorList(System.String)">
            <summary>
            <para>Returns a list of names for <see cref="T:Godot.Color"/> properties defined with <c>themeType</c>. Use <see cref="M:Godot.Theme.GetColorTypeList"/> to get a list of possible theme type names.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetColorTypeList">
            <summary>
            <para>Returns a list of all unique theme type names for <see cref="T:Godot.Color"/> properties. Use <see cref="M:Godot.Theme.GetTypeList"/> to get a list of all unique theme types.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetConstant(Godot.StringName,Godot.StringName,System.Int32)">
            <summary>
            <para>Creates or changes the value of the constant property defined by <c>name</c> and <c>themeType</c>. Use <see cref="M:Godot.Theme.ClearConstant(Godot.StringName,Godot.StringName)"/> to remove the property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetConstant(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns the constant property defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Returns <c>0</c> if the property doesn't exist. Use <see cref="M:Godot.Theme.HasConstant(Godot.StringName,Godot.StringName)"/> to check for existence.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasConstant(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the constant property defined by <c>name</c> and <c>themeType</c> exists.</para>
            <para>Returns <c>false</c> if it doesn't exist. Use <see cref="M:Godot.Theme.SetConstant(Godot.StringName,Godot.StringName,System.Int32)"/> to define it.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RenameConstant(Godot.StringName,Godot.StringName,Godot.StringName)">
            <summary>
            <para>Renames the constant property defined by <c>oldName</c> and <c>themeType</c> to <c>name</c>, if it exists.</para>
            <para>Fails if it doesn't exist, or if a similar property with the new name already exists. Use <see cref="M:Godot.Theme.HasConstant(Godot.StringName,Godot.StringName)"/> to check for existence, and <see cref="M:Godot.Theme.ClearConstant(Godot.StringName,Godot.StringName)"/> to remove the existing property.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearConstant(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Removes the constant property defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Fails if it doesn't exist. Use <see cref="M:Godot.Theme.HasConstant(Godot.StringName,Godot.StringName)"/> to check for existence.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetConstantList(System.String)">
            <summary>
            <para>Returns a list of names for constant properties defined with <c>themeType</c>. Use <see cref="M:Godot.Theme.GetConstantTypeList"/> to get a list of possible theme type names.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetConstantTypeList">
            <summary>
            <para>Returns a list of all unique theme type names for constant properties. Use <see cref="M:Godot.Theme.GetTypeList"/> to get a list of all unique theme types.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasDefaultBaseScale">
            <summary>
            <para>Returns <c>true</c> if <see cref="P:Godot.Theme.DefaultBaseScale"/> has a valid value.</para>
            <para>Returns <c>false</c> if it doesn't. The value must be greater than <c>0.0</c> to be considered valid.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasDefaultFont">
            <summary>
            <para>Returns <c>true</c> if <see cref="P:Godot.Theme.DefaultFont"/> has a valid value.</para>
            <para>Returns <c>false</c> if it doesn't.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasDefaultFontSize">
            <summary>
            <para>Returns <c>true</c> if <see cref="P:Godot.Theme.DefaultFontSize"/> has a valid value.</para>
            <para>Returns <c>false</c> if it doesn't. The value must be greater than <c>0</c> to be considered valid.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetThemeItem(Godot.Theme.DataType,Godot.StringName,Godot.StringName,Godot.Variant)">
            <summary>
            <para>Creates or changes the value of the theme property of <c>dataType</c> defined by <c>name</c> and <c>themeType</c>. Use <see cref="M:Godot.Theme.ClearThemeItem(Godot.Theme.DataType,Godot.StringName,Godot.StringName)"/> to remove the property.</para>
            <para>Fails if the <c>value</c> type is not accepted by <c>dataType</c>.</para>
            <para><b>Note:</b> This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetThemeItem(Godot.Theme.DataType,Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns the theme property of <c>dataType</c> defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Returns the engine fallback value if the property doesn't exist (see <see cref="T:Godot.ThemeDB"/>). Use <see cref="M:Godot.Theme.HasThemeItem(Godot.Theme.DataType,Godot.StringName,Godot.StringName)"/> to check for existence.</para>
            <para><b>Note:</b> This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasThemeItem(Godot.Theme.DataType,Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the theme property of <c>dataType</c> defined by <c>name</c> and <c>themeType</c> exists.</para>
            <para>Returns <c>false</c> if it doesn't exist. Use <see cref="M:Godot.Theme.SetThemeItem(Godot.Theme.DataType,Godot.StringName,Godot.StringName,Godot.Variant)"/> to define it.</para>
            <para><b>Note:</b> This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RenameThemeItem(Godot.Theme.DataType,Godot.StringName,Godot.StringName,Godot.StringName)">
            <summary>
            <para>Renames the theme property of <c>dataType</c> defined by <c>oldName</c> and <c>themeType</c> to <c>name</c>, if it exists.</para>
            <para>Fails if it doesn't exist, or if a similar property with the new name already exists. Use <see cref="M:Godot.Theme.HasThemeItem(Godot.Theme.DataType,Godot.StringName,Godot.StringName)"/> to check for existence, and <see cref="M:Godot.Theme.ClearThemeItem(Godot.Theme.DataType,Godot.StringName,Godot.StringName)"/> to remove the existing property.</para>
            <para><b>Note:</b> This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearThemeItem(Godot.Theme.DataType,Godot.StringName,Godot.StringName)">
            <summary>
            <para>Removes the theme property of <c>dataType</c> defined by <c>name</c> and <c>themeType</c>, if it exists.</para>
            <para>Fails if it doesn't exist. Use <see cref="M:Godot.Theme.HasThemeItem(Godot.Theme.DataType,Godot.StringName,Godot.StringName)"/> to check for existence.</para>
            <para><b>Note:</b> This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetThemeItemList(Godot.Theme.DataType,System.String)">
            <summary>
            <para>Returns a list of names for properties of <c>dataType</c> defined with <c>themeType</c>. Use <see cref="M:Godot.Theme.GetThemeItemTypeList(Godot.Theme.DataType)"/> to get a list of possible theme type names.</para>
            <para><b>Note:</b> This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetThemeItemTypeList(Godot.Theme.DataType)">
            <summary>
            <para>Returns a list of all unique theme type names for <c>dataType</c> properties. Use <see cref="M:Godot.Theme.GetTypeList"/> to get a list of all unique theme types.</para>
            <para><b>Note:</b> This method is analogous to calling the corresponding data type specific method, but can be used for more generalized logic.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetTypeVariation(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Marks <c>themeType</c> as a variation of <c>baseType</c>.</para>
            <para>This adds <c>themeType</c> as a suggested option for <see cref="P:Godot.Control.ThemeTypeVariation"/> on a <see cref="T:Godot.Control"/> that is of the <c>baseType</c> class.</para>
            <para>Variations can also be nested, i.e. <c>baseType</c> can be another variation. If a chain of variations ends with a <c>baseType</c> matching the class of the <see cref="T:Godot.Control"/>, the whole chain is going to be suggested as options.</para>
            <para><b>Note:</b> 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(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if <c>themeType</c> is marked as a variation of <c>baseType</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearTypeVariation(Godot.StringName)">
            <summary>
            <para>Unmarks <c>themeType</c> as being a variation of another theme type. See <see cref="M:Godot.Theme.SetTypeVariation(Godot.StringName,Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetTypeVariationBase(Godot.StringName)">
            <summary>
            <para>Returns the name of the base theme type if <c>themeType</c> is a valid variation type. Returns an empty string otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetTypeVariationList(Godot.StringName)">
            <summary>
            <para>Returns a list of all type variations for the given <c>baseType</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.AddType(Godot.StringName)">
            <summary>
            <para>Adds an empty theme type for every valid data type.</para>
            <para><b>Note:</b> 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(Godot.StringName)">
            <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">
            <summary>
            <para>Returns a list of all unique theme type names. Use the appropriate <c>get_*_type_list</c> method to get a list of unique theme types for a single data type.</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> theme resource.</para>
            <para><b>Note:</b> 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>Removes all the theme properties defined on the theme resource.</para>
            </summary>
        </member>
        <member name="T:Godot.ThemeDB">
            <summary>
            <para>This singleton provides access to static information about <see cref="T:Godot.Theme"/> resources used by the engine and by your projects. You can fetch the default engine theme, as well as your project configured theme.</para>
            <para><see cref="T:Godot.ThemeDB"/> also contains fallback values for theme properties.</para>
            </summary>
        </member>
        <member name="P:Godot.ThemeDB.FallbackBaseScale">
            <summary>
            <para>The fallback base scale factor of every <see cref="T:Godot.Control"/> node and <see cref="T:Godot.Theme"/> resource. Used when no other value is available to the control.</para>
            <para>See also <see cref="P:Godot.Theme.DefaultBaseScale"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ThemeDB.FallbackFont">
            <summary>
            <para>The fallback font of every <see cref="T:Godot.Control"/> node and <see cref="T:Godot.Theme"/> resource. Used when no other value is available to the control.</para>
            <para>See also <see cref="P:Godot.Theme.DefaultFont"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ThemeDB.FallbackFontSize">
            <summary>
            <para>The fallback font size of every <see cref="T:Godot.Control"/> node and <see cref="T:Godot.Theme"/> resource. Used when no other value is available to the control.</para>
            <para>See also <see cref="P:Godot.Theme.DefaultFontSize"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ThemeDB.FallbackIcon">
            <summary>
            <para>The fallback icon of every <see cref="T:Godot.Control"/> node and <see cref="T:Godot.Theme"/> resource. Used when no other value is available to the control.</para>
            </summary>
        </member>
        <member name="P:Godot.ThemeDB.FallbackStylebox">
            <summary>
            <para>The fallback stylebox of every <see cref="T:Godot.Control"/> node and <see cref="T:Godot.Theme"/> resource. Used when no other value is available to the control.</para>
            </summary>
        </member>
        <member name="M:Godot.ThemeDB.GetDefaultTheme">
            <summary>
            <para>Returns a reference to the default engine <see cref="T:Godot.Theme"/>. This theme resource is responsible for the out-of-the-box look of <see cref="T:Godot.Control"/> nodes and cannot be overridden.</para>
            </summary>
        </member>
        <member name="M:Godot.ThemeDB.GetProjectTheme">
            <summary>
            <para>Returns a reference to the custom project <see cref="T:Godot.Theme"/>. This theme resources allows to override the default engine theme for every control node in the project.</para>
            <para>To set the project theme, see <c>ProjectSettings.gui/theme/custom</c>.</para>
            </summary>
        </member>
        <member name="E:Godot.ThemeDB.FallbackChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.ThemeDB.FallbackChanged"/> event of a <see cref="T:Godot.ThemeDB"/> class.
            </summary>
            <summary>
            <para>Emitted when one of the fallback values had been changed. Use it to refresh the look of controls that may rely on the fallback theme items.</para>
            </summary>
        </member>
        <member name="T:Godot.GodotThread">
            <summary>
            <para>A unit of execution in a process. Can run methods on <see cref="T:Godot.GodotObject"/>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><b>Note:</b> Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger.</para>
            <para><b>Warning:</b></para>
            <para>To ensure proper cleanup without crashes or deadlocks, when a <see cref="T:Godot.GodotThread"/>'s reference count reaches zero and it is therefore destroyed, the following conditions must be met:</para>
            <para>- It must not have any <see cref="T:Godot.Mutex"/> objects locked.</para>
            <para>- It must not be waiting on any <see cref="T:Godot.Semaphore"/> objects.</para>
            <para>- <see cref="M:Godot.GodotThread.WaitToFinish"/> should have been called on it.</para>
            </summary>
        </member>
        <member name="F:Godot.GodotThread.Priority.Low">
            <summary>
            <para>A thread running with lower priority than normally.</para>
            </summary>
        </member>
        <member name="F:Godot.GodotThread.Priority.Normal">
            <summary>
            <para>A thread with a standard priority.</para>
            </summary>
        </member>
        <member name="F:Godot.GodotThread.Priority.High">
            <summary>
            <para>A thread running with higher priority than normally.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotThread.Start(Godot.Callable,Godot.GodotThread.Priority)">
            <summary>
            <para>Starts a new <see cref="T:Godot.GodotThread"/> that calls <c>callable</c>.</para>
            <para>If the method takes some arguments, you can pass them using <c>Callable.bind</c>.</para>
            <para>The <c>priority</c> of the <see cref="T:Godot.GodotThread"/> can be changed by passing a value from the <see cref="T:Godot.GodotThread.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.GodotThread.GetId">
            <summary>
            <para>Returns the current <see cref="T:Godot.GodotThread"/>'s ID, uniquely identifying it among all threads. If the <see cref="T:Godot.GodotThread"/> has not started running or if <see cref="M:Godot.GodotThread.WaitToFinish"/> has been called, this returns an empty string.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotThread.IsStarted">
            <summary>
            <para>Returns <c>true</c> if this <see cref="T:Godot.GodotThread"/> has been started. Once started, this will return <c>true</c> until it is joined using <see cref="M:Godot.GodotThread.WaitToFinish"/>. For checking if a <see cref="T:Godot.GodotThread"/> is still executing its task, use <see cref="M:Godot.GodotThread.IsAlive"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotThread.IsAlive">
            <summary>
            <para>Returns <c>true</c> if this <see cref="T:Godot.GodotThread"/> is currently running the provided function. This is useful for determining if <see cref="M:Godot.GodotThread.WaitToFinish"/> can be called without blocking the calling thread.</para>
            <para>To check if a <see cref="T:Godot.GodotThread"/> is joinable, use <see cref="M:Godot.GodotThread.IsStarted"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotThread.WaitToFinish">
            <summary>
            <para>Joins the <see cref="T:Godot.GodotThread"/> and waits for it to finish. Returns the output of the <see cref="T:Godot.Callable"/> passed to <see cref="M:Godot.GodotThread.Start(Godot.Callable,Godot.GodotThread.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.GodotThread"/> or before freeing the instance that contains the <see cref="T:Godot.GodotThread"/>.</para>
            <para>To determine if this can be called without blocking the calling thread, check if <see cref="M:Godot.GodotThread.IsAlive"/> is <c>false</c>.</para>
            <para><b>Note:</b> After the <see cref="T:Godot.GodotThread"/> 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>
        <member name="T:Godot.TileData">
            <summary>
            <para><see cref="T:Godot.TileData"/> object represents a single tile in a <see cref="T:Godot.TileSet"/>. It is usually edited using the tileset editor, but it can be modified at runtime using <see cref="M:Godot.TileMap._TileDataRuntimeUpdate(System.Int32,Godot.Vector2I,Godot.TileData)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TileData.FlipH">
            <summary>
            <para>If <c>true</c>, the tile will have its texture flipped horizontally.</para>
            </summary>
        </member>
        <member name="P:Godot.TileData.FlipV">
            <summary>
            <para>If <c>true</c>, the tile will have its texture flipped vertically.</para>
            </summary>
        </member>
        <member name="P:Godot.TileData.Transpose">
            <summary>
            <para>If <c>true</c>, the tile will display transposed, i.e. with horizontal and vertical texture UVs swapped.</para>
            </summary>
        </member>
        <member name="P:Godot.TileData.TextureOrigin">
            <summary>
            <para>Offsets the position of where the tile is drawn.</para>
            </summary>
        </member>
        <member name="P:Godot.TileData.Modulate">
            <summary>
            <para>Color modulation of the tile.</para>
            </summary>
        </member>
        <member name="P:Godot.TileData.Material">
            <summary>
            <para>The <see cref="T:Godot.Material"/> to use for this <see cref="T:Godot.TileData"/>. This can be a <see cref="T:Godot.CanvasItemMaterial"/> to use the default shader, or a <see cref="T:Godot.ShaderMaterial"/> to use a custom shader.</para>
            </summary>
        </member>
        <member name="P:Godot.TileData.ZIndex">
            <summary>
            <para>Ordering index of this tile, relative to <see cref="T:Godot.TileMap"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TileData.YSortOrigin">
            <summary>
            <para>Vertical point of the tile used for determining y-sorted order.</para>
            </summary>
        </member>
        <member name="P:Godot.TileData.TerrainSet">
            <summary>
            <para>ID of the terrain set that the tile uses.</para>
            </summary>
        </member>
        <member name="P:Godot.TileData.Terrain">
            <summary>
            <para>ID of the terrain from the terrain set that the tile uses.</para>
            </summary>
        </member>
        <member name="P:Godot.TileData.Probability">
            <summary>
            <para>Relative probability of this tile being selected when drawing a pattern of random tiles.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.SetOccluder(System.Int32,Godot.OccluderPolygon2D)">
            <summary>
            <para>Sets the occluder for the TileSet occlusion layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.GetOccluder(System.Int32)">
            <summary>
            <para>Returns the occluder polygon of the tile for the TileSet occlusion layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.SetConstantLinearVelocity(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the constant linear velocity. This does not move the tile. This linear velocity is applied to objects colliding with this tile. This is useful to create conveyor belts.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.GetConstantLinearVelocity(System.Int32)">
            <summary>
            <para>Returns the constant linear velocity applied to objects colliding with this tile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.SetConstantAngularVelocity(System.Int32,System.Single)">
            <summary>
            <para>Sets the constant angular velocity. This does not rotate the tile. This angular velocity is applied to objects colliding with this tile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.GetConstantAngularVelocity(System.Int32)">
            <summary>
            <para>Returns the constant angular velocity applied to objects colliding with this tile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.SetCollisionPolygonsCount(System.Int32,System.Int32)">
            <summary>
            <para>Sets the polygons count for TileSet physics layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.GetCollisionPolygonsCount(System.Int32)">
            <summary>
            <para>Returns how many polygons the tile has for TileSet physics layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.AddCollisionPolygon(System.Int32)">
            <summary>
            <para>Adds a collision polygon to the tile on the given TileSet physics layer.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.RemoveCollisionPolygon(System.Int32,System.Int32)">
            <summary>
            <para>Removes the polygon at index <c>polygonIndex</c> for TileSet physics layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.SetCollisionPolygonPoints(System.Int32,System.Int32,Godot.Vector2[])">
            <summary>
            <para>Sets the points of the polygon at index <c>polygonIndex</c> for TileSet physics layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.GetCollisionPolygonPoints(System.Int32,System.Int32)">
            <summary>
            <para>Returns the points of the polygon at index <c>polygonIndex</c> for TileSet physics layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.SetCollisionPolygonOneWay(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Enables/disables one-way collisions on the polygon at index <c>polygonIndex</c> for TileSet physics layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.IsCollisionPolygonOneWay(System.Int32,System.Int32)">
            <summary>
            <para>Returns whether one-way collisions are enabled for the polygon at index <c>polygonIndex</c> for TileSet physics layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.SetCollisionPolygonOneWayMargin(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>Enables/disables one-way collisions on the polygon at index <c>polygonIndex</c> for TileSet physics layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.GetCollisionPolygonOneWayMargin(System.Int32,System.Int32)">
            <summary>
            <para>Returns the one-way margin (for one-way platforms) of the polygon at index <c>polygonIndex</c> for TileSet physics layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.SetTerrainPeeringBit(Godot.TileSet.CellNeighbor,System.Int32)">
            <summary>
            <para>Sets the tile's terrain bit for the given <c>peeringBit</c> direction.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.GetTerrainPeeringBit(Godot.TileSet.CellNeighbor)">
            <summary>
            <para>Returns the tile's terrain bit for the given <c>peeringBit</c> direction.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.SetNavigationPolygon(System.Int32,Godot.NavigationPolygon)">
            <summary>
            <para>Sets the navigation polygon for the TileSet navigation layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.GetNavigationPolygon(System.Int32)">
            <summary>
            <para>Returns the navigation polygon of the tile for the TileSet navigation layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.SetCustomData(System.String,Godot.Variant)">
            <summary>
            <para>Sets the tile's custom data value for the TileSet custom data layer with name <c>layerName</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.GetCustomData(System.String)">
            <summary>
            <para>Returns the custom data value for custom data layer named <c>layerName</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.SetCustomDataByLayerId(System.Int32,Godot.Variant)">
            <summary>
            <para>Sets the tile's custom data value for the TileSet custom data layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileData.GetCustomDataByLayerId(System.Int32)">
            <summary>
            <para>Returns the custom data value for custom data layer with index <c>layerId</c>.</para>
            </summary>
        </member>
        <member name="E:Godot.TileData.Changed">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TileData.Changed"/> event of a <see cref="T:Godot.TileData"/> class.
            </summary>
            <summary>
            <para>Emitted when any of the properties are changed.</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 which are used to create grid-based maps. A TileMap may have several layers, layouting tiles on top of each other.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.VisibilityMode.Default">
            <summary>
            <para>Use the debug settings to determine visibility.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.VisibilityMode.ForceHide">
            <summary>
            <para>Always hide.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.VisibilityMode.ForceShow">
            <summary>
            <para>Always show.</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.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.CollisionAnimatable">
            <summary>
            <para>If enabled, the TileMap will see its collisions synced to the physics tick and change its collision type from static to kinematic. This is required to create TileMap-based moving platform.</para>
            <para><b>Note:</b> Enabling <see cref="P:Godot.TileMap.CollisionAnimatable"/> may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CollisionVisibilityMode">
            <summary>
            <para>Show or hide the TileMap's collision shapes. If set to <see cref="F:Godot.TileMap.VisibilityMode.Default"/>, this depends on the show collision debug settings.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.NavigationVisibilityMode">
            <summary>
            <para>Show or hide the TileMap's navigation meshes. If set to <see cref="F:Godot.TileMap.VisibilityMode.Default"/>, this depends on the show navigation debug settings.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap._TileDataRuntimeUpdate(System.Int32,Godot.Vector2I,Godot.TileData)">
            <summary>
            <para>Called with a TileData object about to be used internally by the TileMap, allowing its modification at runtime.</para>
            <para>This method is only called if <see cref="M:Godot.TileMap._UseTileDataRuntimeUpdate(System.Int32,Godot.Vector2I)"/> is implemented and returns <c>true</c> for the given tile <c>coords</c> and <c>layer</c>.</para>
            <para><b>Warning:</b> The <c>tileData</c> object's sub-resources are the same as the one in the TileSet. Modifying them might impact the whole TileSet. Instead, make sure to duplicate those resources.</para>
            <para><b>Note:</b> If the properties of <c>tileData</c> object should change over time, use <see cref="M:Godot.TileMap.ForceUpdate(System.Int32)"/> to trigger a TileMap update.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap._UseTileDataRuntimeUpdate(System.Int32,Godot.Vector2I)">
            <summary>
            <para>Should return <c>true</c> if the tile at coordinates <c>coords</c> on layer <c>layer</c> requires a runtime update.</para>
            <para><b>Warning:</b> Make sure this function only return <c>true</c> when needed. Any tile processed at runtime without a need for it will imply a significant performance penalty.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetLayersCount">
            <summary>
            <para>Returns the number of layers in the TileMap.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.AddLayer(System.Int32)">
            <summary>
            <para>Adds a layer at the given position <c>toPosition</c> in the array. If <c>toPosition</c> is negative, the position is counted from the end, with <c>-1</c> adding the layer at the end of the array.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.MoveLayer(System.Int32,System.Int32)">
            <summary>
            <para>Moves the layer at index <c>layer</c> to the given position <c>toPosition</c> in the array.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.RemoveLayer(System.Int32)">
            <summary>
            <para>Removes the layer at index <c>layer</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetLayerName(System.Int32,System.String)">
            <summary>
            <para>Sets a layer's name. This is mostly useful in the editor.</para>
            <para>If <c>layer</c> is negative, the layers are accessed from the last one.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetLayerName(System.Int32)">
            <summary>
            <para>Returns a TileMap layer's name.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetLayerEnabled(System.Int32,System.Boolean)">
            <summary>
            <para>Enables or disables the layer <c>layer</c>. A disabled layer is not processed at all (no rendering, no physics, etc...).</para>
            <para>If <c>layer</c> is negative, the layers are accessed from the last one.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.IsLayerEnabled(System.Int32)">
            <summary>
            <para>Returns if a layer is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetLayerModulate(System.Int32,Godot.Color)">
            <summary>
            <para>Sets a layer's color. It will be multiplied by tile's color and TileMap's modulate.</para>
            <para>If <c>layer</c> is negative, the layers are accessed from the last one.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetLayerModulate(System.Int32)">
            <summary>
            <para>Returns a TileMap layer's modulate.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetLayerYSortEnabled(System.Int32,System.Boolean)">
            <summary>
            <para>Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer will behave as a CanvasItem node where each of its tile gets Y-sorted.</para>
            <para>Y-sorted layers should usually be on different Z-index values than not Y-sorted layers, otherwise, each of those layer will be Y-sorted as whole with the Y-sorted one. This is usually an undesired behavior.</para>
            <para>If <c>layer</c> is negative, the layers are accessed from the last one.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.IsLayerYSortEnabled(System.Int32)">
            <summary>
            <para>Returns if a layer Y-sorts its tiles.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetLayerYSortOrigin(System.Int32,System.Int32)">
            <summary>
            <para>Sets a layer's Y-sort origin value. This Y-sort origin value is added to each tile's Y-sort origin value.</para>
            <para>This allows, for example, to fake a different height level on each layer. This can be useful for top-down view games.</para>
            <para>If <c>layer</c> is negative, the layers are accessed from the last one.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetLayerYSortOrigin(System.Int32)">
            <summary>
            <para>Returns a TileMap layer's Y sort origin.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetLayerZIndex(System.Int32,System.Int32)">
            <summary>
            <para>Sets a layers Z-index value. This Z-index is added to each tile's Z-index value.</para>
            <para>If <c>layer</c> is negative, the layers are accessed from the last one.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetLayerZIndex(System.Int32)">
            <summary>
            <para>Returns a TileMap layer's Z-index value.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetNavigationMap(System.Int32,Godot.Rid)">
            <summary>
            <para>Assigns a <see cref="T:Godot.NavigationServer2D"/> navigation map <see cref="T:Godot.Rid"/> to the specified TileMap <c>layer</c>.</para>
            <para>By default the TileMap uses the default <see cref="T:Godot.World2D"/> navigation map for the first TileMap layer. For each additional TileMap layer a new navigation map is created for the additional layer.</para>
            <para>In order to make <see cref="T:Godot.NavigationAgent2D"/> switch between TileMap layer navigation maps use <see cref="M:Godot.NavigationAgent2D.SetNavigationMap(Godot.Rid)"/> with the navigation map received from <see cref="M:Godot.TileMap.GetNavigationMap(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetNavigationMap(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.NavigationServer2D"/> navigation map <see cref="T:Godot.Rid"/> currently assigned to the specified TileMap <c>layer</c>.</para>
            <para>By default the TileMap uses the default <see cref="T:Godot.World2D"/> navigation map for the first TileMap layer. For each additional TileMap layer a new navigation map is created for the additional layer.</para>
            <para>In order to make <see cref="T:Godot.NavigationAgent2D"/> switch between TileMap layer navigation maps use <see cref="M:Godot.NavigationAgent2D.SetNavigationMap(Godot.Rid)"/> with the navigation map received from <see cref="M:Godot.TileMap.GetNavigationMap(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetCell(System.Int32,Godot.Vector2I,System.Int32,System.Nullable{Godot.Vector2I},System.Int32)">
            <summary>
            <para>Sets the tile indentifiers for the cell on layer <c>layer</c> at coordinates <c>coords</c>. Each tile of the <see cref="T:Godot.TileSet"/> is identified using three parts:</para>
            <para>- The source identifier <c>sourceId</c> identifies a <see cref="T:Godot.TileSetSource"/> identifier. See <see cref="M:Godot.TileSet.SetSourceId(System.Int32,System.Int32)"/>,</para>
            <para>- The atlas coordinates identifier <c>atlasCoords</c> identifies a tile coordinates in the atlas (if the source is a <see cref="T:Godot.TileSetAtlasSource"/>). For <see cref="T:Godot.TileSetScenesCollectionSource"/> it should always be <c>Vector2i(0, 0)</c>),</para>
            <para>- The alternative tile identifier <c>alternativeTile</c> identifies a tile alternative in the atlas (if the source is a <see cref="T:Godot.TileSetAtlasSource"/>), and the scene for a <see cref="T:Godot.TileSetScenesCollectionSource"/>.</para>
            <para>If <c>sourceId</c> is set to <c>-1</c>, <c>atlasCoords</c> to <c>Vector2i(-1, -1)</c> or <c>alternativeTile</c> to <c>-1</c>, the cell will be erased. An erased cell gets <b>all</b> its identifiers automatically set to their respective invalid values, namely <c>-1</c>, <c>Vector2i(-1, -1)</c> and <c>-1</c>.</para>
            </summary>
            <param name="atlasCoords">If the parameter is null, then the default value is <c>new Vector2I(-1, -1)</c>.</param>
        </member>
        <member name="M:Godot.TileMap.EraseCell(System.Int32,Godot.Vector2I)">
            <summary>
            <para>Erases the cell on layer <c>layer</c> at coordinates <c>coords</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetCellSourceId(System.Int32,Godot.Vector2I,System.Boolean)">
            <summary>
            <para>Returns the tile source ID of the cell on layer <c>layer</c> at coordinates <c>coords</c>. Returns <c>-1</c> if the cell does not exist.</para>
            <para>If <c>useProxies</c> is <c>false</c>, ignores the <see cref="T:Godot.TileSet"/>'s tile proxies, returning the raw alternative identifier. See <see cref="M:Godot.TileSet.MapTileProxy(System.Int32,Godot.Vector2I,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetCellAtlasCoords(System.Int32,Godot.Vector2I,System.Boolean)">
            <summary>
            <para>Returns the tile atlas coordinates ID of the cell on layer <c>layer</c> at coordinates <c>coords</c>. If <c>useProxies</c> is <c>false</c>, ignores the <see cref="T:Godot.TileSet"/>'s tile proxies, returning the raw alternative identifier. See <see cref="M:Godot.TileSet.MapTileProxy(System.Int32,Godot.Vector2I,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetCellAlternativeTile(System.Int32,Godot.Vector2I,System.Boolean)">
            <summary>
            <para>Returns the tile alternative ID of the cell on layer <c>layer</c> at <c>coords</c>. If <c>useProxies</c> is <c>false</c>, ignores the <see cref="T:Godot.TileSet"/>'s tile proxies, returning the raw alternative identifier. See <see cref="M:Godot.TileSet.MapTileProxy(System.Int32,Godot.Vector2I,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetCellTileData(System.Int32,Godot.Vector2I,System.Boolean)">
            <summary>
            <para>Returns the <see cref="T:Godot.TileData"/> object associated with the given cell, or <c>null</c> if the cell does not exist or is not a <see cref="T:Godot.TileSetAtlasSource"/>.</para>
            <para>If <c>useProxies</c> is <c>false</c>, ignores the <see cref="T:Godot.TileSet"/>'s tile proxies, returning the raw alternative identifier. See <see cref="M:Godot.TileSet.MapTileProxy(System.Int32,Godot.Vector2I,System.Int32)"/>.</para>
            <para><code>
            func get_clicked_tile_power():
                var clicked_cell = tile_map.local_to_map(tile_map.get_local_mouse_position())
                var data = tile_map.get_cell_tile_data(0, clicked_cell)
                if data:
                    return data.get_custom_data("power")
                else:
                    return 0
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetCoordsForBodyRid(Godot.Rid)">
            <summary>
            <para>Returns the coordinates of the tile for given physics body RID. Such RID can be retrieved from <see cref="M:Godot.KinematicCollision2D.GetColliderRid"/>, when colliding with a tile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetLayerForBodyRid(Godot.Rid)">
            <summary>
            <para>Returns the tilemap layer of the tile for given physics body RID. Such RID can be retrieved from <see cref="M:Godot.KinematicCollision2D.GetColliderRid"/>, when colliding with a tile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetPattern(System.Int32,Godot.Collections.Array{Godot.Vector2I})">
            <summary>
            <para>Creates a new <see cref="T:Godot.TileMapPattern"/> from the given layer and set of cells.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.MapPattern(Godot.Vector2I,Godot.Vector2I,Godot.TileMapPattern)">
            <summary>
            <para>Returns for the given coordinate <c>coordsInPattern</c> in a <see cref="T:Godot.TileMapPattern"/> the corresponding cell coordinates if the pattern was pasted at the <c>positionInTilemap</c> coordinates (see <see cref="M:Godot.TileMap.SetPattern(System.Int32,Godot.Vector2I,Godot.TileMapPattern)"/>). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating <c>position_in_tile_map + coords_in_pattern</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetPattern(System.Int32,Godot.Vector2I,Godot.TileMapPattern)">
            <summary>
            <para>Paste the given <see cref="T:Godot.TileMapPattern"/> at the given <c>position</c> and <c>layer</c> in the tile map.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetCellsTerrainConnect(System.Int32,Godot.Collections.Array{Godot.Vector2I},System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Update all the cells in the <c>cells</c> coordinates array so that they use the given <c>terrain</c> for the given <c>terrainSet</c>. If an updated cell has the same terrain as one of its neighboring cells, this function tries to join the two. This function might update neighboring tiles if needed to create correct terrain transitions.</para>
            <para>If <c>ignoreEmptyTerrains</c> is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.</para>
            <para><b>Note:</b> To work correctly, this method requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetCellsTerrainPath(System.Int32,Godot.Collections.Array{Godot.Vector2I},System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Update all the cells in the <c>path</c> coordinates array so that they use the given <c>terrain</c> for the given <c>terrainSet</c>. The function will also connect two successive cell in the path with the same terrain. This function might update neighboring tiles if needed to create correct terrain transitions.</para>
            <para>If <c>ignoreEmptyTerrains</c> is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.</para>
            <para><b>Note:</b> To work correctly, this method requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.</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.ClearLayer(System.Int32)">
            <summary>
            <para>Clears all cells on the given layer.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.Clear">
            <summary>
            <para>Clears all cells.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.ForceUpdate(System.Int32)">
            <summary>
            <para>Triggers an update of the TileMap. If <c>layer</c> is provided, only updates the given layer.</para>
            <para><b>Note:</b> The TileMap node updates automatically when one of its properties is modified. A manual update is only needed if runtime modifications (implemented in <see cref="M:Godot.TileMap._TileDataRuntimeUpdate(System.Int32,Godot.Vector2I,Godot.TileData)"/>) need to be applied.</para>
            <para><b>Warning:</b> Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of updates and the tiles they impact (by placing frequently updated tiles in a dedicated layer for example).</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetSurroundingCells(Godot.Vector2I)">
            <summary>
            <para>Returns the list of all neighbourings cells to the one at <c>coords</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetUsedCells(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:Godot.Vector2I"/> array with the positions of all cells containing a tile in the given layer. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is <c>Vector2(-1, -1)</c> and its alternative identifier is -1.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetUsedCellsById(System.Int32,System.Int32,System.Nullable{Godot.Vector2I},System.Int32)">
            <summary>
            <para>Returns a <see cref="T:Godot.Vector2I"/> array with the positions of all cells containing a tile in the given layer. Tiles may be filtered according to their source (<c>sourceId</c>), their atlas coordinates (<c>atlasCoords</c>) or alternative id (<c>alternativeTile</c>).</para>
            <para>If a parameter has it's value set to the default one, this parameter is not used to filter a cell. Thus, if all parameters have their respective default value, this method returns the same result as <see cref="M:Godot.TileMap.GetUsedCells(System.Int32)"/>.</para>
            <para>A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is <c>Vector2(-1, -1)</c> and its alternative identifier is -1.</para>
            </summary>
            <param name="atlasCoords">If the parameter is null, then the default value is <c>new Vector2I(-1, -1)</c>.</param>
        </member>
        <member name="M:Godot.TileMap.GetUsedRect">
            <summary>
            <para>Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.MapToLocal(Godot.Vector2I)">
            <summary>
            <para>Returns the centered position of a cell in the TileMap's local coordinate space. To convert the returned value into global coordinates, use <see cref="M:Godot.Node2D.ToGlobal(Godot.Vector2)"/>. See also <see cref="M:Godot.TileMap.LocalToMap(Godot.Vector2)"/>.</para>
            <para><b>Note:</b> This may not correspond to the visual position of the tile, i.e. it ignores the <see cref="P:Godot.TileData.TextureOrigin"/> property of individual tiles.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.LocalToMap(Godot.Vector2)">
            <summary>
            <para>Returns the map coordinates of the cell containing the given <c>localPosition</c>. If <c>localPosition</c> is in global coordinates, consider using <see cref="M:Godot.Node2D.ToLocal(Godot.Vector2)"/> before passing it to this method. See also <see cref="M:Godot.TileMap.MapToLocal(Godot.Vector2I)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetNeighborCell(Godot.Vector2I,Godot.TileSet.CellNeighbor)">
            <summary>
            <para>Returns the neighboring cell to the one at coordinates <c>coords</c>, identified by the <c>neighbor</c> direction. This method takes into account the different layouts a TileMap can take.</para>
            </summary>
        </member>
        <member name="E:Godot.TileMap.Changed">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TileMap.Changed"/> event of a <see cref="T:Godot.TileMap"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.TileSet"/> of this TileMap changes.</para>
            </summary>
        </member>
        <member name="T:Godot.TileMapPattern">
            <summary>
            <para>This resource holds a set of cells to help bulk manipulations of <see cref="T:Godot.TileMap"/>.</para>
            <para>A pattern always start at the <c>(0,0)</c> coordinates and cannot have cells with negative coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMapPattern.SetCell(Godot.Vector2I,System.Int32,System.Nullable{Godot.Vector2I},System.Int32)">
            <summary>
            <para>Sets the tile indentifiers for the cell at coordinates <c>coords</c>. See <see cref="M:Godot.TileMap.SetCell(System.Int32,Godot.Vector2I,System.Int32,System.Nullable{Godot.Vector2I},System.Int32)"/>.</para>
            </summary>
            <param name="atlasCoords">If the parameter is null, then the default value is <c>new Vector2I(-1, -1)</c>.</param>
        </member>
        <member name="M:Godot.TileMapPattern.HasCell(Godot.Vector2I)">
            <summary>
            <para>Returns whether the pattern has a tile at the given coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMapPattern.RemoveCell(Godot.Vector2I,System.Boolean)">
            <summary>
            <para>Remove the cell at the given coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMapPattern.GetCellSourceId(Godot.Vector2I)">
            <summary>
            <para>Returns the tile source ID of the cell at <c>coords</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMapPattern.GetCellAtlasCoords(Godot.Vector2I)">
            <summary>
            <para>Returns the tile atlas coordinates ID of the cell at <c>coords</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMapPattern.GetCellAlternativeTile(Godot.Vector2I)">
            <summary>
            <para>Returns the tile alternative ID of the cell at <c>coords</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMapPattern.GetUsedCells">
            <summary>
            <para>Returns the list of used cell coordinates in the pattern.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMapPattern.GetSize">
            <summary>
            <para>Returns the size, in cells, of the pattern.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMapPattern.SetSize(Godot.Vector2I)">
            <summary>
            <para>Sets the size of the pattern.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMapPattern.IsEmpty">
            <summary>
            <para>Returns whether the pattern is empty or not.</para>
            </summary>
        </member>
        <member name="T:Godot.TileSet">
            <summary>
            <para>A TileSet is a library of tiles for a <see cref="T:Godot.TileMap"/>. A TileSet handles a list of <see cref="T:Godot.TileSetSource"/>, each of them storing a set of tiles.</para>
            <para>Tiles can either be from a <see cref="T:Godot.TileSetAtlasSource"/>, that render tiles out of a texture with support for physics, navigation, etc... or from a <see cref="T:Godot.TileSetScenesCollectionSource"/> which exposes scene-based tiles.</para>
            <para>Tiles are referenced by using three IDs: their source ID, their atlas coordinates ID and their alternative tile ID.</para>
            <para>A TileSet can be configured so that its tiles expose more or less properties. To do so, the TileSet resources uses property layers, that you can add or remove depending on your needs.</para>
            <para>For example, adding a physics layer allows giving collision shapes to your tiles. Each layer having dedicated properties (physics layer and mask), you may add several TileSet physics layers for each type of collision you need.</para>
            <para>See the functions to add new layers for more information.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TileShapeEnum.Square">
            <summary>
            <para>Rectangular tile shape.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TileShapeEnum.Isometric">
            <summary>
            <para>Diamond tile shape (for isometric look).</para>
            <para><b>Note:</b> Isometric <see cref="T:Godot.TileSet"/> works best if <see cref="T:Godot.TileMap"/> and all its layers have Y-sort enabled.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TileShapeEnum.HalfOffsetSquare">
            <summary>
            <para>Rectangular tile shape with one row/column out of two offset by half a tile.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TileShapeEnum.Hexagon">
            <summary>
            <para>Hexagonal tile shape.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TileLayoutEnum.Stacked">
            <summary>
            <para>Tile coordinates layout where both axis stay consistent with their respective local horizontal and vertical axis.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TileLayoutEnum.StackedOffset">
            <summary>
            <para>Same as <see cref="F:Godot.TileSet.TileLayoutEnum.Stacked"/>, but the first half-offset is negative instead of positive.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TileLayoutEnum.StairsRight">
            <summary>
            <para>Tile coordinates layout where the horizontal axis stay horizontal, and the vertical one goes down-right.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TileLayoutEnum.StairsDown">
            <summary>
            <para>Tile coordinates layout where the vertical axis stay vertical, and the horizontal one goes down-right.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TileLayoutEnum.DiamondRight">
            <summary>
            <para>Tile coordinates layout where the horizontal axis goes up-right, and the vertical one goes down-right.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TileLayoutEnum.DiamondDown">
            <summary>
            <para>Tile coordinates layout where the horizontal axis goes down-right, and the vertical one goes down-left.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TileOffsetAxisEnum.Horizontal">
            <summary>
            <para>Horizontal half-offset.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TileOffsetAxisEnum.Vertical">
            <summary>
            <para>Vertical half-offset.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.RightSide">
            <summary>
            <para>Neighbor on the right side.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.RightCorner">
            <summary>
            <para>Neighbor in the right corner.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.BottomRightSide">
            <summary>
            <para>Neighbor on the bottom right side.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.BottomRightCorner">
            <summary>
            <para>Neighbor in the bottom right corner.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.BottomSide">
            <summary>
            <para>Neighbor on the bottom side.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.BottomCorner">
            <summary>
            <para>Neighbor in the bottom corner.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.BottomLeftSide">
            <summary>
            <para>Neighbor on the bottom left side.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.BottomLeftCorner">
            <summary>
            <para>Neighbor in the bottom left corner.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.LeftSide">
            <summary>
            <para>Neighbor on the left side.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.LeftCorner">
            <summary>
            <para>Neighbor in the left corner.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.TopLeftSide">
            <summary>
            <para>Neighbor on the top left side.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.TopLeftCorner">
            <summary>
            <para>Neighbor in the top left corner.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.TopSide">
            <summary>
            <para>Neighbor on the top side.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.TopCorner">
            <summary>
            <para>Neighbor in the top corner.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.TopRightSide">
            <summary>
            <para>Neighbor on the top right side.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.CellNeighbor.TopRightCorner">
            <summary>
            <para>Neighbor in the top right corner.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TerrainMode.CornersAndSides">
            <summary>
            <para>Requires both corners and side to match with neighboring tiles' terrains.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TerrainMode.Corners">
            <summary>
            <para>Requires corners to match with neighboring tiles' terrains.</para>
            </summary>
        </member>
        <member name="F:Godot.TileSet.TerrainMode.Sides">
            <summary>
            <para>Requires sides to match with neighboring tiles' terrains.</para>
            </summary>
        </member>
        <member name="P:Godot.TileSet.TileShape">
            <summary>
            <para>The tile shape.</para>
            </summary>
        </member>
        <member name="P:Godot.TileSet.TileLayout">
            <summary>
            <para>For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), changes the way tiles are indexed in the TileMap grid.</para>
            </summary>
        </member>
        <member name="P:Godot.TileSet.TileOffsetAxis">
            <summary>
            <para>For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), determines the offset axis.</para>
            </summary>
        </member>
        <member name="P:Godot.TileSet.TileSize">
            <summary>
            <para>The tile size, in pixels. For all tile shapes, this size corresponds to the encompassing rectangle of the tile shape. This is thus the minimal cell size required in an atlas.</para>
            </summary>
        </member>
        <member name="P:Godot.TileSet.UVClipping">
            <summary>
            <para>Enables/Disable uv clipping when rendering the tiles.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetNextSourceId">
            <summary>
            <para>Returns a new unused source ID. This generated ID is the same that a call to <c>add_source</c> would return.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AddSource(Godot.TileSetSource,System.Int32)">
            <summary>
            <para>Adds a <see cref="T:Godot.TileSetSource"/> to the TileSet. If <c>atlasSourceIdOverride</c> is not -1, also set its source ID. Otherwise, a unique identifier is automatically generated.</para>
            <para>The function returns the added source ID or -1 if the source could not be added.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.RemoveSource(System.Int32)">
            <summary>
            <para>Removes the source with the given source ID.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetSourceId(System.Int32,System.Int32)">
            <summary>
            <para>Changes a source's ID.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetSourceCount">
            <summary>
            <para>Returns the number of <see cref="T:Godot.TileSetSource"/> in this TileSet.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetSourceId(System.Int32)">
            <summary>
            <para>Returns the source ID for source with index <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.HasSource(System.Int32)">
            <summary>
            <para>Returns if this TileSet has a source for the given source ID.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetSource(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.TileSetSource"/> with ID <c>sourceId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetOcclusionLayersCount">
            <summary>
            <para>Returns the occlusion layers count.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AddOcclusionLayer(System.Int32)">
            <summary>
            <para>Adds an occlusion layer to the TileSet at the given position <c>toPosition</c> in the array. If <c>toPosition</c> is -1, adds it at the end of the array.</para>
            <para>Occlusion layers allow assigning occlusion polygons to atlas tiles.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.MoveOcclusionLayer(System.Int32,System.Int32)">
            <summary>
            <para>Moves the occlusion layer at index <c>layerIndex</c> to the given position <c>toPosition</c> in the array. Also updates the atlas tiles accordingly.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.RemoveOcclusionLayer(System.Int32)">
            <summary>
            <para>Removes the occlusion layer at index <c>layerIndex</c>. Also updates the atlas tiles accordingly.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetOcclusionLayerLightMask(System.Int32,System.Int32)">
            <summary>
            <para>Sets the occlusion layer (as in the rendering server) for occluders in the given TileSet occlusion layer.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetOcclusionLayerLightMask(System.Int32)">
            <summary>
            <para>Returns the light mask of the occlusion layer.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetOcclusionLayerSdfCollision(System.Int32,System.Boolean)">
            <summary>
            <para>Enables or disables SDF collision for occluders in the given TileSet occlusion layer.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetOcclusionLayerSdfCollision(System.Int32)">
            <summary>
            <para>Returns if the occluders from this layer use <c>sdf_collision</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetPhysicsLayersCount">
            <summary>
            <para>Returns the physics layers count.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AddPhysicsLayer(System.Int32)">
            <summary>
            <para>Adds a physics layer to the TileSet at the given position <c>toPosition</c> in the array. If <c>toPosition</c> is -1, adds it at the end of the array.</para>
            <para>Physics layers allow assigning collision polygons to atlas tiles.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.MovePhysicsLayer(System.Int32,System.Int32)">
            <summary>
            <para>Moves the physics layer at index <c>layerIndex</c> to the given position <c>toPosition</c> in the array. Also updates the atlas tiles accordingly.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.RemovePhysicsLayer(System.Int32)">
            <summary>
            <para>Removes the physics layer at index <c>layerIndex</c>. Also updates the atlas tiles accordingly.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetPhysicsLayerCollisionLayer(System.Int32,System.UInt32)">
            <summary>
            <para>Sets the physics layer (as in the physics server) for bodies in the given TileSet physics layer.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetPhysicsLayerCollisionLayer(System.Int32)">
            <summary>
            <para>Returns the collision layer (as in the physics server) bodies on the given TileSet's physics layer are in.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetPhysicsLayerCollisionMask(System.Int32,System.UInt32)">
            <summary>
            <para>Sets the physics layer (as in the physics server) for bodies in the given TileSet physics layer.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetPhysicsLayerCollisionMask(System.Int32)">
            <summary>
            <para>Returns the collision mask of bodies on the given TileSet's physics layer.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetPhysicsLayerPhysicsMaterial(System.Int32,Godot.PhysicsMaterial)">
            <summary>
            <para>Sets the physics material for bodies in the given TileSet physics layer.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetPhysicsLayerPhysicsMaterial(System.Int32)">
            <summary>
            <para>Returns the physics material of bodies on the given TileSet's physics layer.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetTerrainSetsCount">
            <summary>
            <para>Returns the terrain sets count.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AddTerrainSet(System.Int32)">
            <summary>
            <para>Adds a new terrain set at the given position <c>toPosition</c> in the array. If <c>toPosition</c> is -1, adds it at the end of the array.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.MoveTerrainSet(System.Int32,System.Int32)">
            <summary>
            <para>Moves the terrain set at index <c>terrainSet</c> to the given position <c>toPosition</c> in the array. Also updates the atlas tiles accordingly.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.RemoveTerrainSet(System.Int32)">
            <summary>
            <para>Removes the terrain set at index <c>terrainSet</c>. Also updates the atlas tiles accordingly.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetTerrainSetMode(System.Int32,Godot.TileSet.TerrainMode)">
            <summary>
            <para>Sets a terrain mode. Each mode determines which bits of a tile shape is used to match the neighboring tiles' terrains.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetTerrainSetMode(System.Int32)">
            <summary>
            <para>Returns a terrain set mode.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetTerrainsCount(System.Int32)">
            <summary>
            <para>Returns the number of terrains in the given terrain set.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AddTerrain(System.Int32,System.Int32)">
            <summary>
            <para>Adds a new terrain to the given terrain set <c>terrainSet</c> at the given position <c>toPosition</c> in the array. If <c>toPosition</c> is -1, adds it at the end of the array.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.MoveTerrain(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Moves the terrain at index <c>terrainIndex</c> for terrain set <c>terrainSet</c> to the given position <c>toPosition</c> in the array. Also updates the atlas tiles accordingly.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.RemoveTerrain(System.Int32,System.Int32)">
            <summary>
            <para>Removes the terrain at index <c>terrainIndex</c> in the given terrain set <c>terrainSet</c>. Also updates the atlas tiles accordingly.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetTerrainName(System.Int32,System.Int32,System.String)">
            <summary>
            <para>Sets a terrain's name.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetTerrainName(System.Int32,System.Int32)">
            <summary>
            <para>Returns a terrain's name.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetTerrainColor(System.Int32,System.Int32,Godot.Color)">
            <summary>
            <para>Sets a terrain's color. This color is used for identifying the different terrains in the TileSet editor.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetTerrainColor(System.Int32,System.Int32)">
            <summary>
            <para>Returns a terrain's color.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetNavigationLayersCount">
            <summary>
            <para>Returns the navigation layers count.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AddNavigationLayer(System.Int32)">
            <summary>
            <para>Adds a navigation layer to the TileSet at the given position <c>toPosition</c> in the array. If <c>toPosition</c> is -1, adds it at the end of the array.</para>
            <para>Navigation layers allow assigning a navigable area to atlas tiles.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.MoveNavigationLayer(System.Int32,System.Int32)">
            <summary>
            <para>Moves the navigation layer at index <c>layerIndex</c> to the given position <c>toPosition</c> in the array. Also updates the atlas tiles accordingly.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.RemoveNavigationLayer(System.Int32)">
            <summary>
            <para>Removes the navigation layer at index <c>layerIndex</c>. Also updates the atlas tiles accordingly.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetNavigationLayerLayers(System.Int32,System.UInt32)">
            <summary>
            <para>Sets the navigation layers (as in the navigation server) for navigation regions in the given TileSet navigation layer.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetNavigationLayerLayers(System.Int32)">
            <summary>
            <para>Returns the navigation layers (as in the Navigation server) of the given TileSet navigation layer.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetNavigationLayerLayerValue(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified navigation layer of the TileSet navigation data layer identified by the given <c>layerIndex</c>, given a navigation_layers <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetNavigationLayerLayerValue(System.Int32,System.Int32)">
            <summary>
            <para>Returns whether or not the specified navigation layer of the TileSet navigation data layer identified by the given <c>layerIndex</c> is enabled, given a navigation_layers <c>layerNumber</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetCustomDataLayersCount">
            <summary>
            <para>Returns the custom data layers count.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AddCustomDataLayer(System.Int32)">
            <summary>
            <para>Adds a custom data layer to the TileSet at the given position <c>toPosition</c> in the array. If <c>toPosition</c> is -1, adds it at the end of the array.</para>
            <para>Custom data layers allow assigning custom properties to atlas tiles.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.MoveCustomDataLayer(System.Int32,System.Int32)">
            <summary>
            <para>Moves the custom data layer at index <c>layerIndex</c> to the given position <c>toPosition</c> in the array. Also updates the atlas tiles accordingly.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.RemoveCustomDataLayer(System.Int32)">
            <summary>
            <para>Removes the custom data layer at index <c>layerIndex</c>. Also updates the atlas tiles accordingly.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetCustomDataLayerByName(System.String)">
            <summary>
            <para>Returns the index of the custom data layer identified by the given name.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetCustomDataLayerName(System.Int32,System.String)">
            <summary>
            <para>Sets the name of the custom data layer identified by the given index. Names are identifiers of the layer therefore if the name is already taken it will fail and raise an error.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetCustomDataLayerName(System.Int32)">
            <summary>
            <para>Returns the name of the custom data layer identified by the given index.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetCustomDataLayerType(System.Int32,Godot.Variant.Type)">
            <summary>
            <para>Sets the type of the custom data layer identified by the given index.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetCustomDataLayerType(System.Int32)">
            <summary>
            <para>Returns the type of the custom data layer identified by the given index.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetSourceLevelTileProxy(System.Int32,System.Int32)">
            <summary>
            <para>Creates a source-level proxy for the given source ID. A proxy will map set of tile identifiers to another set of identifiers. Both the atlas coordinates ID and the alternative tile ID are kept the same when using source-level proxies.</para>
            <para>This can be used to replace a source in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy's target source when one is available.</para>
            <para>Proxied tiles can be automatically replaced in TileMap nodes using the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetSourceLevelTileProxy(System.Int32)">
            <summary>
            <para>Returns the source-level proxy for the given source identifier.</para>
            <para>If the TileSet has no proxy for the given identifier, returns -1.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.HasSourceLevelTileProxy(System.Int32)">
            <summary>
            <para>Returns if there is a source-level proxy for the given source ID.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.RemoveSourceLevelTileProxy(System.Int32)">
            <summary>
            <para>Removes a source-level tile proxy.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetCoordsLevelTileProxy(System.Int32,Godot.Vector2I,System.Int32,Godot.Vector2I)">
            <summary>
            <para>Creates a coordinates-level proxy for the given identifiers. A proxy will map set of tile identifiers to another set of identifiers. The alternative tile ID is kept the same when using coordinates-level proxies.</para>
            <para>This can be used to replace a tile in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy's target tile when one is available.</para>
            <para>Proxied tiles can be automatically replaced in TileMap nodes using the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetCoordsLevelTileProxy(System.Int32,Godot.Vector2I)">
            <summary>
            <para>Returns the coordinate-level proxy for the given identifiers. The returned array contains the two target identifiers of the proxy (source ID and atlas coordinates ID).</para>
            <para>If the TileSet has no proxy for the given identifiers, returns an empty Array.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.HasCoordsLevelTileProxy(System.Int32,Godot.Vector2I)">
            <summary>
            <para>Returns if there is a coodinates-level proxy for the given identifiers.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.RemoveCoordsLevelTileProxy(System.Int32,Godot.Vector2I)">
            <summary>
            <para>Removes a coordinates-level proxy for the given identifiers.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.SetAlternativeLevelTileProxy(System.Int32,Godot.Vector2I,System.Int32,System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>Create an alternative-level proxy for the given identifiers. A proxy will map set of tile identifiers to another set of identifiers.</para>
            <para>This can be used to replace a tile in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy's target tile when one is available.</para>
            <para>Proxied tiles can be automatically replaced in TileMap nodes using the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetAlternativeLevelTileProxy(System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns the alternative-level proxy for the given identifiers. The returned array contains the three proxie's target identifiers (source ID, atlas coords ID and alternative tile ID).</para>
            <para>If the TileSet has no proxy for the given identifiers, returns an empty Array.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.HasAlternativeLevelTileProxy(System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns if there is an alternative-level proxy for the given identifiers.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.RemoveAlternativeLevelTileProxy(System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>Removes an alternative-level proxy for the given identifiers.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.MapTileProxy(System.Int32,Godot.Vector2I,System.Int32)">
            <summary>
            <para>According to the configured proxies, maps the provided indentifiers to a new set of identifiers. The source ID, atlas coordinates ID and alternative tile ID are returned as a 3 elements Array.</para>
            <para>This function first look for matching alternative-level proxies, then coordinates-level proxies, then source-level proxies.</para>
            <para>If no proxy corresponding to provided identifiers are found, returns the same values the ones used as arguments.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.CleanupInvalidTileProxies">
            <summary>
            <para>Clears tile proxies pointing to invalid tiles.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.ClearTileProxies">
            <summary>
            <para>Clears all tile proxies.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AddPattern(Godot.TileMapPattern,System.Int32)">
            <summary>
            <para>Adds a <see cref="T:Godot.TileMapPattern"/> to be stored in the TileSet resource. If provided, insert it at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetPattern(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.TileMapPattern"/> at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.RemovePattern(System.Int32)">
            <summary>
            <para>Remove the <see cref="T:Godot.TileMapPattern"/> at the given index.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetPatternsCount">
            <summary>
            <para>Returns the number of <see cref="T:Godot.TileMapPattern"/> this tile set handles.</para>
            </summary>
        </member>
        <member name="T:Godot.TileSetAtlasSource">
            <summary>
            <para>An atlas is a grid of tiles laid out on a texture. Each tile in the grid must be exposed using <see cref="M:Godot.TileSetAtlasSource.CreateTile(Godot.Vector2I,System.Nullable{Godot.Vector2I})"/>. Those tiles are then indexed using their coordinates in the grid.</para>
            <para>Each tile can also have a size in the grid coordinates, making it more or less cells in the atlas.</para>
            <para>Alternatives version of a tile can be created using <see cref="M:Godot.TileSetAtlasSource.CreateAlternativeTile(Godot.Vector2I,System.Int32)"/>, which are then indexed using an alternative ID. The main tile (the one in the grid), is accessed with an alternative ID equal to 0.</para>
            <para>Each tile alternate has a set of properties that is defined by the source's <see cref="T:Godot.TileSet"/> layers. Those properties are stored in a TileData object that can be accessed and modified using <see cref="M:Godot.TileSetAtlasSource.GetTileData(Godot.Vector2I,System.Int32)"/>.</para>
            <para>As TileData properties are stored directly in the TileSetAtlasSource resource, their properties might also be set using <c>TileSetAtlasSource.set("&lt;coords_x&gt;:&lt;coords_y&gt;/&lt;alternative_id&gt;/&lt;tile_data_property&gt;")</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.TileSetAtlasSource.Texture">
            <summary>
            <para>The atlas texture.</para>
            </summary>
        </member>
        <member name="P:Godot.TileSetAtlasSource.Margins">
            <summary>
            <para>Margins, in pixels, to offset the origin of the grid in the texture.</para>
            </summary>
        </member>
        <member name="P:Godot.TileSetAtlasSource.Separation">
            <summary>
            <para>Separation, in pixels, between each tile texture region of the grid.</para>
            </summary>
        </member>
        <member name="P:Godot.TileSetAtlasSource.TextureRegionSize">
            <summary>
            <para>The base tile size in the texture (in pixel). This size must be bigger than the TileSet's <c>tile_size</c> value.</para>
            </summary>
        </member>
        <member name="P:Godot.TileSetAtlasSource.UseTexturePadding">
            <summary>
            <para>If <c>true</c>, generates an internal texture with an additional one pixel padding around each tile. Texture padding avoids a common artifact where lines appear between tiles.</para>
            <para>Disabling this setting might lead a small performance improvement, as generating the internal texture requires both memory and processing time when the TileSetAtlasSource resource is modified.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.CreateTile(Godot.Vector2I,System.Nullable{Godot.Vector2I})">
            <summary>
            <para>Creates a new tile at coordinates <c>atlasCoords</c> with the given <c>size</c>.</para>
            </summary>
            <param name="size">If the parameter is null, then the default value is <c>new Vector2I(1, 1)</c>.</param>
        </member>
        <member name="M:Godot.TileSetAtlasSource.RemoveTile(Godot.Vector2I)">
            <summary>
            <para>Remove a tile and its alternative at coordinates <c>atlasCoords</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.MoveTileInAtlas(Godot.Vector2I,System.Nullable{Godot.Vector2I},System.Nullable{Godot.Vector2I})">
            <summary>
            <para>Move the tile and its alternatives at the <c>atlasCoords</c> coordinates to the <c>newAtlasCoords</c> coordinates with the <c>newSize</c> size. This functions will fail if a tile is already present in the given area.</para>
            <para>If <c>newAtlasCoords</c> is <c>Vector2i(-1, -1)</c>, keeps the tile's coordinates. If <c>newSize</c> is <c>Vector2i(-1, -1)</c>, keeps the tile's size.</para>
            <para>To avoid an error, first check if a move is possible using <see cref="M:Godot.TileSetAtlasSource.HasRoomForTile(Godot.Vector2I,Godot.Vector2I,System.Int32,Godot.Vector2I,System.Int32,System.Nullable{Godot.Vector2I})"/>.</para>
            </summary>
            <param name="newAtlasCoords">If the parameter is null, then the default value is <c>new Vector2I(-1, -1)</c>.</param>
            <param name="newSize">If the parameter is null, then the default value is <c>new Vector2I(-1, -1)</c>.</param>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetTileSizeInAtlas(Godot.Vector2I)">
            <summary>
            <para>Returns the size of the tile (in the grid coordinates system) at coordinates <c>atlasCoords</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.HasRoomForTile(Godot.Vector2I,Godot.Vector2I,System.Int32,Godot.Vector2I,System.Int32,System.Nullable{Godot.Vector2I})">
            <summary>
            <para>Returns whether there is enough room in an atlas to create/modify a tile with the given properties. If <c>ignoredTile</c> is provided, act as is the given tile was not present in the atlas. This may be used when you want to modify a tile's properties.</para>
            </summary>
            <param name="ignoredTile">If the parameter is null, then the default value is <c>new Vector2I(-1, -1)</c>.</param>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetTilesToBeRemovedOnChange(Godot.Texture2D,Godot.Vector2I,Godot.Vector2I,Godot.Vector2I)">
            <summary>
            <para>Returns an array of tiles coordinates ID that will be automatically removed when modifying one or several of those properties: <c>texture</c>, <c>margins</c>, <c>separation</c> or <c>textureRegionSize</c>. This can be used to undo changes that would have caused tiles data loss.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetTileAtCoords(Godot.Vector2I)">
            <summary>
            <para>If there is a tile covering the <c>atlasCoords</c> coordinates, returns the top-left coordinates of the tile (thus its coordinate ID). Returns <c>Vector2i(-1, -1)</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.SetTileAnimationColumns(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Sets the number of columns in the animation layout of the tile at coordinates <c>atlasCoords</c>. If set to 0, then the different frames of the animation are laid out as a single horizontal line in the atlas.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetTileAnimationColumns(Godot.Vector2I)">
            <summary>
            <para>Returns how many columns the tile at <c>atlasCoords</c> has in its animation layout.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.SetTileAnimationSeparation(Godot.Vector2I,Godot.Vector2I)">
            <summary>
            <para>Sets the margin (in grid tiles) between each tile in the animation layout of the tile at coordinates <c>atlasCoords</c> has.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetTileAnimationSeparation(Godot.Vector2I)">
            <summary>
            <para>Returns the separation (as in the atlas grid) between each frame of an animated tile at coordinates <c>atlasCoords</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.SetTileAnimationSpeed(Godot.Vector2I,System.Single)">
            <summary>
            <para>Sets the animation speed of the tile at coordinates <c>atlasCoords</c> has.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetTileAnimationSpeed(Godot.Vector2I)">
            <summary>
            <para>Returns the animation speed of the tile at coordinates <c>atlasCoords</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.SetTileAnimationFramesCount(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Sets how many animation frames the tile at coordinates <c>atlasCoords</c> has.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetTileAnimationFramesCount(Godot.Vector2I)">
            <summary>
            <para>Returns how many animation frames has the tile at coordinates <c>atlasCoords</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.SetTileAnimationFrameDuration(Godot.Vector2I,System.Int32,System.Single)">
            <summary>
            <para>Sets the animation frame <c>duration</c> of frame <c>frameIndex</c> for the tile at coordinates <c>atlasCoords</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetTileAnimationFrameDuration(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns the animation frame duration of frame <c>frameIndex</c> for the tile at coordinates <c>atlasCoords</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetTileAnimationTotalDuration(Godot.Vector2I)">
            <summary>
            <para>Returns the sum of the sum of the frame durations of the tile at coordinates <c>atlasCoords</c>. This value needs to be divided by the animation speed to get the actual animation loop duration.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.CreateAlternativeTile(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Creates an alternative tile for the tile at coordinates <c>atlasCoords</c>. If <c>alternativeIdOverride</c> is -1, give it an automatically generated unique ID, or assigns it the given ID otherwise.</para>
            <para>Returns the new alternative identifier, or -1 if the alternative could not be created with a provided <c>alternativeIdOverride</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.RemoveAlternativeTile(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Remove a tile's alternative with alternative ID <c>alternativeTile</c>.</para>
            <para>Calling this function with <c>alternativeTile</c> equals to 0 will fail, as the base tile alternative cannot be removed.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.SetAlternativeTileId(Godot.Vector2I,System.Int32,System.Int32)">
            <summary>
            <para>Change a tile's alternative ID from <c>alternativeTile</c> to <c>newId</c>.</para>
            <para>Calling this function with <c>newId</c> of 0 will fail, as the base tile alternative cannot be moved.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetNextAlternativeTileId(Godot.Vector2I)">
            <summary>
            <para>Returns the alternative ID a following call to <see cref="M:Godot.TileSetAtlasSource.CreateAlternativeTile(Godot.Vector2I,System.Int32)"/> would return.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetTileData(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.TileData"/> object for the given atlas coordinates and alternative ID.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetAtlasGridSize">
            <summary>
            <para>Returns the atlas grid size, which depends on how many tiles can fit in the texture. It thus depends on the Texture's size, the atlas <c>margins</c> the tiles' <c>texture_region_size</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetTileTextureRegion(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns a tile's texture region in the atlas texture. For animated tiles, a <c>frame</c> argument might be provided for the different frames of the animation.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetRuntimeTexture">
            <summary>
            <para>If <see cref="P:Godot.TileSetAtlasSource.UseTexturePadding"/> is <c>false</c>, returns <see cref="P:Godot.TileSetAtlasSource.Texture"/>. Otherwise, returns and internal <see cref="T:Godot.ImageTexture"/> created that includes the padding.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetAtlasSource.GetRuntimeTileTextureRegion(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns the region of the tile at coordinates <c>atlasCoords</c> for the given <c>frame</c> inside the texture returned by <see cref="M:Godot.TileSetAtlasSource.GetRuntimeTexture"/>.</para>
            <para><b>Note:</b> If <see cref="P:Godot.TileSetAtlasSource.UseTexturePadding"/> is <c>false</c>, returns the same as <see cref="M:Godot.TileSetAtlasSource.GetTileTextureRegion(Godot.Vector2I,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.TileSetScenesCollectionSource">
            <summary>
            <para>When placed on a <see cref="T:Godot.TileMap"/>, tiles from <see cref="T:Godot.TileSetScenesCollectionSource"/> will automatically instantiate an associated scene at the cell's position in the TileMap.</para>
            <para>Scenes are instantiated as children of the <see cref="T:Godot.TileMap"/> when it enters the tree. If you add/remove a scene tile in the <see cref="T:Godot.TileMap"/> that is already inside the tree, the <see cref="T:Godot.TileMap"/> will automatically instantiate/free the scene accordingly.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetScenesCollectionSource.GetSceneTilesCount">
            <summary>
            <para>Returns the number or scene tiles this TileSet source has.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetScenesCollectionSource.GetSceneTileId(System.Int32)">
            <summary>
            <para>Returns the scene tile ID of the scene tile at <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetScenesCollectionSource.HasSceneTileId(System.Int32)">
            <summary>
            <para>Returns whether this TileSet source has a scene tile with <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetScenesCollectionSource.CreateSceneTile(Godot.PackedScene,System.Int32)">
            <summary>
            <para>Creates a scene-based tile out of the given scene.</para>
            <para>Returns a newly generated unique ID.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetScenesCollectionSource.SetSceneTileId(System.Int32,System.Int32)">
            <summary>
            <para>Changes a scene tile's ID from <c>id</c> to <c>newId</c>. This will fail if there is already a tile with an ID equal to <c>newId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetScenesCollectionSource.SetSceneTileScene(System.Int32,Godot.PackedScene)">
            <summary>
            <para>Assigns a <see cref="T:Godot.PackedScene"/> resource to the scene tile with <c>id</c>. This will fail if the scene does not extend CanvasItem, as positioning properties are needed to place the scene on the TileMap.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetScenesCollectionSource.GetSceneTileScene(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.PackedScene"/> resource of scene tile with <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetScenesCollectionSource.SetSceneTileDisplayPlaceholder(System.Int32,System.Boolean)">
            <summary>
            <para>Sets whether or not the scene tile with <c>id</c> should display a placeholder in the editor. This might be useful for scenes that are not visible.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetScenesCollectionSource.GetSceneTileDisplayPlaceholder(System.Int32)">
            <summary>
            <para>Returns whether the scene tile with <c>id</c> displays a placeholder in the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetScenesCollectionSource.RemoveSceneTile(System.Int32)">
            <summary>
            <para>Remove the scene tile with <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetScenesCollectionSource.GetNextSceneTileId">
            <summary>
            <para>Returns the scene ID a following call to <see cref="M:Godot.TileSetScenesCollectionSource.CreateSceneTile(Godot.PackedScene,System.Int32)"/> would return.</para>
            </summary>
        </member>
        <member name="T:Godot.TileSetSource">
            <summary>
            <para>Exposes a set of tiles for a <see cref="T:Godot.TileSet"/> resource.</para>
            <para>Tiles in a source are indexed with two IDs, coordinates ID (of type Vector2i) and an alternative ID (of type int), named according to their use in the <see cref="T:Godot.TileSetAtlasSource"/> class.</para>
            <para>Depending on the TileSet source type, those IDs might have restrictions on their values, this is why the base <see cref="T:Godot.TileSetSource"/> class only exposes getters for them.</para>
            <para>You can iterate over all tiles exposed by a TileSetSource by first iterating over coordinates IDs using <see cref="M:Godot.TileSetSource.GetTilesCount"/> and <see cref="M:Godot.TileSetSource.GetTileId(System.Int32)"/>, then over alternative IDs using <see cref="M:Godot.TileSetSource.GetAlternativeTilesCount(Godot.Vector2I)"/> and <see cref="M:Godot.TileSetSource.GetAlternativeTileId(Godot.Vector2I,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetSource.GetTilesCount">
            <summary>
            <para>Returns how many tiles this atlas source defines (not including alternative tiles).</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetSource.GetTileId(System.Int32)">
            <summary>
            <para>Returns the tile coordinates ID of the tile with index <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetSource.HasTile(Godot.Vector2I)">
            <summary>
            <para>Returns if this atlas has a tile with coordinates ID <c>atlasCoords</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetSource.GetAlternativeTilesCount(Godot.Vector2I)">
            <summary>
            <para>Returns the number of alternatives tiles for the coordinates ID <c>atlasCoords</c>.</para>
            <para>For <see cref="T:Godot.TileSetAtlasSource"/>, this always return at least 1, as the base tile with ID 0 is always part of the alternatives list.</para>
            <para>Returns -1 if there is not tile at the given coords.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetSource.GetAlternativeTileId(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns the alternative ID for the tile with coordinates ID <c>atlasCoords</c> at index <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSetSource.HasAlternativeTile(Godot.Vector2I,System.Int32)">
            <summary>
            <para>Returns if the base tile at coordinates <c>atlasCoords</c> has an alternative with ID <c>alternativeTile</c>.</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><b>Important:</b> The <c>_from_system</c> methods use the system clock that the user can manually set. <b>Never use</b> this method for precise time calculation since its results are subject to automatic adjustments by the user or the operating system. <b>Always use</b> <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>, <c>weekday</c>, <c>hour</c>, <c>minute</c>, and <c>second</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>useSpace</c> is <c>true</c>, the date and time bits are separated by an empty space character instead of the letter T.</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 <c>false</c>, then the <c>weekday</c> entry is excluded (the calculation is relatively expensive).</para>
            <para><b>Note:</b> 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>useSpace</c> is <c>true</c>, the date and time bits are separated by an empty space character instead of the letter T.</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><b>Note:</b> 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><b>Note:</b> 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><b>Note:</b> 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>, <c>second</c>, and <c>dst</c> (Daylight Savings Time).</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>, and <c>weekday</c>.</para>
            <para>The returned values are in the system's local time when <c>utc</c> is <c>false</c>, 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 <c>false</c>, 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 <c>false</c>, otherwise they are in UTC.</para>
            <para>If <c>useSpace</c> is <c>true</c>, the date and time bits are separated by an empty space character instead of the letter T.</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 <c>false</c>, 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 <c>false</c>, 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><b>Note:</b> 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><b>Note:</b> Timers are affected by <see cref="P:Godot.Engine.TimeScale"/>, a higher scale means quicker timeouts, and vice versa.</para>
            <para><b>Note:</b> To create a one-shot timer without instantiating a node, use <see cref="M:Godot.SceneTree.CreateTimer(System.Double,System.Boolean,System.Boolean,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Timer.TimerProcessCallback.Physics">
            <summary>
            <para>Update the timer during the physics step at each frame (fixed framerate processing).</para>
            </summary>
        </member>
        <member name="F:Godot.Timer.TimerProcessCallback.Idle">
            <summary>
            <para>Update the timer during the idle time at each frame.</para>
            </summary>
        </member>
        <member name="P:Godot.Timer.ProcessCallback">
            <summary>
            <para>Processing callback. See <see cref="T:Godot.Timer.TimerProcessCallback"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Timer.WaitTime">
            <summary>
            <para>The wait time in seconds.</para>
            <para><b>Note:</b> Timers can only emit once per rendered frame at most (or once per physics frame if <see cref="P:Godot.Timer.ProcessCallback"/> is <see cref="F:Godot.Timer.TimerProcessCallback.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. Timers are affected by <see cref="P:Godot.Engine.TimeScale"/>, a higher scale means quicker timeouts, and vice versa.</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><b>Note:</b> 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.Double)"/> 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><b>Note:</b> This value is read-only and cannot be set. It is based on <see cref="P:Godot.Timer.WaitTime"/>, which can be set using <see cref="M:Godot.Timer.Start(System.Double)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Timer.Start(System.Double)">
            <summary>
            <para>Starts the timer. Sets <see cref="P:Godot.Timer.WaitTime"/> to <c>timeSec</c> if <c>time_sec &gt; 0</c>. This also resets the remaining time to <see cref="P:Godot.Timer.WaitTime"/>.</para>
            <para><b>Note:</b> 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="E:Godot.Timer.Timeout">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Timer.Timeout"/> event of a <see cref="T:Godot.Timer"/> class.
            </summary>
            <summary>
            <para>Emitted when the timer reaches 0.</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.TextureNormal">
            <summary>
            <para>The button's texture for the normal state.</para>
            </summary>
        </member>
        <member name="P:Godot.TouchScreenButton.TexturePressed">
            <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 in the editor.</para>
            </summary>
        </member>
        <member name="P:Godot.TouchScreenButton.PassbyPress">
            <summary>
            <para>If <c>true</c>, the <see cref="E:Godot.TouchScreenButton.Pressed"/> and <see cref="E:Godot.TouchScreenButton.Released"/> 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><b>Note:</b> 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="E:Godot.TouchScreenButton.Pressed">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TouchScreenButton.Pressed"/> event of a <see cref="T:Godot.TouchScreenButton"/> class.
            </summary>
            <summary>
            <para>Emitted when the button is pressed (down).</para>
            </summary>
        </member>
        <member name="E:Godot.TouchScreenButton.Released">
            <summary>
            Represents the method that handles the <see cref="E:Godot.TouchScreenButton.Released"/> event of a <see cref="T:Godot.TouchScreenButton"/> class.
            </summary>
            <summary>
            <para>Emitted when the button is released (up).</para>
            </summary>
        </member>
        <member name="T:Godot.Translation">
            <summary>
            <para><see cref="T:Godot.Translation"/>s are resources that can be loaded and unloaded on demand. They map a collection of strings to their individual translations, and they also provide convenience methods for pluralization.</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(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Virtual method to override <see cref="M:Godot.Translation.GetMessage(Godot.StringName,Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Translation._GetPluralMessage(Godot.StringName,Godot.StringName,System.Int32,Godot.StringName)">
            <summary>
            <para>Virtual method to override <see cref="M:Godot.Translation.GetPluralMessage(Godot.StringName,Godot.StringName,System.Int32,Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Translation.AddMessage(Godot.StringName,Godot.StringName,Godot.StringName)">
            <summary>
            <para>Adds a message if nonexistent, followed by its translation.</para>
            <para>An additional context could be used to specify the translation context or differentiate polysemic words.</para>
            </summary>
        </member>
        <member name="M:Godot.Translation.AddPluralMessage(Godot.StringName,System.String[],Godot.StringName)">
            <summary>
            <para>Adds a message involving plural translation if nonexistent, followed by its translation.</para>
            <para>An additional context could be used to specify the translation context or differentiate polysemic words.</para>
            </summary>
        </member>
        <member name="M:Godot.Translation.GetMessage(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns a message's translation.</para>
            </summary>
        </member>
        <member name="M:Godot.Translation.GetPluralMessage(Godot.StringName,Godot.StringName,System.Int32,Godot.StringName)">
            <summary>
            <para>Returns a message's translation involving plurals.</para>
            <para>The number <c>n</c> is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language.</para>
            </summary>
        </member>
        <member name="M:Godot.Translation.EraseMessage(Godot.StringName,Godot.StringName)">
            <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.GetTranslatedMessageList">
            <summary>
            <para>Returns all the messages (translated text).</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>The server that manages all language translations. Translations can be added to or removed from it.</para>
            </summary>
        </member>
        <member name="P:Godot.TranslationServer.PseudolocalizationEnabled">
            <summary>
            <para>If <c>true</c>, enables the use of pseudolocalization. See <c>ProjectSettings.internationalization/pseudolocalization/use_pseudolocalization</c> for details.</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.GetToolLocale">
            <summary>
            <para>Returns the current locale of the editor.</para>
            <para><b>Note:</b> When called from an exported project returns the same value as <see cref="M:Godot.TranslationServer.GetLocale"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.CompareLocales(System.String,System.String)">
            <summary>
            <para>Compares two locales and returns a 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 a <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 a readable language name for the <c>language</c> code.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.GetAllScripts">
            <summary>
            <para>Returns an array of known script codes.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.GetScriptName(System.String)">
            <summary>
            <para>Returns a readable script name for the <c>script</c> code.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.GetAllCountries">
            <summary>
            <para>Returns an array of known country codes.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.GetCountryName(System.String)">
            <summary>
            <para>Returns a 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(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns the current locale's translation for the given message (key) and context.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.TranslatePlural(Godot.StringName,Godot.StringName,System.Int32,Godot.StringName)">
            <summary>
            <para>Returns the current locale's translation for the given message (key), plural message and context.</para>
            <para>The number <c>n</c> is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language.</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.GetTranslationObject(System.String)">
            <summary>
            <para>Returns the <see cref="T:Godot.Translation"/> instance based on the <c>locale</c> passed in.</para>
            <para>It will return <c>null</c> if there is no <see cref="T:Godot.Translation"/> instance that matches the <c>locale</c>.</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="M:Godot.TranslationServer.ReloadPseudolocalization">
            <summary>
            <para>Reparses the pseudolocalization options and reloads the translation.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.Pseudolocalize(Godot.StringName)">
            <summary>
            <para>Returns the pseudolocalized string based on the <c>message</c> passed in.</para>
            </summary>
        </member>
        <member name="T:Godot.Tree">
            <summary>
            <para>A control used to show a set of internal <see cref="T:Godot.TreeItem"/>s in a hierarchical structure. The tree items can be selected, expanded and collapsed. The tree can have multiple columns with custom controls like <see cref="T:Godot.LineEdit"/>s, 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 with <see cref="P:Godot.Tree.HideRoot"/>:</para>
            <para><code>
            public override void _Ready()
            {
                var tree = new Tree();
                TreeItem root = tree.CreateItem();
                tree.HideRoot = true;
                TreeItem child1 = tree.CreateItem(root);
                TreeItem child2 = tree.CreateItem(root);
                TreeItem subchild1 = tree.CreateItem(child1);
                subchild1.SetText(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.GetFirstChild"/> after getting the root through <see cref="M:Godot.Tree.GetRoot"/>. You can use <see cref="M:Godot.GodotObject.Free"/> on a <see cref="T:Godot.TreeItem"/> to remove it from the <see cref="T:Godot.Tree"/>.</para>
            <para><b>Incremental search:</b> 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><b>Note:</b> 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.AllowSearch">
            <summary>
            <para>If <c>true</c>, allows navigating the <see cref="T:Godot.Tree"/> with letter keys through incremental search.</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.EnableRecursiveFolding">
            <summary>
            <para>If <c>true</c>, recursive folding is enabled for this <see cref="T:Godot.Tree"/>. Holding down Shift while clicking the fold arrow collapses or uncollapses the <see cref="T:Godot.TreeItem"/> and all its descendants.</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,Godot.Variant)"/> 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="P:Godot.Tree.ScrollHorizontalEnabled">
            <summary>
            <para>If <c>true</c>, enables horizontal scrolling.</para>
            </summary>
        </member>
        <member name="P:Godot.Tree.ScrollVerticalEnabled">
            <summary>
            <para>If <c>true</c>, enables vertical scrolling.</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.TreeItem,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>index</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.SetColumnCustomMinimumWidth(System.Int32,System.Int32)">
            <summary>
            <para>Overrides the calculated minimum width of a column. It can be set to <c>0</c> to restore the default behavior. 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 expand ratio in a similar fashion to <see cref="P:Godot.Control.SizeFlagsStretchRatio"/> (see <see cref="M:Godot.Tree.SetColumnExpandRatio(System.Int32,System.Int32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.SetColumnExpandRatio(System.Int32,System.Int32)">
            <summary>
            <para>Sets the relative expand ratio for a column. See <see cref="M:Godot.Tree.SetColumnExpand(System.Int32,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.SetColumnClipContent(System.Int32,System.Boolean)">
            <summary>
            <para>Allows to enable clipping for column's content, making the content size ignored.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.IsColumnExpanding(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the column has enabled expanding (see <see cref="M:Godot.Tree.SetColumnExpand(System.Int32,System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.IsColumnClippingContent(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the column has enabled clipping (see <see cref="M:Godot.Tree.SetColumnClipContent(System.Int32,System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetColumnExpandRatio(System.Int32)">
            <summary>
            <para>Returns the expand ratio assigned to the column.</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.TreeItem)">
            <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.TreeItem)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.SetSelected(Godot.TreeItem,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.DeselectAll">
            <summary>
            <para>Deselects all tree items (rows and columns). In <see cref="F:Godot.Tree.SelectModeEnum.Multi"/> mode also removes selection cursor.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetEdited">
            <summary>
            <para>Returns the currently edited item. Can be used with <see cref="E:Godot.Tree.ItemEdited"/> to get the item that was modified.</para>
            <para><code>
            public override void _Ready()
            {
                GetNode&lt;Tree&gt;("Tree").ItemEdited += OnTreeItemEdited;
            }
            
            public void OnTreeItemEdited()
            {
                GD.Print(GetNode&lt;Tree&gt;("Tree").GetEdited()); // 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(System.Boolean)">
            <summary>
            <para>Edits the selected tree item as if it was clicked.</para>
            <para>Either the item must be set editable with <see cref="M:Godot.TreeItem.SetEditable(System.Int32,System.Boolean)"/> or <c>forceEdit</c> must be <c>true</c>.</para>
            <para>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.TreeItem,System.Int32,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. If a button index is specified, the rectangle of that button will be returned.</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><b>Note:</b> 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.SetColumnTitleAlignment(System.Int32,Godot.HorizontalAlignment)">
            <summary>
            <para>Sets the column title alignment. Note that <see cref="F:Godot.HorizontalAlignment.Fill"/> is not supported for column titles.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetColumnTitleAlignment(System.Int32)">
            <summary>
            <para>Returns the column title alignment.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.SetColumnTitleDirection(System.Int32,Godot.Control.TextDirection)">
            <summary>
            <para>Sets column title base writing direction.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetColumnTitleDirection(System.Int32)">
            <summary>
            <para>Returns column title base writing direction.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.SetColumnTitleLanguage(System.Int32,System.String)">
            <summary>
            <para>Sets language code of column title used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetColumnTitleLanguage(System.Int32)">
            <summary>
            <para>Returns column title language code.</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.TreeItem,System.Boolean)">
            <summary>
            <para>Causes the <see cref="T:Godot.Tree"/> to jump to the specified <see cref="T:Godot.TreeItem"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.Tree.ItemSelected">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.ItemSelected"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
            <summary>
            <para>Emitted when an item is selected.</para>
            </summary>
        </member>
        <member name="E:Godot.Tree.CellSelected">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.CellSelected"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
            <summary>
            <para>Emitted when a cell is selected.</para>
            </summary>
        </member>
        <member name="T:Godot.Tree.MultiSelectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.MultiSelected"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
        </member>
        <member name="E:Godot.Tree.MultiSelected">
            <summary>
            <para>Emitted instead of <c>item_selected</c> if <c>select_mode</c> is <see cref="F:Godot.Tree.SelectModeEnum.Multi"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Tree.ItemMouseSelectedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.ItemMouseSelected"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
        </member>
        <member name="E:Godot.Tree.ItemMouseSelected">
            <summary>
            <para>Emitted when an item is selected with a mouse button.</para>
            </summary>
        </member>
        <member name="T:Godot.Tree.EmptyClickedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.EmptyClicked"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
        </member>
        <member name="E:Godot.Tree.EmptyClicked">
            <summary>
            <para>Emitted when a mouse button is clicked in the empty space of the tree.</para>
            </summary>
        </member>
        <member name="E:Godot.Tree.ItemEdited">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.ItemEdited"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
            <summary>
            <para>Emitted when an item is edited.</para>
            </summary>
        </member>
        <member name="T:Godot.Tree.CustomItemClickedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.CustomItemClicked"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
        </member>
        <member name="E:Godot.Tree.CustomItemClicked">
            <summary>
            <para>Emitted when an item with <see cref="F:Godot.TreeItem.TreeCellMode.Custom"/> is clicked with a mouse button.</para>
            </summary>
        </member>
        <member name="E:Godot.Tree.ItemIconDoubleClicked">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.ItemIconDoubleClicked"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
            <summary>
            <para>Emitted when an item's icon is double-clicked. For a signal that emits when any part of the item is double-clicked, see <see cref="E:Godot.Tree.ItemActivated"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Tree.ItemCollapsedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.ItemCollapsed"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
        </member>
        <member name="E:Godot.Tree.ItemCollapsed">
            <summary>
            <para>Emitted when an item is collapsed by a click on the folding arrow.</para>
            </summary>
        </member>
        <member name="T:Godot.Tree.CheckPropagatedToItemEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.CheckPropagatedToItem"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
        </member>
        <member name="E:Godot.Tree.CheckPropagatedToItem">
            <summary>
            <para>Emitted when <see cref="M:Godot.TreeItem.PropagateCheck(System.Int32,System.Boolean)"/> is called. Connect to this signal to process the items that are affected when <see cref="M:Godot.TreeItem.PropagateCheck(System.Int32,System.Boolean)"/> is invoked. The order that the items affected will be processed is as follows: the item that invoked the method, children of that item, and finally parents of that item.</para>
            </summary>
        </member>
        <member name="T:Godot.Tree.ButtonClickedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.ButtonClicked"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
        </member>
        <member name="E:Godot.Tree.ButtonClicked">
            <summary>
            <para>Emitted when a button on the tree was pressed (see <see cref="M:Godot.TreeItem.AddButton(System.Int32,Godot.Texture2D,System.Int32,System.Boolean,System.String)"/>).</para>
            </summary>
        </member>
        <member name="T:Godot.Tree.CustomPopupEditedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.CustomPopupEdited"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
        </member>
        <member name="E:Godot.Tree.CustomPopupEdited">
            <summary>
            <para>Emitted when a cell with the <see cref="F:Godot.TreeItem.TreeCellMode.Custom"/> is clicked to be edited.</para>
            </summary>
        </member>
        <member name="E:Godot.Tree.ItemActivated">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.ItemActivated"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
            <summary>
            <para>Emitted when an item is double-clicked, or selected with a <c>ui_accept</c> input event (e.g. using Enter or Space on the keyboard).</para>
            </summary>
        </member>
        <member name="T:Godot.Tree.ColumnTitleClickedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.ColumnTitleClicked"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
        </member>
        <member name="E:Godot.Tree.ColumnTitleClicked">
            <summary>
            <para>Emitted when a column's title is clicked with either <see cref="F:Godot.MouseButton.Left"/> or <see cref="F:Godot.MouseButton.Right"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.Tree.NothingSelected">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tree.NothingSelected"/> event of a <see cref="T:Godot.Tree"/> class.
            </summary>
            <summary>
            <para>Emitted when a left mouse button click does not select any item.</para>
            </summary>
        </member>
        <member name="T:Godot.TreeItem">
            <summary>
            <para>A single item of a <see cref="T:Godot.Tree"/> control. It can contain other <see cref="T:Godot.TreeItem"/>s as children, which allows it to create a hierarchy. It can also contain text and buttons. <see cref="T:Godot.TreeItem"/> is not a <see cref="T:Godot.Node"/>, it is internal to the <see cref="T:Godot.Tree"/>.</para>
            <para>To create a <see cref="T:Godot.TreeItem"/>, use <see cref="M:Godot.Tree.CreateItem(Godot.TreeItem,System.Int32)"/> or <see cref="M:Godot.TreeItem.CreateChild(System.Int32)"/>. To remove a <see cref="T:Godot.TreeItem"/>, use <see cref="M:Godot.GodotObject.Free"/>.</para>
            <para><b>Note:</b> The ID values used for buttons are 32-bit, unlike <see cref="T:System.Int32"/> which is always 64-bit. They go from <c>-2147483648</c> to <c>2147483647</c>.</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="P:Godot.TreeItem.Collapsed">
            <summary>
            <para>If <c>true</c>, the TreeItem is collapsed.</para>
            </summary>
        </member>
        <member name="P:Godot.TreeItem.Visible">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.TreeItem"/> is visible (default).</para>
            <para>Note that if a <see cref="T:Godot.TreeItem"/> is set to not be visible, none of its children will be visible either.</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.SetEditMultiline(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>multiline</c> is <c>true</c>, the given <c>column</c> is multiline editable.</para>
            <para><b>Note:</b> This option only affects the type of control (<see cref="T:Godot.LineEdit"/> or <see cref="T:Godot.TextEdit"/>) that appears when editing the column. You can set multiline values with <see cref="M:Godot.TreeItem.SetText(System.Int32,System.String)"/> even if the column is not multiline editable.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.IsEditMultiline(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given <c>column</c> is multiline editable.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetChecked(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>checked</c> is <c>true</c>, the given <c>column</c> is checked. Clears column's indeterminate status.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetIndeterminate(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>indeterminate</c> is <c>true</c>, the given <c>column</c> is marked indeterminate.</para>
            <para><b>Note:</b> If set <c>true</c> from <c>false</c>, then column is cleared of checked status.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.IsChecked(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given <c>column</c> is checked.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.IsIndeterminate(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given <c>column</c> is indeterminate.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.PropagateCheck(System.Int32,System.Boolean)">
            <summary>
            <para>Propagates this item's checked status to its children and parents for the given <c>column</c>. It is possible to process the items affected by this method call by connecting to <see cref="E:Godot.Tree.CheckPropagatedToItem"/>. The order that the items affected will be processed is as follows: the item invoking this method, children of that item, and finally parents of that item. If <c>emitSignal</c> is <c>false</c>, then <see cref="E:Godot.Tree.CheckPropagatedToItem"/> will not be emitted.</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.SetTextDirection(System.Int32,Godot.Control.TextDirection)">
            <summary>
            <para>Sets item's text base writing direction.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetTextDirection(System.Int32)">
            <summary>
            <para>Returns item's text base writing direction.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetAutowrapMode(System.Int32,Godot.TextServer.AutowrapMode)">
            <summary>
            <para>Sets the autowrap mode in the given <c>column</c>. If set to something other than <see cref="F:Godot.TextServer.AutowrapMode.Off"/>, the text gets wrapped inside the cell's bounding rectangle.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetAutowrapMode(System.Int32)">
            <summary>
            <para>Returns the text autowrap mode in the given <c>column</c>. By default it is <see cref="F:Godot.TextServer.AutowrapMode.Off"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetLanguage(System.Int32,System.String)">
            <summary>
            <para>Sets language code of item's text used for line-breaking and text shaping algorithms, if left empty current locale is used instead.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetLanguage(System.Int32)">
            <summary>
            <para>Returns item's text language code.</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.Texture2D)">
            <summary>
            <para>Sets the given column's icon <see cref="T:Godot.Texture2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetIcon(System.Int32)">
            <summary>
            <para>Returns the given column's icon <see cref="T:Godot.Texture2D"/>. 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.Texture2D"/> region as <see cref="T:Godot.Rect2"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetIconMaxWidth(System.Int32,System.Int32)">
            <summary>
            <para>Sets the maximum allowed width of the icon in the given <c>column</c>. This limit is applied on top of the default size of the icon and on top of <c>Tree.icon_max_width</c>. The height is adjusted according to the icon's ratio.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetIconMaxWidth(System.Int32)">
            <summary>
            <para>Returns the maximum allowed width of the icon in the given <c>column</c>.</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,Godot.Variant)">
            <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,Godot.Variant)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetCustomDraw(System.Int32,Godot.GodotObject,Godot.StringName)">
            <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.SetCollapsedRecursive(System.Boolean)">
            <summary>
            <para>Collapses or uncollapses this <see cref="T:Godot.TreeItem"/> and all the descendants of this item.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.IsAnyCollapsed(System.Boolean)">
            <summary>
            <para>Returns <c>true</c> if this <see cref="T:Godot.TreeItem"/>, or any of its descendants, is collapsed.</para>
            <para>If <c>onlyVisible</c> is <c>true</c> it ignores non-visible <see cref="T:Godot.TreeItem"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetSelectable(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>selectable</c> is <c>true</c>, the given <c>column</c> is selectable.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.IsSelectable(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given <c>column</c> is selectable.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.IsSelected(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given <c>column</c> is selected.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.Select(System.Int32)">
            <summary>
            <para>Selects the given <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>enabled</c> is <c>true</c>, the given <c>column</c> is editable.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.IsEditable(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given <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.GetCustomColor(System.Int32)">
            <summary>
            <para>Returns the custom color of column <c>column</c>.</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.SetCustomFont(System.Int32,Godot.Font)">
            <summary>
            <para>Sets custom font used to draw text in the given <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetCustomFont(System.Int32)">
            <summary>
            <para>Returns custom font used to draw text in the column <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetCustomFontSize(System.Int32,System.Int32)">
            <summary>
            <para>Sets custom font size used to draw text in the given <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetCustomFontSize(System.Int32)">
            <summary>
            <para>Returns custom font size used to draw text in the 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.Texture2D,System.Int32,System.Boolean,System.String)">
            <summary>
            <para>Adds a button with <see cref="T:Godot.Texture2D"/> <c>button</c> at column <c>column</c>. The <c>id</c> is used to identify the button in the according <see cref="E:Godot.Tree.ButtonClicked"/> signal and can be different from the buttons index. 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>tooltipText</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.GetButtonTooltipText(System.Int32,System.Int32)">
            <summary>
            <para>Returns the tooltip text for the button at index <c>buttonIndex</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>buttonIndex</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.Texture2D"/> of the button at index <c>buttonIndex</c> in column <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetButton(System.Int32,System.Int32,Godot.Texture2D)">
            <summary>
            <para>Sets the given column's button <see cref="T:Godot.Texture2D"/> at index <c>buttonIndex</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>buttonIndex</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>buttonIndex</c> in the given <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetButtonColor(System.Int32,System.Int32,Godot.Color)">
            <summary>
            <para>Sets the given column's button color at index <c>buttonIndex</c> to <c>color</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>buttonIndex</c> for the given <c>column</c> is disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetTooltipText(System.Int32,System.String)">
            <summary>
            <para>Sets the given column's tooltip text.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetTooltipText(System.Int32)">
            <summary>
            <para>Returns the given column's tooltip text.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetTextAlignment(System.Int32,Godot.HorizontalAlignment)">
            <summary>
            <para>Sets the given column's text alignment. See <see cref="T:Godot.HorizontalAlignment"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetTextAlignment(System.Int32)">
            <summary>
            <para>Returns the given column's text alignment.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetExpandRight(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>enable</c> is <c>true</c>, the given <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.CreateChild(System.Int32)">
            <summary>
            <para>Creates an item and adds it as a child.</para>
            <para>The new item will be inserted as position <c>index</c> (the default value <c>-1</c> means the last position), or it will be the last child if <c>index</c> is higher than the child count.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.AddChild(Godot.TreeItem)">
            <summary>
            <para>Adds a previously unparented <see cref="T:Godot.TreeItem"/> as a direct child of this one. The <c>child</c> item must not be a part of any <see cref="T:Godot.Tree"/> or parented to any <see cref="T:Godot.TreeItem"/>. See also <see cref="M:Godot.TreeItem.RemoveChild(Godot.TreeItem)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.RemoveChild(Godot.TreeItem)">
            <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 (see <see cref="M:Godot.TreeItem.AddChild(Godot.TreeItem)"/>). To completely remove a <see cref="T:Godot.TreeItem"/> use <see cref="M:Godot.GodotObject.Free"/>.</para>
            <para><b>Note:</b> If you want to move a child from one <see cref="T:Godot.Tree"/> to another, then instead of removing and adding it manually you can use <see cref="M:Godot.TreeItem.MoveBefore(Godot.TreeItem)"/> or <see cref="M:Godot.TreeItem.MoveAfter(Godot.TreeItem)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetTree">
            <summary>
            <para>Returns the <see cref="T:Godot.Tree"/> that owns this TreeItem.</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.GetFirstChild">
            <summary>
            <para>Returns the TreeItem's first child.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetNextInTree(System.Boolean)">
            <summary>
            <para>Returns the next TreeItem in the tree (in the context of a depth-first search) or a <c>null</c> object if there is none.</para>
            <para>If <c>wrap</c> is enabled, the method will wrap around to the first element in the tree when called on the last element, otherwise it returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetPrevInTree(System.Boolean)">
            <summary>
            <para>Returns the previous TreeItem in the tree (in the context of a depth-first search) or a <c>null</c> object if there is none.</para>
            <para>If <c>wrap</c> is enabled, the method will wrap around to the last 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.GetNextVisible(System.Boolean)">
            <summary>
            <para>Returns the next visible TreeItem in the tree (in the context of a depth-first search) or a <c>null</c> 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 (in the context of a depth-first search) or a <c>null</c> 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.GetChild(System.Int32)">
            <summary>
            <para>Returns a child item by its <c>index</c> (see <see cref="M:Godot.TreeItem.GetChildCount"/>). This method is often used for iterating all children of an item.</para>
            <para>Negative indices access the children from the last one.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetChildCount">
            <summary>
            <para>Returns the number of child items.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetChildren">
            <summary>
            <para>Returns an array of references to the item's children.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetIndex">
            <summary>
            <para>Returns the node's order in the tree. For example, if called on the first child item the position is <c>0</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.MoveBefore(Godot.TreeItem)">
            <summary>
            <para>Moves this TreeItem right before the given <c>item</c>.</para>
            <para><b>Note:</b> You can't move to the root or move the root.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.MoveAfter(Godot.TreeItem)">
            <summary>
            <para>Moves this TreeItem right after the given <c>item</c>.</para>
            <para><b>Note:</b> You can't move to the root or move the root.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.CallRecursive(Godot.StringName,Godot.Variant[])">
            <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.TubeTrailMesh">
            <summary>
            <para><see cref="T:Godot.TubeTrailMesh"/> represents a straight tube-shaped mesh with variable width. The tube is composed of a number of cylindrical sections, each with the same <see cref="P:Godot.TubeTrailMesh.SectionLength"/> and number of <see cref="P:Godot.TubeTrailMesh.SectionRings"/>. A <see cref="P:Godot.TubeTrailMesh.Curve"/> is sampled along the total length of the tube, meaning that the curve determines the radius of the tube along its length.</para>
            <para>This primitive mesh is usually used for particle trails.</para>
            </summary>
        </member>
        <member name="P:Godot.TubeTrailMesh.Radius">
            <summary>
            <para>The baseline radius of the tube. The radius of a particular section ring is obtained by multiplying this radius by the value of the <see cref="P:Godot.TubeTrailMesh.Curve"/> at the given distance.</para>
            </summary>
        </member>
        <member name="P:Godot.TubeTrailMesh.RadialSteps">
            <summary>
            <para>The number of sides on the tube. For example, a value of <c>5</c> means the tube will be pentagonal. Higher values result in a more detailed tube at the cost of performance.</para>
            </summary>
        </member>
        <member name="P:Godot.TubeTrailMesh.Sections">
            <summary>
            <para>The total number of sections on the tube.</para>
            </summary>
        </member>
        <member name="P:Godot.TubeTrailMesh.SectionLength">
            <summary>
            <para>The length of a section of the tube.</para>
            </summary>
        </member>
        <member name="P:Godot.TubeTrailMesh.SectionRings">
            <summary>
            <para>The number of rings in a section. The <see cref="P:Godot.TubeTrailMesh.Curve"/> is sampled on each ring to determine its radius. Higher values result in a more detailed tube at the cost of performance.</para>
            </summary>
        </member>
        <member name="P:Godot.TubeTrailMesh.CapTop">
            <summary>
            <para>If <c>true</c>, generates a cap at the top of the tube. This can be set to <c>false</c> to speed up generation and rendering when the cap is never seen by the camera.</para>
            </summary>
        </member>
        <member name="P:Godot.TubeTrailMesh.CapBottom">
            <summary>
            <para>If <c>true</c>, generates a cap at the bottom of the tube. This can be set to <c>false</c> to speed up generation and rendering when the cap is never seen by the camera.</para>
            </summary>
        </member>
        <member name="P:Godot.TubeTrailMesh.Curve">
            <summary>
            <para>Determines the radius of the tube along its length. The radius of a particular section ring is obtained by multiplying the baseline <see cref="P:Godot.TubeTrailMesh.Radius"/> by the value of this curve at the given distance. For values smaller than <c>0</c>, the faces will be inverted.</para>
            </summary>
        </member>
        <member name="T:Godot.Tween">
            <summary>
            <para>Tweens are mostly useful for animations requiring a numerical property to be interpolated over a range of values. The name <i>tween</i> comes from <i>in-betweening</i>, an animation technique where you specify <i>keyframes</i> and the computer interpolates the frames that appear between them. Animating something with a <see cref="T:Godot.Tween"/> is called tweening.</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"/>; it would be difficult to do the same thing with an <see cref="T:Godot.AnimationPlayer"/> node. Tweens are also 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.Tween"/> can be created by using either <see cref="M:Godot.SceneTree.CreateTween"/> or <see cref="M:Godot.Node.CreateTween"/>. <see cref="T:Godot.Tween"/>s created manually (i.e. by using <c>Tween.new()</c>) are invalid and can't be used for tweening values.</para>
            <para>A tween animation is created by adding <see cref="T:Godot.Tweener"/>s to the <see cref="T:Godot.Tween"/> object, using <see cref="M:Godot.Tween.TweenProperty(Godot.GodotObject,Godot.NodePath,Godot.Variant,System.Double)"/>, <see cref="M:Godot.Tween.TweenInterval(System.Double)"/>, <see cref="M:Godot.Tween.TweenCallback(Godot.Callable)"/> or <see cref="M:Godot.Tween.TweenMethod(Godot.Callable,Godot.Variant,Godot.Variant,System.Double)"/>:</para>
            <para><code>
            Tween tween = GetTree().CreateTween();
            tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f);
            tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f);
            tween.TweenCallback(Callable.From(GetNode("Sprite").QueueFree));
            </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.Tween.Parallel"/> and <see cref="M:Godot.Tween.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.Tween.SetTrans(Godot.Tween.TransitionType)"/>:</para>
            <para><code>
            Tween tween = GetTree().CreateTween();
            tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f).SetTrans(Tween.TransitionType.Sine);
            tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f).SetTrans(Tween.TransitionType.Bounce);
            tween.TweenCallback(Callable.From(GetNode("Sprite").QueueFree));
            </code></para>
            <para>Most of the <see cref="T:Godot.Tween"/> methods can be chained this way too. In the following example the <see cref="T:Godot.Tween"/> 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 = GetTree().CreateTween().BindNode(this).SetTrans(Tween.TransitionType.Elastic);
            tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f);
            tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f);
            tween.TweenCallback(Callable.From(GetNode("Sprite").QueueFree));
            </code></para>
            <para>Another interesting use for <see cref="T:Godot.Tween"/>s is animating arbitrary sets of objects:</para>
            <para><code>
            Tween tween = CreateTween();
            foreach (Node sprite in GetChildren())
                tween.TweenProperty(sprite, "position", Vector2.Zero, 1.0f);
            </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.Tween"/> 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.Tween"/> to a variable:</para>
            <para><code>
            private Tween _tween;
            
            public void Animate()
            {
                if (_tween != null)
                    _tween.Kill(); // Abort the previous animation
                _tween = CreateTween();
            }
            </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><b>Note:</b> Tweens are not designed to be re-used and trying to do so results in an undefined behavior. Create a new Tween for each animation and every time you replay an animation from start. Keep in mind that Tweens start immediately, so only create a Tween when you want to start animating.</para>
            <para><b>Note:</b> Tweens are processing after all of nodes in the current frame, i.e. after <see cref="M:Godot.Node._Process(System.Double)"/> or <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> (depending on <see cref="T:Godot.Tween.TweenProcessMode"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TweenProcessMode.Physics">
            <summary>
            <para>The <see cref="T:Godot.Tween"/> updates during the physics frame.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TweenProcessMode.Idle">
            <summary>
            <para>The <see cref="T:Godot.Tween"/> updates during the idle frame.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TweenPauseMode.Bound">
            <summary>
            <para>If the <see cref="T:Godot.Tween"/> has a bound node, it will process when that node can process (see <see cref="P:Godot.Node.ProcessMode"/>). Otherwise it's the same as <see cref="F:Godot.Tween.TweenPauseMode.Stop"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TweenPauseMode.Stop">
            <summary>
            <para>If <see cref="T:Godot.SceneTree"/> is paused, the <see cref="T:Godot.Tween"/> will also pause.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TweenPauseMode.Process">
            <summary>
            <para>The <see cref="T:Godot.Tween"/> will process regardless of whether <see cref="T:Godot.SceneTree"/> is paused.</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.TransitionType.Spring">
            <summary>
            <para>The animation is interpolated like a spring towards the end.</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="M:Godot.Tween.TweenProperty(Godot.GodotObject,Godot.NodePath,Godot.Variant,System.Double)">
            <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>finalVal</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.</para>
            <para><b>Example:</b></para>
            <para><code>
            Tween tween = CreateTween();
            tween.TweenProperty(GetNode("Sprite"), "position", new Vector2(100.0f, 200.0f), 1.0f);
            tween.TweenProperty(GetNode("Sprite"), "position", new Vector2(200.0f, 300.0f), 1.0f);
            </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(Godot.Variant)"/> 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><b>Note:</b> 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><b>Example:</b> Moving an object twice from the same position, with different transition types:</para>
            <para><code>
            Tween tween = CreateTween();
            tween.TweenProperty(GetNode("Sprite"), "position", Vector2.Right * 300.0f, 1.0f).AsRelative().SetTrans(Tween.TransitionType.Sine);
            tween.TweenProperty(GetNode("Sprite"), "position", Vector2.Right * 300.0f, 1.0f).AsRelative().FromCurrent().SetTrans(Tween.TransitionType.Expo);
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Tween.TweenInterval(System.Double)">
            <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.Tween"/> acts as a timer). <c>time</c> is the length of the interval, in seconds.</para>
            <para><b>Example:</b> Creating an interval in code execution:</para>
            <para><code>
            // ... some code
            await ToSignal(CreateTween().TweenInterval(2.0f), Tween.SignalName.Finished);
            // ... more code
            </code></para>
            <para><b>Example:</b> Creating an object that moves back and forth and jumps every few seconds:</para>
            <para><code>
            Tween tween = CreateTween().SetLoops();
            tween.TweenProperty(GetNode("Sprite"), "position:x", 200.0f, 1.0f).AsRelative();
            tween.TweenCallback(Callable.From(Jump));
            tween.TweenInterval(2.0f);
            tween.TweenProperty(GetNode("Sprite"), "position:x", -200.0f, 1.0f).AsRelative();
            tween.TweenCallback(Callable.From(Jump));
            tween.TweenInterval(2.0f);
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Tween.TweenCallback(Godot.Callable)">
            <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>Callable.bind</c> to bind additional arguments for the call.</para>
            <para><b>Example:</b> Object that keeps shooting every 1 second:</para>
            <para><code>
            Tween tween = GetTree().CreateTween().SetLoops();
            tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f);
            </code></para>
            <para><b>Example:</b> Turning a sprite red and then blue, with 2 second delay:</para>
            <para><code>
            Tween tween = GetTree().CreateTween();
            Sprite2D sprite = GetNode&lt;Sprite2D&gt;("Sprite");
            tween.TweenCallback(Callable.From(() =&gt; sprite.Modulate = Colors.Red)).SetDelay(2.0f);
            tween.TweenCallback(Callable.From(() =&gt; sprite.Modulate = Colors.Blue)).SetDelay(2.0f);
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Tween.TweenMethod(Godot.Callable,Godot.Variant,Godot.Variant,System.Double)">
            <summary>
            <para>Creates and appends a <see cref="T:Godot.MethodTweener"/>. This method is similar to a combination of <see cref="M:Godot.Tween.TweenCallback(Godot.Callable)"/> and <see cref="M:Godot.Tween.TweenProperty(Godot.GodotObject,Godot.NodePath,Godot.Variant,System.Double)"/>. 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>Callable.bind</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.Double)"/> to delay the tweening.</para>
            <para><b>Example:</b> Making a 3D object look from one point to another point:</para>
            <para><code>
            Tween tween = CreateTween();
            tween.TweenMethod(Callable.From(() =&gt; LookAt(Vector3.Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The LookAt() method takes up vector as second argument.
            </code></para>
            <para><b>Example:</b> Setting the text of a <see cref="T:Godot.Label"/>, using an intermediate method and after a delay:</para>
            <para><code>
            public override void _Ready()
            {
                base._Ready();
            
                Tween tween = CreateTween();
                tween.TweenMethod(Callable.From&lt;int&gt;(SetLabelText), 0.0f, 10.0f, 1.0f).SetDelay(1.0f);
            }
            
            private void SetLabelText(int value)
            {
                GetNode&lt;Label&gt;("Label").Text = $"Counting {value}";
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Tween.CustomStep(System.Double)">
            <summary>
            <para>Processes the <see cref="T:Godot.Tween"/> by the given <c>delta</c> value, in seconds. This is mostly useful for manual control when the <see cref="T:Godot.Tween"/> is paused. It can also be used to end the <see cref="T:Godot.Tween"/> animation immediately, by setting <c>delta</c> longer than the whole duration of the <see cref="T:Godot.Tween"/> animation.</para>
            <para>Returns <c>true</c> if the <see cref="T:Godot.Tween"/> still has <see cref="T:Godot.Tweener"/>s that haven't finished.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.Stop">
            <summary>
            <para>Stops the tweening and resets the <see cref="T:Godot.Tween"/> to its initial state. This will not remove any appended <see cref="T:Godot.Tweener"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.Pause">
            <summary>
            <para>Pauses the tweening. The animation can be resumed by using <see cref="M:Godot.Tween.Play"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.Play">
            <summary>
            <para>Resumes a paused or stopped <see cref="T:Godot.Tween"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.Kill">
            <summary>
            <para>Aborts all tweening operations and invalidates the <see cref="T:Godot.Tween"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.GetTotalElapsedTime">
            <summary>
            <para>Returns the total time in seconds the <see cref="T:Godot.Tween"/> has been animating (i.e. the time since it started, not counting pauses etc.). The time is affected by <see cref="M:Godot.Tween.SetSpeedScale(System.Single)"/>, and <see cref="M:Godot.Tween.Stop"/> will reset it to <c>0</c>.</para>
            <para><b>Note:</b> As it results from accumulating frame deltas, the time returned after the <see cref="T:Godot.Tween"/> has finished animating will be slightly greater than the actual <see cref="T:Godot.Tween"/> duration.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.IsRunning">
            <summary>
            <para>Returns whether the <see cref="T:Godot.Tween"/> is currently running, i.e. it wasn't paused and it's not finished.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.IsValid">
            <summary>
            <para>Returns whether the <see cref="T:Godot.Tween"/> is valid. A valid <see cref="T:Godot.Tween"/> is a <see cref="T:Godot.Tween"/> contained by the scene tree (i.e. the array from <see cref="M:Godot.SceneTree.GetProcessedTweens"/> will contain this <see cref="T:Godot.Tween"/>). A <see cref="T:Godot.Tween"/> might become invalid when it has finished tweening, is killed, or when created with <c>Tween.new()</c>. Invalid <see cref="T:Godot.Tween"/>s can't have <see cref="T:Godot.Tweener"/>s appended.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.BindNode(Godot.Node)">
            <summary>
            <para>Binds this <see cref="T:Godot.Tween"/> with the given <c>node</c>. <see cref="T:Godot.Tween"/>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.Tween"/>, the <see cref="T:Godot.Tween"/> will halt the animation when the object is not inside tree and the <see cref="T:Godot.Tween"/> will be automatically killed when the bound object is freed. Also <see cref="F:Godot.Tween.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.Tween"/>, you can use <see cref="M:Godot.Node.CreateTween"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.SetProcessMode(Godot.Tween.TweenProcessMode)">
            <summary>
            <para>Determines whether the <see cref="T:Godot.Tween"/> should run during idle frame (see <see cref="M:Godot.Node._Process(System.Double)"/>) or physics frame (see <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/>.</para>
            <para>Default value is <see cref="F:Godot.Tween.TweenProcessMode.Idle"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.SetPauseMode(Godot.Tween.TweenPauseMode)">
            <summary>
            <para>Determines the behavior of the <see cref="T:Godot.Tween"/> when the <see cref="T:Godot.SceneTree"/> is paused. Check <see cref="T:Godot.Tween.TweenPauseMode"/> for options.</para>
            <para>Default value is <see cref="F:Godot.Tween.TweenPauseMode.Bound"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.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.Tween.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.Tween"/> run infinitely, until either it is killed with <see cref="M:Godot.Tween.Kill"/>, the <see cref="T:Godot.Tween"/>'s bound node is freed, or all the animated objects have been freed (which makes further animation impossible).</para>
            <para><b>Warning:</b> 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.Tween"/>'s lifetime depends on some node, always use <see cref="M:Godot.Tween.BindNode(Godot.Node)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.GetLoopsLeft">
            <summary>
            <para>Returns the number of remaining loops for this <see cref="T:Godot.Tween"/> (see <see cref="M:Godot.Tween.SetLoops(System.Int32)"/>). A return value of <c>-1</c> indicates an infinitely looping <see cref="T:Godot.Tween"/>, and a return value of <c>0</c> indicates that the <see cref="T:Godot.Tween"/> has already finished.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.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.Tween.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.Tween"/>.</para>
            <para>If not specified, the default value is <see cref="F:Godot.Tween.TransitionType.Linear"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.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.Tween"/>.</para>
            <para>If not specified, the default value is <see cref="F:Godot.Tween.EaseType.InOut"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.Parallel">
            <summary>
            <para>Makes the next <see cref="T:Godot.Tweener"/> run parallelly to the previous one.</para>
            <para><b>Example:</b></para>
            <para><code>
            Tween tween = CreateTween();
            tween.TweenProperty(...);
            tween.Parallel().TweenProperty(...);
            tween.Parallel().TweenProperty(...);
            </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.Tween"/> parallel by default by using <see cref="M:Godot.Tween.SetParallel(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.Chain">
            <summary>
            <para>Used to chain two <see cref="T:Godot.Tweener"/>s after <see cref="M:Godot.Tween.SetParallel(System.Boolean)"/> is called with <c>true</c>.</para>
            <para><code>
            Tween tween = CreateTween().SetParallel(true);
            tween.TweenProperty(...);
            tween.TweenProperty(...); // Will run parallelly with above.
            tween.Chain().TweenProperty(...); // Will run after two above are finished.
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Tween.InterpolateValue(Godot.Variant,Godot.Variant,System.Double,System.Double,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.Tween"/> to do animating for you. It's similar to <c>@GlobalScope.lerp</c>, but with support for custom transition and easing.</para>
            <para><c>initialValue</c> is the starting value of the interpolation.</para>
            <para><c>deltaValue</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>elapsedTime</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><b>Note:</b> If <c>duration</c> is equal to <c>0</c>, the method will always return the final value, regardless of <c>elapsedTime</c> provided.</para>
            </summary>
        </member>
        <member name="T:Godot.Tween.StepFinishedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tween.StepFinished"/> event of a <see cref="T:Godot.Tween"/> class.
            </summary>
        </member>
        <member name="E:Godot.Tween.StepFinished">
            <summary>
            <para>Emitted when one step of the <see cref="T:Godot.Tween"/> is complete, providing the step index. One step is either a single <see cref="T:Godot.Tweener"/> or a group of <see cref="T:Godot.Tweener"/>s running in parallel.</para>
            </summary>
        </member>
        <member name="T:Godot.Tween.LoopFinishedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tween.LoopFinished"/> event of a <see cref="T:Godot.Tween"/> class.
            </summary>
        </member>
        <member name="E:Godot.Tween.LoopFinished">
            <summary>
            <para>Emitted when a full loop is complete (see <see cref="M:Godot.Tween.SetLoops(System.Int32)"/>), providing the loop index. This signal is not emitted after the final loop, use <see cref="E:Godot.Tween.Finished"/> instead for this case.</para>
            </summary>
        </member>
        <member name="E:Godot.Tween.Finished">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tween.Finished"/> event of a <see cref="T:Godot.Tween"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.Tween"/> has finished all tweening. Never emitted when the <see cref="T:Godot.Tween"/> is set to infinite looping (see <see cref="M:Godot.Tween.SetLoops(System.Int32)"/>).</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.Tween"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.Tweener.Finished">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Tweener.Finished"/> event of a <see cref="T:Godot.Tweener"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.Tweener"/> has just finished its job.</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.Double)"/>) 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>
            // ServerNode.cs
            using Godot;
            using System.Collections.Generic;
            
            public partial class ServerNode : Node
            {
                private UdpServer _server = new UdpServer();
                private List&lt;PacketPeerUdp&gt; _peers  = new List&lt;PacketPeerUdp&gt;();
            
                public override void _Ready()
                {
                    _server.Listen(4242);
                }
            
                public override void _Process(double delta)
                {
                    _server.Poll(); // Important!
                    if (_server.IsConnectionAvailable())
                    {
                        PacketPeerUdp peer = _server.TakeConnection();
                        byte[] packet = peer.GetPacket();
                        GD.Print($"Accepted Peer: {peer.GetPacketIP()}:{peer.GetPacketPort()}");
                        GD.Print($"Received Data: {packet.GetStringFromUtf8()}");
                        // Reply so it knows we received the message.
                        peer.PutPacket(packet);
                        // Keep a reference so we can keep contacting the remote peer.
                        _peers.Add(peer);
                    }
                    foreach (var peer in _peers)
                    {
                        // Do something with the peers.
                    }
                }
            }
            </code></para>
            <para><code>
            // ClientNode.cs
            using Godot;
            
            public partial class ClientNode : Node
            {
                private PacketPeerUdp _udp = new PacketPeerUdp();
                private bool _connected = false;
            
                public override void _Ready()
                {
                    _udp.ConnectToHost("127.0.0.1", 4242);
                }
            
                public override void _Process(double delta)
                {
                    if (!_connected)
                    {
                        // Try to contact server
                        _udp.PutPacket("The Answer Is..42!".ToUtf8Buffer());
                    }
                    if (_udp.GetAvailablePacketCount() &gt; 0)
                    {
                        GD.Print($"Connected: {_udp.GetPacket().GetStringFromUtf8()}");
                        _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 <c>port</c>. You can optionally specify a <c>bindAddress</c> to only listen for packets sent to that address. See also <see cref="M:Godot.PacketPeerUdp.Bind(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.Double)"/>) 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.GetLocalPort">
            <summary>
            <para>Returns the local port this server is listening to.</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><b>Note:</b> UPnP discovery blocks the current thread. To perform discovery without blocking the main thread, use <see cref="T:Godot.GodotThread"/>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(_upnp_setup.bind(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><b>Terminology:</b> 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><b>Pitfalls:</b></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><b>Further reading:</b> 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="!: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>portInternal</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>portInternal</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.IgdStatusEnum.Ok">
            <summary>
            <para>OK.</para>
            </summary>
        </member>
        <member name="F:Godot.UpnpDevice.IgdStatusEnum.HttpError">
            <summary>
            <para>HTTP error.</para>
            </summary>
        </member>
        <member name="F:Godot.UpnpDevice.IgdStatusEnum.HttpEmpty">
            <summary>
            <para>Empty HTTP response.</para>
            </summary>
        </member>
        <member name="F:Godot.UpnpDevice.IgdStatusEnum.NoUrls">
            <summary>
            <para>Returned response contained no URLs.</para>
            </summary>
        </member>
        <member name="F:Godot.UpnpDevice.IgdStatusEnum.NoIgd">
            <summary>
            <para>Not a valid IGD.</para>
            </summary>
        </member>
        <member name="F:Godot.UpnpDevice.IgdStatusEnum.Disconnected">
            <summary>
            <para>Disconnected.</para>
            </summary>
        </member>
        <member name="F:Godot.UpnpDevice.IgdStatusEnum.UnknownDevice">
            <summary>
            <para>Unknown device.</para>
            </summary>
        </member>
        <member name="F:Godot.UpnpDevice.IgdStatusEnum.InvalidControl">
            <summary>
            <para>Invalid control.</para>
            </summary>
        </member>
        <member name="F:Godot.UpnpDevice.IgdStatusEnum.MallocError">
            <summary>
            <para>Memory allocation error.</para>
            </summary>
        </member>
        <member name="F:Godot.UpnpDevice.IgdStatusEnum.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.IgdStatusEnum"/>.</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>UndoRedo works by registering methods and property changes inside "actions". You can create an action, then provide ways to do and undo this action using function calls and property changes, then commit the action.</para>
            <para>When an action is committed, all of the <c>do_*</c> methods will run. If the <see cref="M:Godot.UndoRedo.Undo"/> method is used, the <c>undo_*</c> methods will run. If the <see cref="M:Godot.UndoRedo.Redo"/> method is used, once again, all of the <c>do_*</c> methods will run.</para>
            <para>Here's an example on how to add an action:</para>
            <para><code>
            private UndoRedo _undoRedo;
            
            public override void _Ready()
            {
                _undoRedo = new UndoRedo();
            }
            
            public void DoSomething()
            {
                // Put your code here.
            }
            
            public void UndoSomething()
            {
                // Put here the code that reverts what's done by "DoSomething()".
            }
            
            private void OnMyButtonPressed()
            {
                var node = GetNode&lt;Node2D&gt;("MyNode2D");
                _undoRedo.CreateAction("Move the node");
                _undoRedo.AddDoMethod(new Callable(this, MethodName.DoSomething));
                _undoRedo.AddUndoMethod(new Callable(this, MethodName.UndoSomething));
                _undoRedo.AddDoProperty(node, "position", new Vector2(100, 100));
                _undoRedo.AddUndoProperty(node, "position", node.Position);
                _undoRedo.CommitAction();
            }
            </code></para>
            <para><see cref="M:Godot.UndoRedo.CreateAction(System.String,Godot.UndoRedo.MergeMode)"/>, <see cref="M:Godot.UndoRedo.AddDoMethod(Godot.Callable)"/>, <see cref="M:Godot.UndoRedo.AddUndoMethod(Godot.Callable)"/>, <see cref="M:Godot.UndoRedo.AddDoProperty(Godot.GodotObject,Godot.StringName,Godot.Variant)"/>, <see cref="M:Godot.UndoRedo.AddUndoProperty(Godot.GodotObject,Godot.StringName,Godot.Variant)"/>, and <see cref="M:Godot.UndoRedo.CommitAction(System.Boolean)"/> 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.Callable)"/> and <see cref="M:Godot.UndoRedo.AddUndoMethod(Godot.Callable)"/> out; the same goes for properties. You can also register more than one method/property in the order they should run.</para>
            <para>If you are making an <see cref="!:Godot.EditorPlugin"/> and want to integrate into the editor's undo history, use <see cref="!:Godot.EditorUndoRedoManager"/> instead.</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 "undo" operations are from the first action created and the "do" operations are 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.Callable)"/>, <see cref="M:Godot.UndoRedo.AddUndoMethod(Godot.Callable)"/>, <see cref="M:Godot.UndoRedo.AddDoProperty(Godot.GodotObject,Godot.StringName,Godot.Variant)"/>, and <see cref="M:Godot.UndoRedo.AddUndoProperty(Godot.GodotObject,Godot.StringName,Godot.Variant)"/>, then commit the action with <see cref="M:Godot.UndoRedo.CommitAction(System.Boolean)"/>.</para>
            <para>The way actions are merged is dictated by <c>mergeMode</c>. See <see cref="T:Godot.UndoRedo.MergeMode"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.CommitAction(System.Boolean)">
            <summary>
            <para>Commit the action. If <c>execute</c> is <c>true</c> (which it is by default), all "do" methods/properties are called/set when this function is called.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.IsCommittingAction">
            <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(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.AddDoMethod(Godot.Callable)">
            <summary>
            <para>Register a <see cref="T:Godot.Callable"/> that will be called when the action is committed.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.AddUndoMethod(Godot.Callable)">
            <summary>
            <para>Register a <see cref="T:Godot.Callable"/> that will be called when the action is undone.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.AddDoProperty(Godot.GodotObject,Godot.StringName,Godot.Variant)">
            <summary>
            <para>Register a <c>property</c> that would change its value to <c>value</c> when the action is committed.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.AddUndoProperty(Godot.GodotObject,Godot.StringName,Godot.Variant)">
            <summary>
            <para>Register a <c>property</c> that would change its value to <c>value</c> when the action is undone.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.AddDoReference(Godot.GodotObject)">
            <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>
            <para><code>
            var node = Node2D.new()
            undo_redo.create_action("Add node")
            undo_redo.add_do_method(add_child.bind(node))
            undo_redo.add_do_reference(node)
            undo_redo.add_undo_method(remove_child.bind(node))
            undo_redo.commit_action()
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.AddUndoReference(Godot.GodotObject)">
            <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>
            <para><code>
            var node = $Node2D
            undo_redo.create_action("Remove node")
            undo_redo.add_do_method(remove_child.bind(node))
            undo_redo.add_undo_method(add_child.bind(node))
            undo_redo.add_undo_reference(node)
            undo_redo.commit_action()
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.StartForceKeepInMergeEnds">
            <summary>
            <para>Marks the next "do" and "undo" operations to be processed even if the action gets merged with another in the <see cref="F:Godot.UndoRedo.MergeMode.Ends"/> mode. Return to normal operation using <see cref="M:Godot.UndoRedo.EndForceKeepInMergeEnds"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.EndForceKeepInMergeEnds">
            <summary>
            <para>Stops marking operations as to be processed even if the action gets merged with another in the <see cref="F:Godot.UndoRedo.MergeMode.Ends"/> mode. See <see cref="M:Godot.UndoRedo.StartForceKeepInMergeEnds"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.GetHistoryCount">
            <summary>
            <para>Returns how many elements are in the history.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.GetCurrentAction">
            <summary>
            <para>Gets the index of the current action.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.GetActionName(System.Int32)">
            <summary>
            <para>Gets the action name from its index.</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>increaseVersion</c> will prevent the version number from increasing when the history is cleared.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.GetCurrentActionName">
            <summary>
            <para>Gets the name of the current action, equivalent to <c>get_action_name(get_current_action())</c>.</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="E:Godot.UndoRedo.VersionChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.UndoRedo.VersionChanged"/> event of a <see cref="T:Godot.UndoRedo"/> class.
            </summary>
            <summary>
            <para>Called when <see cref="M:Godot.UndoRedo.Undo"/> or <see cref="M:Godot.UndoRedo.Redo"/> was called.</para>
            </summary>
        </member>
        <member name="T:Godot.VBoxContainer">
            <summary>
            <para>A variant of <see cref="T:Godot.BoxContainer"/> that can only arrange its child controls vertically. Child controls are rearranged automatically when their minimum size changes.</para>
            </summary>
        </member>
        <member name="T:Godot.VFlowContainer">
            <summary>
            <para>A variant of <see cref="T:Godot.FlowContainer"/> that can only arrange its child controls vertically, wrapping them around at the borders. This is similar to how text in a book wraps around when no more words can fit on a line, except vertically.</para>
            </summary>
        </member>
        <member name="T:Godot.VScrollBar">
            <summary>
            <para>A vertical scrollbar, typically used to navigate through content that extends beyond the visible height of a control. It is a <see cref="T:Godot.Range"/>-based control and goes from top (min) to bottom (max). Note that this direction is the opposite of <see cref="T:Godot.VSlider"/>'s.</para>
            </summary>
        </member>
        <member name="T:Godot.VSeparator">
            <summary>
            <para>A vertical separator used for separating other controls that are arranged <b>horizontally</b>. <see cref="T:Godot.VSeparator"/> is purely visual and normally drawn as a <see cref="T:Godot.StyleBoxLine"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VSlider">
            <summary>
            <para>A vertical slider, used to adjust a value by moving a grabber along a vertical axis. It is a <see cref="T:Godot.Range"/>-based control and goes from bottom (min) to top (max). Note that this direction is the opposite of <see cref="T:Godot.VScrollBar"/>'s.</para>
            </summary>
        </member>
        <member name="T:Godot.VSplitContainer">
            <summary>
            <para>A container that accepts only two child controls, then arranges them vertically and creates a divisor between them. The divisor can be dragged around to change the size relation between the child controls.</para>
            </summary>
        </member>
        <member name="T:Godot.VehicleBody3D">
            <summary>
            <para>This physics body implements all the physics logic needed to simulate a car. It is based on the raycast vehicle system commonly found in physics engines. Aside from a <see cref="T:Godot.CollisionShape3D"/> for the main body of the vehicle, you must also add a <see cref="T:Godot.VehicleWheel3D"/> node for each wheel. You should also add a <see cref="T:Godot.MeshInstance3D"/> to this node for the 3D model of the vehicle, but this model should generally not include meshes for the wheels. You can control the vehicle by using the <see cref="P:Godot.VehicleBody3D.Brake"/>, <see cref="P:Godot.VehicleBody3D.EngineForce"/>, and <see cref="P:Godot.VehicleBody3D.Steering"/> properties. The position or orientation of this node shouldn't be changed directly.</para>
            <para><b>Note:</b> The origin point of your VehicleBody3D will determine the center of gravity of your vehicle. To make the vehicle more grounded, the origin point is usually kept low, moving the <see cref="T:Godot.CollisionShape3D"/> and <see cref="T:Godot.MeshInstance3D"/> upwards.</para>
            <para><b>Note:</b> This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you may have to write your own physics integration using <see cref="T:Godot.CharacterBody3D"/> or <see cref="T:Godot.RigidBody3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleBody3D.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.VehicleWheel3D.UseAsTraction"/> set to <c>true</c> and are in contact with a surface. The <see cref="P:Godot.RigidBody3D.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><b>Note:</b> 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.VehicleBody3D.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.RigidBody3D.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.VehicleBody3D.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.VehicleWheel3D.UseAsSteering"/> set to <c>true</c> will automatically be rotated.</para>
            <para><b>Note:</b> This property is edited in the inspector in degrees. In code the property is set in radians.</para>
            </summary>
        </member>
        <member name="T:Godot.VehicleWheel3D">
            <summary>
            <para>A node used as a child of a <see cref="T:Godot.VehicleBody3D"/> parent to simulate 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><b>Note:</b> This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you may need to write your own physics integration using another <see cref="T:Godot.PhysicsBody3D"/> class.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel3D.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.RigidBody3D.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><b>Note:</b> 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.VehicleWheel3D.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.RigidBody3D.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.VehicleWheel3D.Steering">
            <summary>
            <para>The steering angle for the wheel, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel3D.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.VehicleBody3D.EngineForce"/> and ignored if you are using the per-wheel <see cref="P:Godot.VehicleWheel3D.EngineForce"/> value instead.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel3D.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.VehicleBody3D.Steering"/> and ignored if you are using the per-wheel <see cref="P:Godot.VehicleWheel3D.Steering"/> value instead.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel3D.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.VehicleWheel3D.WheelRadius">
            <summary>
            <para>The radius of the wheel in meters.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel3D.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.VehicleWheel3D.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.VehicleWheel3D.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.VehicleWheel3D.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.VehicleWheel3D.SuspensionMaxForce">
            <summary>
            <para>The maximum force the spring can resist. This value should be higher than a quarter of the <see cref="P:Godot.RigidBody3D.Mass"/> of the <see cref="T:Godot.VehicleBody3D"/> 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.VehicleWheel3D.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.VehicleWheel3D.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.VehicleWheel3D.DampingCompression"/> property. For a <see cref="P:Godot.VehicleWheel3D.DampingCompression"/> value of 0.3, try a relaxation value of 0.5.</para>
            </summary>
        </member>
        <member name="M:Godot.VehicleWheel3D.IsInContact">
            <summary>
            <para>Returns <c>true</c> if this wheel is in contact with a surface.</para>
            </summary>
        </member>
        <member name="M:Godot.VehicleWheel3D.GetContactBody">
            <summary>
            <para>Returns the contacting body node if valid in the tree, as <see cref="T:Godot.Node3D"/>. At the moment, <see cref="T:Godot.GridMap"/> is not supported so the node will be always of type <see cref="T:Godot.PhysicsBody3D"/>.</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.PhysicsBody3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VehicleWheel3D.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.VehicleWheel3D.GetRpm">
            <summary>
            <para>Returns the rotational speed of the wheel in revolutions per minute.</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.VideoStreamPlayer"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoStream.File">
            <summary>
            <para>The video file path or URI that this <see cref="T:Godot.VideoStream"/> resource handles.</para>
            <para>For <see cref="T:Godot.VideoStreamTheora"/>, this filename should be an Ogg Theora video file with the <c>.ogv</c> extension.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStream._InstantiatePlayback">
            <summary>
            <para>Called when the video starts playing, to initialize and return a subclass of <see cref="T:Godot.VideoStreamPlayback"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VideoStreamPlayback">
            <summary>
            <para>This class is intended to be overridden by video decoder extensions with custom implementations of <see cref="T:Godot.VideoStream"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback._GetChannels">
            <summary>
            <para>Returns the number of audio channels.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback._GetLength">
            <summary>
            <para>Returns the video duration in seconds, if known, or 0 if unknown.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback._GetMixRate">
            <summary>
            <para>Returns the audio sample rate used for mixing.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback._GetPlaybackPosition">
            <summary>
            <para>Return the current playback timestamp. Called in response to the <see cref="P:Godot.VideoStreamPlayer.StreamPosition"/> getter.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback._GetTexture">
            <summary>
            <para>Allocates a <see cref="T:Godot.Texture2D"/> in which decoded video frames will be drawn.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback._IsPaused">
            <summary>
            <para>Returns the paused status, as set by <see cref="M:Godot.VideoStreamPlayback._SetPaused(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback._IsPlaying">
            <summary>
            <para>Returns the playback state, as determined by calls to <see cref="M:Godot.VideoStreamPlayback._Play"/> and <see cref="M:Godot.VideoStreamPlayback._Stop"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback._Play">
            <summary>
            <para>Called in response to <see cref="P:Godot.VideoStreamPlayer.Autoplay"/> or <see cref="M:Godot.VideoStreamPlayer.Play"/>. Note that manual playback may also invoke <see cref="M:Godot.VideoStreamPlayback._Stop"/> multiple times before this method is called. <see cref="M:Godot.VideoStreamPlayback._IsPlaying"/> should return true once playing.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback._Seek(System.Double)">
            <summary>
            <para>Seeks to <c>time</c> seconds. Called in response to the <see cref="P:Godot.VideoStreamPlayer.StreamPosition"/> setter.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback._SetAudioTrack(System.Int32)">
            <summary>
            <para>Select the audio track <c>idx</c>. Called when playback starts, and in response to the <see cref="P:Godot.VideoStreamPlayer.AudioTrack"/> setter.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback._SetPaused(System.Boolean)">
            <summary>
            <para>Set the paused status of video playback. <see cref="M:Godot.VideoStreamPlayback._IsPaused"/> must return <c>paused</c>. Called in response to the <see cref="P:Godot.VideoStreamPlayer.Paused"/> setter.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback._Stop">
            <summary>
            <para>Stops playback. May be called multiple times before <see cref="M:Godot.VideoStreamPlayback._Play"/>, or in response to <see cref="M:Godot.VideoStreamPlayer.Stop"/>. <see cref="M:Godot.VideoStreamPlayback._IsPlaying"/> should return false once stopped.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback._Update(System.Double)">
            <summary>
            <para>Ticks video playback for <c>delta</c> seconds. Called every frame as long as <see cref="M:Godot.VideoStreamPlayback._IsPaused"/> and <see cref="M:Godot.VideoStreamPlayback._IsPlaying"/> return true.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayback.MixAudio(System.Int32,System.Single[],System.Int32)">
            <summary>
            <para>Render <c>numFrames</c> audio frames (of <see cref="M:Godot.VideoStreamPlayback._GetChannels"/> floats each) from <c>buffer</c>, starting from index <c>offset</c> in the array. Returns the number of audio frames rendered, or -1 on error.</para>
            </summary>
            <param name="buffer">If the parameter is null, then the default value is <c>Array.Empty&lt;float&gt;()</c>.</param>
        </member>
        <member name="T:Godot.VideoStreamPlayer">
            <summary>
            <para>A control used for playback of <see cref="T:Godot.VideoStream"/> resources.</para>
            <para>Supported video formats are <a href="https://www.theora.org/">Ogg Theora</a> (<c>.ogv</c>, <see cref="T:Godot.VideoStreamTheora"/>) and any format exposed via a GDExtension plugin.</para>
            <para><b>Note:</b> Due to a bug, VideoStreamPlayer does not support localization remapping yet.</para>
            <para><b>Warning:</b> On Web, video playback <i>will</i> perform poorly due to missing architecture-specific assembly optimizations.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoStreamPlayer.AudioTrack">
            <summary>
            <para>The embedded audio track to play.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoStreamPlayer.Stream">
            <summary>
            <para>The assigned video stream. See description for supported formats.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoStreamPlayer.VolumeDb">
            <summary>
            <para>Audio volume in dB.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoStreamPlayer.Volume">
            <summary>
            <para>Audio volume as a linear value.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoStreamPlayer.Autoplay">
            <summary>
            <para>If <c>true</c>, playback starts when the scene loads.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoStreamPlayer.Paused">
            <summary>
            <para>If <c>true</c>, the video is paused.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoStreamPlayer.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.VideoStreamPlayer.BufferingMsec">
            <summary>
            <para>Amount of time in milliseconds to store in buffer while playing.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoStreamPlayer.StreamPosition">
            <summary>
            <para>The current position of the stream, in seconds.</para>
            <para><b>Note:</b> Changing this value won't have any effect as seeking is not implemented yet, except in video formats implemented by a GDExtension add-on.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoStreamPlayer.Bus">
            <summary>
            <para>Audio bus to use for sound playback.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayer.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.VideoStreamPlayer.Stop">
            <summary>
            <para>Stops the video playback and sets the stream position to 0.</para>
            <para><b>Note:</b> 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.VideoStreamPlayer.IsPlaying">
            <summary>
            <para>Returns <c>true</c> if the video is playing.</para>
            <para><b>Note:</b> The video is still considered playing if paused during playback.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamPlayer.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.VideoStreamPlayer.GetVideoTexture">
            <summary>
            <para>Returns the current frame as a <see cref="T:Godot.Texture2D"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.VideoStreamPlayer.Finished">
            <summary>
            Represents the method that handles the <see cref="E:Godot.VideoStreamPlayer.Finished"/> event of a <see cref="T:Godot.VideoStreamPlayer"/> class.
            </summary>
            <summary>
            <para>Emitted when playback is finished.</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 decoded on the CPU.</para>
            <para><b>Note:</b> 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="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 Camera3D 3D nodes will render on it too.</para>
            <para>Optionally, a viewport can have its own 2D or 3D world, so it doesn't share what it draws with other viewports.</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>
            </summary>
        </member>
        <member name="F:Godot.Viewport.PositionalShadowAtlasQuadrantSubdiv.Disabled">
            <summary>
            <para>This quadrant will not be used.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.PositionalShadowAtlasQuadrantSubdiv.Subdiv1">
            <summary>
            <para>This quadrant will only be used by one shadow map.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.PositionalShadowAtlasQuadrantSubdiv.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.PositionalShadowAtlasQuadrantSubdiv.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.PositionalShadowAtlasQuadrantSubdiv.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.PositionalShadowAtlasQuadrantSubdiv.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.PositionalShadowAtlasSize"/> is very high, the shadows in this quadrant will be very low resolution.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.PositionalShadowAtlasQuadrantSubdiv.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.PositionalShadowAtlasSize"/> is very high, the shadows in this quadrant will be very low resolution.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.PositionalShadowAtlasQuadrantSubdiv.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Viewport.PositionalShadowAtlasQuadrantSubdiv"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.Scaling3DModeEnum.Bilinear">
            <summary>
            <para>Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using <see cref="P:Godot.Viewport.Scaling3DScale"/>. Values less than <c>1.0</c> will result in undersampling while values greater than <c>1.0</c> will result in supersampling. A value of <c>1.0</c> disables scaling.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.Scaling3DModeEnum.Fsr">
            <summary>
            <para>Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using <see cref="P:Godot.Viewport.Scaling3DScale"/>. Values less than <c>1.0</c> will be result in the viewport being upscaled using FSR. Values greater than <c>1.0</c> are not supported and bilinear downsampling will be used instead. A value of <c>1.0</c> disables scaling.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.Scaling3DModeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Viewport.Scaling3DModeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.Msaa.Disabled">
            <summary>
            <para>Multisample antialiasing mode disabled. This is the default value, and is also the fastest setting.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.Msaa.Msaa2X">
            <summary>
            <para>Use 2× Multisample Antialiasing. This has a moderate performance cost. It helps reduce aliasing noticeably, but 4× MSAA still looks substantially better.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.Msaa.Msaa4X">
            <summary>
            <para>Use 4× Multisample Antialiasing. This has a significant performance cost, and is generally a good compromise between performance and quality.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.Msaa.Msaa8X">
            <summary>
            <para>Use 8× Multisample Antialiasing. This has a very high performance cost. The difference between 4× and 8× MSAA may not always be visible in real gameplay conditions. Likely unsupported on low-end and older hardware.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.Msaa.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Viewport.Msaa"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ScreenSpaceAAEnum.Disabled">
            <summary>
            <para>Do not perform any antialiasing in the full screen post-process.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ScreenSpaceAAEnum.Fxaa">
            <summary>
            <para>Use 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.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ScreenSpaceAAEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Viewport.ScreenSpaceAAEnum"/> enum.</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.PrimitivesInFrame">
            <summary>
            <para>Amount of vertices 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.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Viewport.RenderInfo"/> enum.</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>Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others.</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.DebugDrawEnum.VoxelGIAlbedo">
            <summary>
            <para>Objects are displayed with only the albedo value from <see cref="T:Godot.VoxelGI"/>s.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DebugDrawEnum.VoxelGILighting">
            <summary>
            <para>Objects are displayed with only the lighting value from <see cref="T:Godot.VoxelGI"/>s.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DebugDrawEnum.VoxelGIEmission">
            <summary>
            <para>Objects are displayed with only the emission color from <see cref="T:Godot.VoxelGI"/>s.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DebugDrawEnum.ShadowAtlas">
            <summary>
            <para>Draws the shadow atlas that stores shadows from <see cref="T:Godot.OmniLight3D"/>s and <see cref="T:Godot.SpotLight3D"/>s in the upper left quadrant of the <see cref="T:Godot.Viewport"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DebugDrawEnum.DirectionalShadowAtlas">
            <summary>
            <para>Draws the shadow atlas that stores shadows from <see cref="T:Godot.DirectionalLight3D"/>s in the upper left quadrant of the <see cref="T:Godot.Viewport"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DebugDrawEnum.Ssao">
            <summary>
            <para>Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have <see cref="P:Godot.Environment.SsaoEnabled"/> set in your <see cref="T:Godot.WorldEnvironment"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DebugDrawEnum.Ssil">
            <summary>
            <para>Draws the screen-space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have <see cref="P:Godot.Environment.SsilEnabled"/> set in your <see cref="T:Godot.WorldEnvironment"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DebugDrawEnum.PssmSplits">
            <summary>
            <para>Colors each PSSM split for the <see cref="T:Godot.DirectionalLight3D"/>s in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DebugDrawEnum.DecalAtlas">
            <summary>
            <para>Draws the decal atlas used by <see cref="T:Godot.Decal"/>s and light projector textures in the upper left quadrant of the <see cref="T:Godot.Viewport"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DefaultCanvasItemTextureFilter.Nearest">
            <summary>
            <para>The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DefaultCanvasItemTextureFilter.Linear">
            <summary>
            <para>The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DefaultCanvasItemTextureFilter.LinearWithMipmaps">
            <summary>
            <para>The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DefaultCanvasItemTextureFilter.NearestWithMipmaps">
            <summary>
            <para>The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DefaultCanvasItemTextureFilter.Max">
            <summary>
            <para>Max value for <see cref="T:Godot.Viewport.DefaultCanvasItemTextureFilter"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DefaultCanvasItemTextureRepeat.Disabled">
            <summary>
            <para>Disables textures repeating. Instead, when reading UVs outside the 0-1 range, the value will be clamped to the edge of the texture, resulting in a stretched out look at the borders of the texture.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DefaultCanvasItemTextureRepeat.Enabled">
            <summary>
            <para>Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DefaultCanvasItemTextureRepeat.Mirror">
            <summary>
            <para>Flip the texture when repeating so that the edge lines up instead of abruptly changing.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DefaultCanvasItemTextureRepeat.Max">
            <summary>
            <para>Max value for <see cref="T:Godot.Viewport.DefaultCanvasItemTextureRepeat"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.VrsModeEnum.Disabled">
            <summary>
            <para>VRS is disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.VrsModeEnum.Texture">
            <summary>
            <para>VRS uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.VrsModeEnum.XR">
            <summary>
            <para>VRS texture is supplied by the primary <see cref="T:Godot.XRInterface"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.VrsModeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Viewport.VrsModeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Disable3D">
            <summary>
            <para>Disable 3D rendering (but keep 2D rendering).</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.UseXR">
            <summary>
            <para>If <c>true</c>, the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.OwnWorld3D">
            <summary>
            <para>If <c>true</c>, the viewport will use a unique copy of the <see cref="T:Godot.World3D"/> defined in <see cref="P:Godot.Viewport.World3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.World3D">
            <summary>
            <para>The custom <see cref="T:Godot.World3D"/> 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.HandleInputLocally">
            <summary>
            <para>If <c>true</c>, this viewport will mark incoming input events as handled by itself. If <c>false</c>, this is instead done by the first parent viewport that is set to handle input locally.</para>
            <para>A <see cref="T:Godot.SubViewportContainer"/> will automatically set this property to <c>false</c> for the <see cref="T:Godot.Viewport"/> contained inside of it.</para>
            <para>See also <see cref="M:Godot.Viewport.SetInputAsHandled"/> and <see cref="M:Godot.Viewport.IsInputHandled"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Msaa2D">
            <summary>
            <para>The multisample anti-aliasing mode for 2D/Canvas rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. This has no effect on shader-induced aliasing or texture aliasing.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Msaa3D">
            <summary>
            <para>The multisample anti-aliasing mode for 3D rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also bilinear scaling 3d <see cref="P:Godot.Viewport.Scaling3DMode"/> for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.ScreenSpaceAA">
            <summary>
            <para>Sets the screen-space antialiasing method used. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.UseTaa">
            <summary>
            <para>Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.</para>
            <para><b>Note:</b> The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.UseDebanding">
            <summary>
            <para>If <c>true</c>, uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is <i>not</i> affected by debanding unless the <see cref="P:Godot.Environment.BackgroundMode"/> is <see cref="F:Godot.Environment.BGMode.Canvas"/>. See also <c>ProjectSettings.rendering/anti_aliasing/quality/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>
            </summary>
        </member>
        <member name="P:Godot.Viewport.UseOcclusionCulling">
            <summary>
            <para>If <c>true</c>, <see cref="T:Godot.OccluderInstance3D"/> nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, <c>ProjectSettings.rendering/occlusion_culling/use_occlusion_culling</c> must be set to <c>true</c> instead.</para>
            <para><b>Note:</b> Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it, and think whether your scene can actually benefit from occlusion culling. Large, open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges (<see cref="P:Godot.GeometryInstance3D.VisibilityRangeBegin"/> and <see cref="P:Godot.GeometryInstance3D.VisibilityRangeEnd"/>) compared to occlusion culling.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.MeshLodThreshold">
            <summary>
            <para>The automatic LOD bias to use for meshes rendered within the <see cref="T:Godot.Viewport"/> (this is analogous to <see cref="P:Godot.ReflectionProbe.MeshLodThreshold"/>). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to <c>0.0</c>, automatic LOD is disabled. Increase <see cref="P:Godot.Viewport.MeshLodThreshold"/> to improve performance at the cost of geometry detail.</para>
            <para>To control this property on the root viewport, set the <c>ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels</c> project setting.</para>
            <para><b>Note:</b> <see cref="P:Godot.Viewport.MeshLodThreshold"/> does not affect <see cref="T:Godot.GeometryInstance3D"/> visibility ranges (also known as "manual" LOD or hierarchical LOD).</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.Scaling3DMode">
            <summary>
            <para>Sets scaling 3d mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible.</para>
            <para>To control this property on the root viewport, set the <c>ProjectSettings.rendering/scaling_3d/mode</c> project setting.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Scaling3DScale">
            <summary>
            <para>Scales the 3D render buffer based on the viewport size uses an image filter specified in <c>ProjectSettings.rendering/scaling_3d/mode</c> to scale the output image to the full viewport size. Values lower than <c>1.0</c> can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than <c>1.0</c> are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also <c>ProjectSettings.rendering/anti_aliasing/quality/msaa_3d</c> for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons.</para>
            <para>When using FSR upscaling, AMD recommends exposing the following values as preset options to users "Ultra Quality: 0.77", "Quality: 0.67", "Balanced: 0.59", "Performance: 0.5" instead of exposing the entire scale.</para>
            <para>To control this property on the root viewport, set the <c>ProjectSettings.rendering/scaling_3d/scale</c> project setting.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.TextureMipmapBias">
            <summary>
            <para>Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close).</para>
            <para>Enabling temporal antialiasing (<see cref="P:Godot.Viewport.UseTaa"/>) will automatically apply a <c>-0.5</c> offset to this value, while enabling FXAA (<see cref="P:Godot.Viewport.ScreenSpaceAA"/>) will automatically apply a <c>-0.25</c> offset to this value. If both TAA and FXAA are enbled at the same time, an offset of <c>-0.75</c> is applied to this value.</para>
            <para><b>Note:</b> If <see cref="P:Godot.Viewport.Scaling3DScale"/> is lower than <c>1.0</c> (exclusive), <see cref="P:Godot.Viewport.TextureMipmapBias"/> is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is <c>log2(scaling_3d_scale) + mipmap_bias</c>.</para>
            <para>To control this property on the root viewport, set the <c>ProjectSettings.rendering/textures/default_filters/texture_mipmap_bias</c> project setting.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.FsrSharpness">
            <summary>
            <para>Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.</para>
            <para>To control this property on the root viewport, set the <c>ProjectSettings.rendering/scaling_3d/fsr_sharpness</c> project setting.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.VrsMode">
            <summary>
            <para>The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if hardware does not support VRS this property is ignored.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.VrsTexture">
            <summary>
            <para>Texture to use when <see cref="P:Godot.Viewport.VrsMode"/> is set to <see cref="F:Godot.Viewport.VrsModeEnum.Texture"/>.</para>
            <para>The texture <i>must</i> use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:</para>
            <para><code>
            - 1x1 = rgb(0, 0, 0)     - #000000
            - 1x2 = rgb(0, 85, 0)    - #005500
            - 2x1 = rgb(85, 0, 0)    - #550000
            - 2x2 = rgb(85, 85, 0)   - #555500
            - 2x4 = rgb(85, 170, 0)  - #55aa00
            - 4x2 = rgb(170, 85, 0)  - #aa5500
            - 4x4 = rgb(170, 170, 0) - #aaaa00
            - 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
            - 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
            - 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.CanvasItemDefaultTextureFilter">
            <summary>
            <para>Sets the default filter mode used by <see cref="T:Godot.CanvasItem"/>s in this Viewport. See <see cref="T:Godot.Viewport.DefaultCanvasItemTextureFilter"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.CanvasItemDefaultTextureRepeat">
            <summary>
            <para>Sets the default repeat mode used by <see cref="T:Godot.CanvasItem"/>s in this Viewport. See <see cref="T:Godot.Viewport.DefaultCanvasItemTextureRepeat"/> for options.</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.PhysicsObjectPickingSort">
            <summary>
            <para>If <c>true</c>, objects receive mouse picking events sorted primarily by their <see cref="P:Godot.CanvasItem.ZIndex"/> and secondarily by their position in the scene tree. If <c>false</c>, the order is undetermined.</para>
            <para><b>Note:</b> This setting is disabled by default because of its potential expensive computational cost.</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.GuiEmbedSubwindows">
            <summary>
            <para>If <c>true</c>, sub-windows (popups and dialogs) will be embedded inside application window as control-like nodes. If <c>false</c>, they will appear as separate windows handled by the operating system.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.PositionalShadowAtlasSize">
            <summary>
            <para>The shadow atlas' resolution (used for omni and spot lights). The value is rounded up to the nearest power of 2.</para>
            <para><b>Note:</b> If this is set to <c>0</c>, no positional shadows will be visible at all. This can improve performance significantly on low-end systems by reducing both the CPU and GPU load (as fewer draw calls are needed to draw the scene without shadows).</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.PositionalShadowAtlas16Bits">
            <summary>
            <para>Use 16 bits for the omni/spot shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.PositionalShadowAtlasQuad0">
            <summary>
            <para>The subdivision amount of the first quadrant on the shadow atlas.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.PositionalShadowAtlasQuad1">
            <summary>
            <para>The subdivision amount of the second quadrant on the shadow atlas.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.PositionalShadowAtlasQuad2">
            <summary>
            <para>The subdivision amount of the third quadrant on the shadow atlas.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.PositionalShadowAtlasQuad3">
            <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="P:Godot.Viewport.CanvasCullMask">
            <summary>
            <para>The rendering layers in which this <see cref="T:Godot.Viewport"/> renders <see cref="T:Godot.CanvasItem"/> nodes.</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.GetFinalTransform">
            <summary>
            <para>Returns the transform from the viewport's coordinate system to the embedder's coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetScreenTransform">
            <summary>
            <para>Returns the transform from the Viewport's coordinates to the screen coordinates of the containing window manager window.</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.GetRenderInfo(Godot.Viewport.RenderInfoType,Godot.Viewport.RenderInfo)">
            <summary>
            <para>Returns rendering statistics of the given type. See <see cref="T:Godot.Viewport.RenderInfoType"/> and <see cref="T:Godot.Viewport.RenderInfo"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetTexture">
            <summary>
            <para>Returns the viewport's texture.</para>
            <para><b>Note:</b> When trying to store the current texture (e.g. in a file), it might be completely black or outdated if used too early, especially when used in e.g. <see cref="M:Godot.Node._Ready"/>. To make sure the texture you get is correct, you can await <see cref="E:Godot.RenderingServer.FramePostDraw"/> signal.</para>
            <para><code>
            func _ready():
                await RenderingServer.frame_post_draw
                $Viewport.get_texture().get_image().save_png("user://Screenshot.png")
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetViewportRid">
            <summary>
            <para>Returns the viewport's RID from the <see cref="T:Godot.RenderingServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.PushTextInput(System.String)">
            <summary>
            <para>Helper method which calls the <c>set_text()</c> method on the currently focused <see cref="T:Godot.Control"/>, provided that it is defined (e.g. if the focused Control is <see cref="T:Godot.Button"/> or <see cref="T:Godot.LineEdit"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.PushInput(Godot.InputEvent,System.Boolean)">
            <summary>
            <para>Triggers the given <c>event</c> in this <see cref="T:Godot.Viewport"/>. This can be used to pass an <see cref="T:Godot.InputEvent"/> between viewports, or to locally apply inputs that were sent over the network or saved to a file.</para>
            <para>If <c>inLocalCoords</c> is <c>false</c>, the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If <c>inLocalCoords</c> is <c>true</c>, the event's position is in viewport coordinates.</para>
            <para>While this method serves a similar purpose as <see cref="M:Godot.Input.ParseInputEvent(Godot.InputEvent)"/>, it does not remap the specified <c>event</c> based on project settings like <c>ProjectSettings.input_devices/pointing/emulate_touch_from_mouse</c>.</para>
            <para>Calling this method will propagate calls to child nodes for following methods in the given order:</para>
            <para>- <see cref="M:Godot.Node._Input(Godot.InputEvent)"/></para>
            <para>- <see cref="M:Godot.Control._GuiInput(Godot.InputEvent)"/> for <see cref="T:Godot.Control"/> nodes</para>
            <para>- <see cref="M:Godot.Node._ShortcutInput(Godot.InputEvent)"/></para>
            <para>- <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/></para>
            <para>- <see cref="M:Godot.Node._UnhandledKeyInput(Godot.InputEvent)"/></para>
            <para>If an earlier method marks the input as handled via <see cref="M:Godot.Viewport.SetInputAsHandled"/>, any later method in this list will not be called.</para>
            <para>If none of the methods handle the event and <see cref="P:Godot.Viewport.PhysicsObjectPicking"/> is <c>true</c>, the event is used for physics object picking.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.PushUnhandledInput(Godot.InputEvent,System.Boolean)">
            <summary>
            <para>Triggers the given <see cref="T:Godot.InputEvent"/> in this <see cref="T:Godot.Viewport"/>. This can be used to pass input events between viewports, or to locally apply inputs that were sent over the network or saved to a file.</para>
            <para>If <c>inLocalCoords</c> is <c>false</c>, the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If <c>inLocalCoords</c> is <c>true</c>, the event's position is in viewport coordinates.</para>
            <para>While this method serves a similar purpose as <see cref="M:Godot.Input.ParseInputEvent(Godot.InputEvent)"/>, it does not remap the specified <c>event</c> based on project settings like <c>ProjectSettings.input_devices/pointing/emulate_touch_from_mouse</c>.</para>
            <para>Calling this method will propagate calls to child nodes for following methods in the given order:</para>
            <para>- <see cref="M:Godot.Node._ShortcutInput(Godot.InputEvent)"/></para>
            <para>- <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/></para>
            <para>- <see cref="M:Godot.Node._UnhandledKeyInput(Godot.InputEvent)"/></para>
            <para>If an earlier method marks the input as handled via <see cref="M:Godot.Viewport.SetInputAsHandled"/>, any later method in this list will not be called.</para>
            <para>If none of the methods handle the event and <see cref="P:Godot.Viewport.PhysicsObjectPicking"/> is <c>true</c>, the event is used for physics object picking.</para>
            <para><b>Note:</b> This method doesn't propagate input events to embedded <see cref="T:Godot.Window"/>s or <see cref="T:Godot.SubViewport"/>s.</para>
            <para><b>Note:</b> This method is deprecated, use <see cref="M:Godot.Viewport.PushInput(Godot.InputEvent,System.Boolean)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetCamera2D">
            <summary>
            <para>Returns the currently active 2D camera. Returns null if there are no active cameras.</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>
            <para><b>Note:</b> <see cref="M:Godot.Viewport.WarpMouse(Godot.Vector2)"/> is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.UpdateMouseCursorState">
            <summary>
            <para>Force instantly updating the display based on the current mouse cursor position. This includes updating the mouse cursor shape and sending necessary <see cref="E:Godot.Control.MouseEntered"/>, <see cref="E:Godot.CollisionObject2D.MouseEntered"/>, <see cref="E:Godot.CollisionObject3D.MouseEntered"/> and <see cref="E:Godot.Window.MouseEntered"/> signals and their respective <c>mouse_exited</c> counterparts.</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.GuiReleaseFocus">
            <summary>
            <para>Removes the focus from the currently focused <see cref="T:Godot.Control"/> within this viewport. If no <see cref="T:Godot.Control"/> has the focus, does nothing.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GuiGetFocusOwner">
            <summary>
            <para>Returns the <see cref="T:Godot.Control"/> having the focus within this viewport. If no <see cref="T:Godot.Control"/> has the focus, returns null.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.SetPositionalShadowAtlasQuadrantSubdiv(System.Int32,Godot.Viewport.PositionalShadowAtlasQuadrantSubdiv)">
            <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.GetPositionalShadowAtlasQuadrantSubdiv(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Viewport.PositionalShadowAtlasQuadrantSubdiv"/> 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>
            <para><b>Note:</b> This does not affect the methods in <see cref="T:Godot.Input"/>, only the way events are propagated.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.IsInputHandled">
            <summary>
            <para>Returns whether the current <see cref="T:Godot.InputEvent"/> has been handled. Input events are not handled until <see cref="M:Godot.Viewport.SetInputAsHandled"/> has been called during the lifetime of an <see cref="T:Godot.InputEvent"/>.</para>
            <para>This is usually done as part of input handling methods like <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>, <see cref="M:Godot.Control._GuiInput(Godot.InputEvent)"/> or others, as well as in corresponding signal handlers.</para>
            <para>If <see cref="P:Godot.Viewport.HandleInputLocally"/> is set to <c>false</c>, this method will try finding the first parent viewport that is set to handle input locally, and return its value for <see cref="M:Godot.Viewport.IsInputHandled"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.SetCanvasCullMaskBit(System.UInt32,System.Boolean)">
            <summary>
            <para>Set/clear individual bits on the rendering layer mask. This simplifies editing this <see cref="T:Godot.Viewport"/>'s layers.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetCanvasCullMaskBit(System.UInt32)">
            <summary>
            <para>Returns an individual bit on the rendering layer mask.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.FindWorld3D">
            <summary>
            <para>Returns the first valid <see cref="T:Godot.World3D"/> for this viewport, searching the <see cref="P:Godot.Viewport.World3D"/> property of itself and any Viewport ancestor.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetCamera3D">
            <summary>
            <para>Returns the currently active 3D camera.</para>
            </summary>
        </member>
        <member name="E:Godot.Viewport.SizeChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Viewport.SizeChanged"/> event of a <see cref="T:Godot.Viewport"/> class.
            </summary>
            <summary>
            <para>Emitted when the size of the viewport is changed, whether by resizing of window, or some other means.</para>
            </summary>
        </member>
        <member name="T:Godot.Viewport.GuiFocusChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Viewport.GuiFocusChanged"/> event of a <see cref="T:Godot.Viewport"/> class.
            </summary>
        </member>
        <member name="E:Godot.Viewport.GuiFocusChanged">
            <summary>
            <para>Emitted when a Control node grabs keyboard focus.</para>
            </summary>
        </member>
        <member name="T:Godot.ViewportTexture">
            <summary>
            <para>Provides the content of a <see cref="T:Godot.Viewport"/> as a dynamic <see cref="T:Godot.Texture2D"/>. This can be used to mix controls, 2D game objects, and 3D game objects in the same scene.</para>
            <para>To create a <see cref="T:Godot.ViewportTexture"/> in code, use the <see cref="M:Godot.Viewport.GetTexture"/> method on the target viewport.</para>
            <para><b>Note:</b> When local to scene, this texture uses <see cref="M:Godot.Resource.SetupLocalToScene"/> to set the proxy texture and flags in the local viewport. Local to scene <see cref="T:Godot.ViewportTexture"/>s will return incorrect data until the scene root is ready (see <see cref="E:Godot.Node.Ready"/>).</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 that uses the texture.</para>
            <para><b>Note:</b> In the editor, this path is automatically updated when the target viewport or one of its ancestors is renamed or moved. At runtime, the path may not be able to automatically update due to the inability to determine the scene root.</para>
            </summary>
        </member>
        <member name="T:Godot.VisibleOnScreenEnabler2D">
            <summary>
            <para>VisibleOnScreenEnabler2D detects when it is visible on screen (just like <see cref="T:Godot.VisibleOnScreenNotifier2D"/>) and automatically enables or disables the target node. The target node is disabled when <see cref="T:Godot.VisibleOnScreenEnabler2D"/> is not visible on screen (including when <see cref="P:Godot.CanvasItem.Visible"/> is <c>false</c>), and enabled when the enabler is visible. The disabling is achieved by changing <see cref="P:Godot.Node.ProcessMode"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisibleOnScreenEnabler2D.EnableModeEnum.Inherit">
            <summary>
            <para>Corresponds to <see cref="F:Godot.Node.ProcessModeEnum.Inherit"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisibleOnScreenEnabler2D.EnableModeEnum.Always">
            <summary>
            <para>Corresponds to <see cref="F:Godot.Node.ProcessModeEnum.Always"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisibleOnScreenEnabler2D.EnableModeEnum.WhenPaused">
            <summary>
            <para>Corresponds to <see cref="F:Godot.Node.ProcessModeEnum.WhenPaused"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibleOnScreenEnabler2D.EnableMode">
            <summary>
            <para>Determines how the node is enabled. Corresponds to <see cref="T:Godot.Node.ProcessModeEnum"/>. Disabled node uses <see cref="F:Godot.Node.ProcessModeEnum.Disabled"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibleOnScreenEnabler2D.EnableNodePath">
            <summary>
            <para>The path to the target node, relative to the <see cref="T:Godot.VisibleOnScreenEnabler2D"/>. The target node is cached; it's only assigned when setting this property (if the <see cref="T:Godot.VisibleOnScreenEnabler2D"/> is inside scene tree) and every time the <see cref="T:Godot.VisibleOnScreenEnabler2D"/> enters the scene tree. If the path is invalid, nothing will happen.</para>
            </summary>
        </member>
        <member name="T:Godot.VisibleOnScreenEnabler3D">
            <summary>
            <para>The VisibleOnScreenEnabler3D will disable <see cref="T:Godot.RigidBody3D"/> and <see cref="T:Godot.AnimationPlayer"/> nodes when they are not visible. It will only affect other nodes within the same scene as the VisibleOnScreenEnabler3D itself.</para>
            <para>If you just want to receive notifications, use <see cref="T:Godot.VisibleOnScreenNotifier3D"/> instead.</para>
            <para><b>Note:</b> VisibleOnScreenEnabler3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. 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.Area3D"/> node as a child of a <see cref="T:Godot.Camera3D"/> node and/or <c>Vector3.dot</c>.</para>
            <para><b>Note:</b> VisibleOnScreenEnabler3D will not affect nodes added after scene initialization.</para>
            </summary>
        </member>
        <member name="T:Godot.VisibleOnScreenNotifier2D">
            <summary>
            <para>The VisibleOnScreenNotifier2D 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.VisibleOnScreenEnabler2D"/> instead.</para>
            <para><b>Note:</b> VisibleOnScreenNotifier2D uses the render culling code to determine whether it's visible on screen, which also means that its <see cref="P:Godot.CanvasItem.Visible"/> must be <c>true</c> to work correctly.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibleOnScreenNotifier2D.Rect">
            <summary>
            <para>The VisibleOnScreenNotifier2D's bounding rectangle.</para>
            </summary>
        </member>
        <member name="M:Godot.VisibleOnScreenNotifier2D.IsOnScreen">
            <summary>
            <para>If <c>true</c>, the bounding rectangle is on the screen.</para>
            <para><b>Note:</b> 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="E:Godot.VisibleOnScreenNotifier2D.ScreenEntered">
            <summary>
            Represents the method that handles the <see cref="E:Godot.VisibleOnScreenNotifier2D.ScreenEntered"/> event of a <see cref="T:Godot.VisibleOnScreenNotifier2D"/> class.
            </summary>
            <summary>
            <para>Emitted when the VisibleOnScreenNotifier2D enters the screen.</para>
            </summary>
        </member>
        <member name="E:Godot.VisibleOnScreenNotifier2D.ScreenExited">
            <summary>
            Represents the method that handles the <see cref="E:Godot.VisibleOnScreenNotifier2D.ScreenExited"/> event of a <see cref="T:Godot.VisibleOnScreenNotifier2D"/> class.
            </summary>
            <summary>
            <para>Emitted when the VisibleOnScreenNotifier2D exits the screen.</para>
            </summary>
        </member>
        <member name="T:Godot.VisibleOnScreenNotifier3D">
            <summary>
            <para>The VisibleOnScreenNotifier3D 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.Camera3D"/>'s view.</para>
            <para>If you want nodes to be disabled automatically when they exit the screen, use <see cref="T:Godot.VisibleOnScreenEnabler3D"/> instead.</para>
            <para><b>Note:</b> VisibleOnScreenNotifier3D uses the render culling code to determine whether it's visible on screen, which also means that its <see cref="P:Godot.Node3D.Visible"/> must be <c>true</c> to work correctly.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibleOnScreenNotifier3D.Aabb">
            <summary>
            <para>The VisibleOnScreenNotifier3D's bounding box.</para>
            </summary>
        </member>
        <member name="M:Godot.VisibleOnScreenNotifier3D.IsOnScreen">
            <summary>
            <para>If <c>true</c>, the bounding box is on the screen.</para>
            <para><b>Note:</b> 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="E:Godot.VisibleOnScreenNotifier3D.ScreenEntered">
            <summary>
            Represents the method that handles the <see cref="E:Godot.VisibleOnScreenNotifier3D.ScreenEntered"/> event of a <see cref="T:Godot.VisibleOnScreenNotifier3D"/> class.
            </summary>
            <summary>
            <para>Emitted when the VisibleOnScreenNotifier3D enters the screen.</para>
            </summary>
        </member>
        <member name="E:Godot.VisibleOnScreenNotifier3D.ScreenExited">
            <summary>
            Represents the method that handles the <see cref="E:Godot.VisibleOnScreenNotifier3D.ScreenExited"/> event of a <see cref="T:Godot.VisibleOnScreenNotifier3D"/> class.
            </summary>
            <summary>
            <para>Emitted when the VisibleOnScreenNotifier3D exits the screen.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualInstance3D">
            <summary>
            <para>The <see cref="T:Godot.VisualInstance3D"/> is used to connect a resource to a visual representation. All visual 3D nodes inherit from the <see cref="T:Godot.VisualInstance3D"/>. In general, you should not access the <see cref="T:Godot.VisualInstance3D"/> properties directly as they are accessed and managed by the nodes that inherit from <see cref="T:Godot.VisualInstance3D"/>. <see cref="T:Godot.VisualInstance3D"/> is the node representation of the <see cref="T:Godot.RenderingServer"/> instance.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualInstance3D.Layers">
            <summary>
            <para>The render layer(s) this <see cref="T:Godot.VisualInstance3D"/> is drawn on.</para>
            <para>This object will only be visible for <see cref="T:Godot.Camera3D"/>s whose cull mask includes any of the render layers this <see cref="T:Godot.VisualInstance3D"/> is set to.</para>
            <para>For <see cref="T:Godot.Light3D"/>s, this can be used to control which <see cref="T:Godot.VisualInstance3D"/>s are affected by a specific light. For <see cref="T:Godot.GpuParticles3D"/>, this can be used to control which particles are effected by a specific attractor. For <see cref="T:Godot.Decal"/>s, this can be used to control which <see cref="T:Godot.VisualInstance3D"/>s are affected by a specific decal.</para>
            <para>To adjust <see cref="P:Godot.VisualInstance3D.Layers"/> more easily using a script, use <see cref="M:Godot.VisualInstance3D.GetLayerMaskValue(System.Int32)"/> and <see cref="M:Godot.VisualInstance3D.SetLayerMaskValue(System.Int32,System.Boolean)"/>.</para>
            <para><b>Note:</b> <see cref="T:Godot.VoxelGI"/>, SDFGI and <see cref="T:Godot.LightmapGI"/> will always take all layers into account to determine what contributes to global illumination. If this is an issue, set <see cref="P:Godot.GeometryInstance3D.GIMode"/> to <see cref="F:Godot.GeometryInstance3D.GIModeEnum.Disabled"/> for meshes and <see cref="P:Godot.Light3D.LightBakeMode"/> to <see cref="F:Godot.Light3D.BakeMode.Disabled"/> for lights to exclude them from global illumination.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualInstance3D.SortingOffset">
            <summary>
            <para>The amount by which the depth of this <see cref="T:Godot.VisualInstance3D"/> will be adjusted when sorting by depth. Uses the same units as the engine (which are typically meters). Adjusting it to a higher value will make the <see cref="T:Godot.VisualInstance3D"/> reliably draw on top of other <see cref="T:Godot.VisualInstance3D"/>s that are otherwise positioned at the same spot. To ensure it always draws on top of other objects around it (not positioned at the same spot), set the value to be greater than the distance between this <see cref="T:Godot.VisualInstance3D"/> and the other nearby <see cref="T:Godot.VisualInstance3D"/>s.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualInstance3D.SortingUseAabbCenter">
            <summary>
            <para>If <c>true</c>, the object is sorted based on the <see cref="T:Godot.Aabb"/> center. The object will be 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.GpuParticles3D"/> and <see cref="T:Godot.CpuParticles3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualInstance3D.SetBase(Godot.Rid)">
            <summary>
            <para>Sets the resource that is instantiated by this <see cref="T:Godot.VisualInstance3D"/>, which changes how the engine handles the <see cref="T:Godot.VisualInstance3D"/> under the hood. Equivalent to <see cref="M:Godot.RenderingServer.InstanceSetBase(Godot.Rid,Godot.Rid)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualInstance3D.GetBase">
            <summary>
            <para>Returns the RID of the resource associated with this <see cref="T:Godot.VisualInstance3D"/>. For example, if the Node is a <see cref="T:Godot.MeshInstance3D"/>, this will return the RID of the associated <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualInstance3D.GetInstance">
            <summary>
            <para>Returns the RID of this instance. This RID is the same as the RID returned by <see cref="M:Godot.RenderingServer.InstanceCreate"/>. This RID is needed if you want to call <see cref="T:Godot.RenderingServer"/> functions directly on this <see cref="T:Godot.VisualInstance3D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualInstance3D.SetLayerMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.VisualInstance3D.Layers"/>, given a <c>layerNumber</c> between 1 and 20.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualInstance3D.GetLayerMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.VisualInstance3D.Layers"/> is enabled, given a <c>layerNumber</c> between 1 and 20.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualInstance3D.GetAabb">
            <summary>
            <para>Returns the <see cref="T:Godot.Aabb"/> (also known as the bounding box) for this <see cref="T:Godot.VisualInstance3D"/>.</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.NodeIdInvalid">
            <summary>
            <para>Denotes invalid <see cref="T:Godot.VisualShader"/> node.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.NodeIdOutput">
            <summary>
            <para>Denotes output node of <see cref="T:Godot.VisualShader"/>.</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.Start">
            <summary>
            <para>A function for the "start" stage of particle shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.Type.Process">
            <summary>
            <para>A function for the "process" stage of particle shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.Type.Collide">
            <summary>
            <para>A function for the "collide" stage (particle collision handler) of particle shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.Type.StartCustom">
            <summary>
            <para>A function for the "start" stage of particle shader, with customized output.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.Type.ProcessCustom">
            <summary>
            <para>A function for the "process" stage of particle shader, with customized output.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.Type.Sky">
            <summary>
            <para>A shader for 3D environment's sky.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.Type.Fog">
            <summary>
            <para>A compute shader that runs for each froxel of the volumetric fog map.</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="F:Godot.VisualShader.VaryingMode.VertexToFragLight">
            <summary>
            <para>Varying is passed from <c>Vertex</c> function to <c>Fragment</c> and <c>Light</c> functions.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.VaryingMode.FragToLight">
            <summary>
            <para>Varying is passed from <c>Fragment</c> function to <c>Light</c> function.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.VaryingMode.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShader.VaryingMode"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.VaryingType.Float">
            <summary>
            <para>Varying is of type <see cref="T:System.Single"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.VaryingType.Int">
            <summary>
            <para>Varying is of type <see cref="T:System.Int32"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.VaryingType.Uint">
            <summary>
            <para>Varying is of type unsigned <see cref="T:System.Int32"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.VaryingType.Vector2D">
            <summary>
            <para>Varying is of type <see cref="T:Godot.Vector2"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.VaryingType.Vector3D">
            <summary>
            <para>Varying is of type <see cref="T:Godot.Vector3"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.VaryingType.Vector4D">
            <summary>
            <para>Varying is of type <see cref="T:Godot.Vector4"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.VaryingType.Boolean">
            <summary>
            <para>Varying is of type <see cref="T:System.Boolean"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.VaryingType.Transform">
            <summary>
            <para>Varying is of type <see cref="T:Godot.Transform3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.VaryingType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShader.VaryingType"/> 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 <c>node</c> 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.GetValidNodeId(Godot.VisualShader.Type)">
            <summary>
            <para>Returns next valid node ID that can be added to the shader graph.</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.ReplaceNode(Godot.VisualShader.Type,System.Int32,Godot.StringName)">
            <summary>
            <para>Replaces the specified node with a node of new class type.</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="M:Godot.VisualShader.AddVarying(System.String,Godot.VisualShader.VaryingMode,Godot.VisualShader.VaryingType)">
            <summary>
            <para>Adds a new varying value node to the shader.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.RemoveVarying(System.String)">
            <summary>
            <para>Removes a varying value node with the given <c>name</c>. Prints an error if a node with this name is not found.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.HasVarying(System.String)">
            <summary>
            <para>Returns <c>true</c> if the shader has a varying with the given <c>name</c>.</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.ScalarInt">
            <summary>
            <para>Integer scalar. Translated to <c>int</c> type in shader code.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNode.PortType.ScalarUint">
            <summary>
            <para>Unsigned integer scalar. Translated to <c>uint</c> type in shader code.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNode.PortType.Vector2D">
            <summary>
            <para>2D vector of floating-point values. Translated to <c>vec2</c> type in shader code.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNode.PortType.Vector3D">
            <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.Vector4D">
            <summary>
            <para>4D vector of floating-point values. Translated to <c>vec4</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,Godot.Variant,Godot.Variant)">
            <summary>
            <para>Sets the default <c>value</c> 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.RemoveInputPortDefaultValue(System.Int32)">
            <summary>
            <para>Removes the default value of the input <c>port</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNode.ClearDefaultInputValues">
            <summary>
            <para>Clears the default input ports value.</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.VisualShaderNodeBillboard">
            <summary>
            <para>The output port of this node needs to be connected to <c>Model View Matrix</c> port of <see cref="T:Godot.VisualShaderNodeOutput"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeBillboard.BillboardTypeEnum.Disabled">
            <summary>
            <para>Billboarding is disabled and the node does nothing.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeBillboard.BillboardTypeEnum.Enabled">
            <summary>
            <para>A standard billboarding algorithm is enabled.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeBillboard.BillboardTypeEnum.FixedY">
            <summary>
            <para>A billboarding algorithm to rotate around Y-axis is enabled.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeBillboard.BillboardTypeEnum.Particles">
            <summary>
            <para>A billboarding algorithm designed to use on particles is enabled.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeBillboard.BillboardTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeBillboard.BillboardTypeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeBillboard.BillboardType">
            <summary>
            <para>Controls how the object faces the camera. See <see cref="T:Godot.VisualShaderNodeBillboard.BillboardTypeEnum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeBillboard.KeepScale">
            <summary>
            <para>If <c>true</c>, the shader will keep the scale set for the mesh. Otherwise, the scale is lost when billboarding.</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.VisualShaderNodeBooleanParameter">
            <summary>
            <para>Translated to <c>uniform bool</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeBooleanParameter.DefaultValueEnabled">
            <summary>
            <para>Enables usage of the <see cref="P:Godot.VisualShaderNodeBooleanParameter.DefaultValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeBooleanParameter.DefaultValue">
            <summary>
            <para>A default value to be assigned within the shader.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeClamp">
            <summary>
            <para>Constrains a value to lie between <c>min</c> and <c>max</c> values.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeClamp.OpTypeEnum.Float">
            <summary>
            <para>A floating-point scalar.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeClamp.OpTypeEnum.Int">
            <summary>
            <para>An integer scalar.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeClamp.OpTypeEnum.Uint">
            <summary>
            <para>An unsigned integer scalar.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeClamp.OpTypeEnum.Vector2D">
            <summary>
            <para>A 2D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeClamp.OpTypeEnum.Vector3D">
            <summary>
            <para>A 3D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeClamp.OpTypeEnum.Vector4D">
            <summary>
            <para>A 4D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeClamp.OpTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeClamp.OpTypeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeClamp.OpType">
            <summary>
            <para>A type of operands and returned value.</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.Hsv2Rgb">
            <summary>
            <para>Converts HSV vector to RGB equivalent.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeColorFunc.FunctionEnum.Rgb2Hsv">
            <summary>
            <para>Converts RGB vector to HSV equivalent.</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="F:Godot.VisualShaderNodeColorFunc.FunctionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeColorFunc.FunctionEnum"/> enum.</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="F:Godot.VisualShaderNodeColorOp.OperatorEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeColorOp.OperatorEnum"/> enum.</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.VisualShaderNodeColorParameter">
            <summary>
            <para>Translated to <c>uniform vec4</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeColorParameter.DefaultValueEnabled">
            <summary>
            <para>Enables usage of the <see cref="P:Godot.VisualShaderNodeColorParameter.DefaultValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeColorParameter.DefaultValue">
            <summary>
            <para>A default value to be assigned within the shader.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeComment">
            <summary>
            <para>A resizable rectangular area with changeable <see cref="P:Godot.VisualShaderNodeComment.Title"/> and <see cref="P:Godot.VisualShaderNodeComment.Description"/> used for better organizing of other visual shader nodes.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeComment.Title">
            <summary>
            <para>A title of the node.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeComment.Description">
            <summary>
            <para>An additional description which placed below the title.</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.ScalarInt">
            <summary>
            <para>An integer scalar.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.ComparisonType.ScalarUint">
            <summary>
            <para>An unsigned integer scalar.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.ComparisonType.Vector2D">
            <summary>
            <para>A 2D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.ComparisonType.Vector3D">
            <summary>
            <para>A 3D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.ComparisonType.Vector4D">
            <summary>
            <para>A 4D 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.ComparisonType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeCompare.ComparisonType"/> enum.</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.FunctionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeCompare.FunctionEnum"/> enum.</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="F:Godot.VisualShaderNodeCompare.ConditionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeCompare.ConditionEnum"/> enum.</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.Vector3D"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeConstant">
            <summary>
            <para>This is an abstract class. See the derived types for descriptions of the possible values.</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.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="F:Godot.VisualShaderNodeCubemap.SourceEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeCubemap.SourceEnum"/> enum.</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.TextureTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeCubemap.TextureTypeEnum"/> enum.</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.VisualShaderNodeCubemapParameter">
            <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.VisualShaderNodeCurveTexture">
            <summary>
            <para>Comes with a built-in editor for texture's curves.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeCurveTexture.Texture">
            <summary>
            <para>The source texture.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeCurveXyzTexture">
            <summary>
            <para>Comes with a built-in editor for texture's curves.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeCurveXyzTexture.Texture">
            <summary>
            <para>The source texture.</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> annotation 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 path to 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 <b>optional</b>. If not overridden, the node will be filed under the "Addons" category.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetCode(Godot.Collections.Array{System.String},Godot.Collections.Array{System.String},Godot.Shader.Mode,Godot.VisualShader.Type)">
            <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>inputVars</c> and <c>outputVars</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 <b>required</b>.</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 <b>optional</b>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetFuncCode(Godot.Shader.Mode,Godot.VisualShader.Type)">
            <summary>
            <para>Override this method to add a shader code to the beginning of each shader function (once). 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>If there are multiple custom nodes of different types which use this feature the order of each insertion is undefined.</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 <b>optional</b>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetGlobalCode(Godot.Shader.Mode)">
            <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 <b>optional</b>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetInputPortCount">
            <summary>
            <para>Override this method to define the number of input ports of the associated custom node.</para>
            <para>Defining this method is <b>required</b>. 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{System.String},Godot.Collections.Array{System.String},Godot.Shader.Mode,Godot.VisualShader.Type)"/>.</para>
            <para>Defining this method is <b>optional</b>, 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 <b>optional</b>, 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 <b>optional</b>, 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 number of output ports of the associated custom node.</para>
            <para>Defining this method is <b>required</b>. 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{System.String},Godot.Collections.Array{System.String},Godot.Shader.Mode,Godot.VisualShader.Type)"/>.</para>
            <para>Defining this method is <b>optional</b>, 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 <b>optional</b>, 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 <b>optional</b>. If not overridden, no return icon is shown.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._IsAvailable(Godot.Shader.Mode,Godot.VisualShader.Type)">
            <summary>
            <para>Override this method to prevent the node to be visible in the member dialog for the certain <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 <b>optional</b>. If not overridden, it's <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._IsHighend">
            <summary>
            <para>Override this method to enable high-end mark in the Visual Shader Editor's members dialog.</para>
            <para>Defining this method is <b>optional</b>. If not overridden, it's <c>false</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeDerivativeFunc">
            <summary>
            <para>This node is only available in <c>Fragment</c> and <c>Light</c> visual shaders.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeDerivativeFunc.OpTypeEnum.Scalar">
            <summary>
            <para>A floating-point scalar.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeDerivativeFunc.OpTypeEnum.Vector2D">
            <summary>
            <para>A 2D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeDerivativeFunc.OpTypeEnum.Vector3D">
            <summary>
            <para>A 3D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeDerivativeFunc.OpTypeEnum.Vector4D">
            <summary>
            <para>A 4D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeDerivativeFunc.OpTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeDerivativeFunc.OpTypeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeDerivativeFunc.FunctionEnum.Sum">
            <summary>
            <para>Sum of absolute derivative in <c>x</c> and <c>y</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeDerivativeFunc.FunctionEnum.X">
            <summary>
            <para>Derivative in <c>x</c> using local differencing.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeDerivativeFunc.FunctionEnum.Y">
            <summary>
            <para>Derivative in <c>y</c> using local differencing.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeDerivativeFunc.FunctionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeDerivativeFunc.FunctionEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeDerivativeFunc.PrecisionEnum.None">
            <summary>
            <para>No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using <c>dFdx()</c> or <c>dFdy()</c> in text shaders.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeDerivativeFunc.PrecisionEnum.Coarse">
            <summary>
            <para>The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using <see cref="F:Godot.VisualShaderNodeDerivativeFunc.PrecisionEnum.Fine"/>, but may not be suitable when more precision is needed. This is equivalent to using <c>dFdxCoarse()</c> or <c>dFdyCoarse()</c> in text shaders.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeDerivativeFunc.PrecisionEnum.Fine">
            <summary>
            <para>The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using <see cref="F:Godot.VisualShaderNodeDerivativeFunc.PrecisionEnum.Coarse"/>, but may be necessary when more precision is needed. This is equivalent to using <c>dFdxFine()</c> or <c>dFdyFine()</c> in text shaders.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeDerivativeFunc.PrecisionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeDerivativeFunc.PrecisionEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeDerivativeFunc.OpType">
            <summary>
            <para>A type of operands and returned value. See <see cref="T:Godot.VisualShaderNodeDerivativeFunc.OpTypeEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeDerivativeFunc.Function">
            <summary>
            <para>A derivative function type. See <see cref="T:Godot.VisualShaderNodeDerivativeFunc.FunctionEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeDerivativeFunc.Precision">
            <summary>
            <para>Sets the level of precision to use for the derivative function. See <see cref="T:Godot.VisualShaderNodeDerivativeFunc.PrecisionEnum"/> for options. When using the GL Compatibility renderer, this setting has no effect.</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.VisualShaderNodeDistanceFade">
            <summary>
            <para>The distance fade effect fades out each pixel based on its distance to another object.</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 number 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.VisualShaderNodeFloatConstant">
            <summary>
            <para>Translated to <c>float</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeFloatConstant.Constant">
            <summary>
            <para>A floating-point constant which represents a state of this node.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeFloatFunc">
            <summary>
            <para>Accept a floating-point scalar (<c>x</c>) to the input port and transform it according to <see cref="P:Godot.VisualShaderNodeFloatFunc.Function"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Sin">
            <summary>
            <para>Returns the sine of the parameter. Translates to <c>sin(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Cos">
            <summary>
            <para>Returns the cosine of the parameter. Translates to <c>cos(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Tan">
            <summary>
            <para>Returns the tangent of the parameter. Translates to <c>tan(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Asin">
            <summary>
            <para>Returns the arc-sine of the parameter. Translates to <c>asin(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Acos">
            <summary>
            <para>Returns the arc-cosine of the parameter. Translates to <c>acos(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Atan">
            <summary>
            <para>Returns the arc-tangent of the parameter. Translates to <c>atan(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Sinh">
            <summary>
            <para>Returns the hyperbolic sine of the parameter. Translates to <c>sinh(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Cosh">
            <summary>
            <para>Returns the hyperbolic cosine of the parameter. Translates to <c>cosh(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Tanh">
            <summary>
            <para>Returns the hyperbolic tangent of the parameter. Translates to <c>tanh(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Log">
            <summary>
            <para>Returns the natural logarithm of the parameter. Translates to <c>log(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Exp">
            <summary>
            <para>Returns the natural exponentiation of the parameter. Translates to <c>exp(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Sqrt">
            <summary>
            <para>Returns the square root of the parameter. Translates to <c>sqrt(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Abs">
            <summary>
            <para>Returns the absolute value of the parameter. Translates to <c>abs(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Sign">
            <summary>
            <para>Extracts the sign of the parameter. Translates to <c>sign(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Floor">
            <summary>
            <para>Finds the nearest integer less than or equal to the parameter. Translates to <c>floor(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Round">
            <summary>
            <para>Finds the nearest integer to the parameter. Translates to <c>round(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Ceil">
            <summary>
            <para>Finds the nearest integer that is greater than or equal to the parameter. Translates to <c>ceil(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Fract">
            <summary>
            <para>Computes the fractional part of the argument. Translates to <c>fract(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Saturate">
            <summary>
            <para>Clamps the value between <c>0.0</c> and <c>1.0</c> using <c>min(max(x, 0.0), 1.0)</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Negate">
            <summary>
            <para>Negates the <c>x</c> using <c>-(x)</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Acosh">
            <summary>
            <para>Returns the arc-hyperbolic-cosine of the parameter. Translates to <c>acosh(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Asinh">
            <summary>
            <para>Returns the arc-hyperbolic-sine of the parameter. Translates to <c>asinh(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Atanh">
            <summary>
            <para>Returns the arc-hyperbolic-tangent of the parameter. Translates to <c>atanh(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Degrees">
            <summary>
            <para>Convert a quantity in radians to degrees. Translates to <c>degrees(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Exp2">
            <summary>
            <para>Returns 2 raised by the power of the parameter. Translates to <c>exp2(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.InverseSqrt">
            <summary>
            <para>Returns the inverse of the square root of the parameter. Translates to <c>inversesqrt(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Log2">
            <summary>
            <para>Returns the base 2 logarithm of the parameter. Translates to <c>log2(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Radians">
            <summary>
            <para>Convert a quantity in degrees to radians. Translates to <c>radians(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Reciprocal">
            <summary>
            <para>Finds reciprocal value of dividing 1 by <c>x</c> (i.e. <c>1 / x</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Roundeven">
            <summary>
            <para>Finds the nearest even integer to the parameter. Translates to <c>roundEven(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Trunc">
            <summary>
            <para>Returns a value equal to the nearest integer to <c>x</c> whose absolute value is not larger than the absolute value of <c>x</c>. Translates to <c>trunc(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Oneminus">
            <summary>
            <para>Subtracts scalar <c>x</c> from 1 (i.e. <c>1 - x</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatFunc.FunctionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeFloatFunc.FunctionEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeFloatFunc.Function">
            <summary>
            <para>A function to be applied to the scalar. See <see cref="T:Godot.VisualShaderNodeFloatFunc.FunctionEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeFloatOp">
            <summary>
            <para>Applies <see cref="P:Godot.VisualShaderNodeFloatOp.Operator"/> to two floating-point inputs: <c>a</c> and <c>b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatOp.OperatorEnum.Add">
            <summary>
            <para>Sums two numbers using <c>a + b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatOp.OperatorEnum.Sub">
            <summary>
            <para>Subtracts two numbers using <c>a - b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatOp.OperatorEnum.Mul">
            <summary>
            <para>Multiplies two numbers using <c>a * b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatOp.OperatorEnum.Div">
            <summary>
            <para>Divides two numbers using <c>a / b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatOp.OperatorEnum.Mod">
            <summary>
            <para>Calculates the remainder of two numbers. Translates to <c>mod(a, b)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatOp.OperatorEnum.Pow">
            <summary>
            <para>Raises the <c>a</c> to the power of <c>b</c>. Translates to <c>pow(a, b)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatOp.OperatorEnum.Max">
            <summary>
            <para>Returns the greater of two numbers. Translates to <c>max(a, b)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatOp.OperatorEnum.Min">
            <summary>
            <para>Returns the lesser of two numbers. Translates to <c>min(a, b)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatOp.OperatorEnum.Atan2">
            <summary>
            <para>Returns the arc-tangent of the parameters. Translates to <c>atan(a, b)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatOp.OperatorEnum.Step">
            <summary>
            <para>Generates a step function by comparing <c>b</c>(x) to <c>a</c>(edge). Returns 0.0 if <c>x</c> is smaller than <c>edge</c> and otherwise 1.0. Translates to <c>step(a, b)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatOp.OperatorEnum.EnumSize">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeFloatOp.OperatorEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeFloatOp.Operator">
            <summary>
            <para>An operator to be applied to the inputs. See <see cref="T:Godot.VisualShaderNodeFloatOp.OperatorEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeFloatParameter">
            <summary>
            <para>Translated to <c>uniform float</c> in the shader language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatParameter.HintEnum.None">
            <summary>
            <para>No hint used.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatParameter.HintEnum.Range">
            <summary>
            <para>A range hint for scalar value, which limits possible input values between <see cref="P:Godot.VisualShaderNodeFloatParameter.Min"/> and <see cref="P:Godot.VisualShaderNodeFloatParameter.Max"/>. Translated to <c>hint_range(min, max)</c> in shader code.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatParameter.HintEnum.RangeStep">
            <summary>
            <para>A range hint for scalar value with step, which limits possible input values between <see cref="P:Godot.VisualShaderNodeFloatParameter.Min"/> and <see cref="P:Godot.VisualShaderNodeFloatParameter.Max"/>, with a step (increment) of <see cref="P:Godot.VisualShaderNodeFloatParameter.Step"/>). Translated to <c>hint_range(min, max, step)</c> in shader code.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeFloatParameter.HintEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeFloatParameter.HintEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeFloatParameter.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.VisualShaderNodeFloatParameter.Min">
            <summary>
            <para>Maximum value for range hints. Used if <see cref="P:Godot.VisualShaderNodeFloatParameter.Hint"/> is set to <see cref="F:Godot.VisualShaderNodeFloatParameter.HintEnum.Range"/> or <see cref="F:Godot.VisualShaderNodeFloatParameter.HintEnum.RangeStep"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeFloatParameter.Max">
            <summary>
            <para>Minimum value for range hints. Used if <see cref="P:Godot.VisualShaderNodeFloatParameter.Hint"/> is set to <see cref="F:Godot.VisualShaderNodeFloatParameter.HintEnum.Range"/> or <see cref="F:Godot.VisualShaderNodeFloatParameter.HintEnum.RangeStep"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeFloatParameter.Step">
            <summary>
            <para>Step (increment) value for the range hint with step. Used if <see cref="P:Godot.VisualShaderNodeFloatParameter.Hint"/> is set to <see cref="F:Godot.VisualShaderNodeFloatParameter.HintEnum.RangeStep"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeFloatParameter.DefaultValueEnabled">
            <summary>
            <para>Enables usage of the <see cref="P:Godot.VisualShaderNodeFloatParameter.DefaultValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeFloatParameter.DefaultValue">
            <summary>
            <para>A default value to be assigned within the shader.</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="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.VisualShaderNodeIf">
            <summary>
            <para>First two ports are scalar floating-point numbers to compare, third is tolerance comparison amount and last three ports represents a vectors returned if <c>a == b</c>, <c>a &gt; b</c> and <c>a &lt; b</c> respectively.</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="M:Godot.VisualShaderNodeInput.GetInputRealName">
            <summary>
            <para>Returns a translated name of the current constant in the Godot Shader Language. E.g. <c>"ALBEDO"</c> if the <see cref="P:Godot.VisualShaderNodeInput.InputName"/> equal to <c>"albedo"</c>.</para>
            </summary>
        </member>
        <member name="E:Godot.VisualShaderNodeInput.InputTypeChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.VisualShaderNodeInput.InputTypeChanged"/> event of a <see cref="T:Godot.VisualShaderNodeInput"/> class.
            </summary>
            <summary>
            <para>Emitted when input is changed via <see cref="P:Godot.VisualShaderNodeInput.InputName"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeIntConstant">
            <summary>
            <para>Translated to <c>int</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeIntConstant.Constant">
            <summary>
            <para>An integer constant which represents a state of this node.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeIntFunc">
            <summary>
            <para>Accept an integer scalar (<c>x</c>) to the input port and transform it according to <see cref="P:Godot.VisualShaderNodeIntFunc.Function"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntFunc.FunctionEnum.Abs">
            <summary>
            <para>Returns the absolute value of the parameter. Translates to <c>abs(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntFunc.FunctionEnum.Negate">
            <summary>
            <para>Negates the <c>x</c> using <c>-(x)</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntFunc.FunctionEnum.Sign">
            <summary>
            <para>Extracts the sign of the parameter. Translates to <c>sign(x)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntFunc.FunctionEnum.BitwiseNot">
            <summary>
            <para>Returns the result of bitwise <c>NOT</c> operation on the integer. Translates to <c>~a</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntFunc.FunctionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeIntFunc.FunctionEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeIntFunc.Function">
            <summary>
            <para>A function to be applied to the scalar. See <see cref="T:Godot.VisualShaderNodeIntFunc.FunctionEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeIntOp">
            <summary>
            <para>Applies <see cref="P:Godot.VisualShaderNodeIntOp.Operator"/> to two integer inputs: <c>a</c> and <c>b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntOp.OperatorEnum.Add">
            <summary>
            <para>Sums two numbers using <c>a + b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntOp.OperatorEnum.Sub">
            <summary>
            <para>Subtracts two numbers using <c>a - b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntOp.OperatorEnum.Mul">
            <summary>
            <para>Multiplies two numbers using <c>a * b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntOp.OperatorEnum.Div">
            <summary>
            <para>Divides two numbers using <c>a / b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntOp.OperatorEnum.Mod">
            <summary>
            <para>Calculates the remainder of two numbers using <c>a % b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntOp.OperatorEnum.Max">
            <summary>
            <para>Returns the greater of two numbers. Translates to <c>max(a, b)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntOp.OperatorEnum.Min">
            <summary>
            <para>Returns the lesser of two numbers. Translates to <c>max(a, b)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntOp.OperatorEnum.BitwiseAnd">
            <summary>
            <para>Returns the result of bitwise <c>AND</c> operation on the integer. Translates to <c>a &amp; b</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntOp.OperatorEnum.BitwiseOr">
            <summary>
            <para>Returns the result of bitwise <c>OR</c> operation for two integers. Translates to <c>a | b</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntOp.OperatorEnum.BitwiseXor">
            <summary>
            <para>Returns the result of bitwise <c>XOR</c> operation for two integers. Translates to <c>a ^ b</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntOp.OperatorEnum.BitwiseLeftShift">
            <summary>
            <para>Returns the result of bitwise left shift operation on the integer. Translates to <c>a &lt;&lt; b</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntOp.OperatorEnum.BitwiseRightShift">
            <summary>
            <para>Returns the result of bitwise right shift operation on the integer. Translates to <c>a &gt;&gt; b</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntOp.OperatorEnum.EnumSize">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeIntOp.OperatorEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeIntOp.Operator">
            <summary>
            <para>An operator to be applied to the inputs. See <see cref="T:Godot.VisualShaderNodeIntOp.OperatorEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeIntParameter">
            <summary>
            <para>A <see cref="T:Godot.VisualShaderNodeParameter"/> of type <see cref="T:System.Int32"/>. Offers additional customization for range of accepted values.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntParameter.HintEnum.None">
            <summary>
            <para>The parameter will not constrain its value.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntParameter.HintEnum.Range">
            <summary>
            <para>The parameter's value must be within the specified <see cref="P:Godot.VisualShaderNodeIntParameter.Min"/>/<see cref="P:Godot.VisualShaderNodeIntParameter.Max"/> range.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntParameter.HintEnum.RangeStep">
            <summary>
            <para>The parameter's value must be within the specified range, with the given <see cref="P:Godot.VisualShaderNodeIntParameter.Step"/> between values.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIntParameter.HintEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeIntParameter.HintEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeIntParameter.Hint">
            <summary>
            <para>Range hint of this node. Use it to customize valid parameter range.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeIntParameter.Min">
            <summary>
            <para>The minimum value this parameter can take. <see cref="P:Godot.VisualShaderNodeIntParameter.Hint"/> must be either <see cref="F:Godot.VisualShaderNodeIntParameter.HintEnum.Range"/> or <see cref="F:Godot.VisualShaderNodeIntParameter.HintEnum.RangeStep"/> for this to take effect.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeIntParameter.Max">
            <summary>
            <para>The maximum value this parameter can take. <see cref="P:Godot.VisualShaderNodeIntParameter.Hint"/> must be either <see cref="F:Godot.VisualShaderNodeIntParameter.HintEnum.Range"/> or <see cref="F:Godot.VisualShaderNodeIntParameter.HintEnum.RangeStep"/> for this to take effect.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeIntParameter.Step">
            <summary>
            <para>The step between parameter's values. Forces the parameter to be a multiple of the given value. <see cref="P:Godot.VisualShaderNodeIntParameter.Hint"/> must be <see cref="F:Godot.VisualShaderNodeIntParameter.HintEnum.RangeStep"/> for this to take effect.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeIntParameter.DefaultValueEnabled">
            <summary>
            <para>If <c>true</c>, the node will have a custom default value.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeIntParameter.DefaultValue">
            <summary>
            <para>Default value of this parameter, which will be used if not set externally. <see cref="P:Godot.VisualShaderNodeIntParameter.DefaultValueEnabled"/> must be enabled; defaults to <c>0</c> otherwise.</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.IsInf">
            <summary>
            <para>Comparison with <c>INF</c> (Infinity).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIs.FunctionEnum.IsNan">
            <summary>
            <para>Comparison with <c>NaN</c> (Not a Number; denotes invalid numeric results, e.g. division by zero).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIs.FunctionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeIs.FunctionEnum"/> enum.</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.VisualShaderNodeLinearSceneDepth">
            <summary>
            <para>This node can be used in fragment shaders.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeMix">
            <summary>
            <para>Translates to <c>mix(a, b, weight)</c> in the shader language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeMix.OpTypeEnum.Scalar">
            <summary>
            <para>A floating-point scalar.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeMix.OpTypeEnum.Vector2D">
            <summary>
            <para>A 2D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeMix.OpTypeEnum.Vector2DScalar">
            <summary>
            <para>The <c>a</c> and <c>b</c> ports use a 2D vector type. The <c>weight</c> port uses a scalar type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeMix.OpTypeEnum.Vector3D">
            <summary>
            <para>A 3D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeMix.OpTypeEnum.Vector3DScalar">
            <summary>
            <para>The <c>a</c> and <c>b</c> ports use a 3D vector type. The <c>weight</c> port uses a scalar type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeMix.OpTypeEnum.Vector4D">
            <summary>
            <para>A 4D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeMix.OpTypeEnum.Vector4DScalar">
            <summary>
            <para>The <c>a</c> and <c>b</c> ports use a 4D vector type. The <c>weight</c> port uses a scalar type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeMix.OpTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeMix.OpTypeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeMix.OpType">
            <summary>
            <para>A type of operands and returned value.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeMultiplyAdd">
            <summary>
            <para>Uses three operands to compute <c>(a * b + c)</c> expression.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeMultiplyAdd.OpTypeEnum.Scalar">
            <summary>
            <para>A floating-point scalar type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeMultiplyAdd.OpTypeEnum.Vector2D">
            <summary>
            <para>A 2D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeMultiplyAdd.OpTypeEnum.Vector3D">
            <summary>
            <para>A 3D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeMultiplyAdd.OpTypeEnum.Vector4D">
            <summary>
            <para>A 4D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeMultiplyAdd.OpTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeMultiplyAdd.OpTypeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeMultiplyAdd.OpType">
            <summary>
            <para>A type of operands and returned value.</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.VisualShaderNodeParameter">
            <summary>
            <para>A parameter represents a variable in the shader which is set externally, i.e. from the <see cref="T:Godot.ShaderMaterial"/>. Parameters 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="F:Godot.VisualShaderNodeParameter.QualifierEnum.None">
            <summary>
            <para>The parameter will be tied to the <see cref="T:Godot.ShaderMaterial"/> using this shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParameter.QualifierEnum.Global">
            <summary>
            <para>The parameter will use a global value, defined in Project Settings.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParameter.QualifierEnum.Instance">
            <summary>
            <para>The parameter will be tied to the node with attached <see cref="T:Godot.ShaderMaterial"/> using this shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParameter.QualifierEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeParameter.QualifierEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeParameter.ParameterName">
            <summary>
            <para>Name of the parameter, by which it can be accessed through the <see cref="T:Godot.ShaderMaterial"/> properties.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeParameter.Qualifier">
            <summary>
            <para>Defines the scope of the parameter.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeParameterRef">
            <summary>
            <para>Creating a reference to a <see cref="T:Godot.VisualShaderNodeParameter"/> allows you to reuse this parameter in different shaders or shader stages easily.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeParameterRef.ParameterName">
            <summary>
            <para>The name of the parameter which this reference points to.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeParticleAccelerator">
            <summary>
            <para>Particle accelerator can be used in "process" step of particle shader. It will accelerate the particles. Connect it to the Velocity output port.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleAccelerator.ModeEnum.Linear">
            <summary>
            <para>The particles will be accelerated based on their velocity.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleAccelerator.ModeEnum.Radial">
            <summary>
            <para>The particles will be accelerated towards or away from the center.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleAccelerator.ModeEnum.Tangential">
            <summary>
            <para>The particles will be accelerated tangentially to the radius vector from center to their position.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleAccelerator.ModeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeParticleAccelerator.ModeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeParticleAccelerator.Mode">
            <summary>
            <para>Defines in what manner the particles will be accelerated.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeParticleBoxEmitter">
            <summary>
            <para><see cref="T:Godot.VisualShaderNodeParticleEmitter"/> that makes the particles emitted in box shape with the specified extents.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeParticleConeVelocity">
            <summary>
            <para>This node can be used in "start" step of particle shader. It defines the initial velocity of the particles, making them move in cone shape starting from the center, with a given spread.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeParticleEmit">
            <summary>
            <para>This node internally calls <c>emit_subparticle</c> shader method. It will emit a particle from the configured sub-emitter and also allows to customize how its emitted. Requires a sub-emitter assigned to the particles node with this shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleEmit.EmitFlags.Position">
            <summary>
            <para>If enabled, the particle starts with the position defined by this node.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleEmit.EmitFlags.RotScale">
            <summary>
            <para>If enabled, the particle starts with the rotation and scale defined by this node.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleEmit.EmitFlags.Velocity">
            <summary>
            <para>If enabled,the particle starts with the velocity defined by this node.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleEmit.EmitFlags.Color">
            <summary>
            <para>If enabled, the particle starts with the color defined by this node.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleEmit.EmitFlags.Custom">
            <summary>
            <para>If enabled, the particle starts with the <c>CUSTOM</c> data defined by this node.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeParticleEmit.Flags">
            <summary>
            <para>Flags used to override the properties defined in the sub-emitter's process material.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeParticleEmitter">
            <summary>
            <para>Particle emitter nodes can be used in "start" step of particle shaders and they define the starting position of the particles. Connect them to the Position output port.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeParticleEmitter.Mode2D">
            <summary>
            <para>If <c>true</c>, the result of this emitter is projected to 2D space. By default it is <c>false</c> and meant for use in 3D space.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeParticleMeshEmitter">
            <summary>
            <para><see cref="T:Godot.VisualShaderNodeParticleEmitter"/> that makes the particles emitted in a shape of the assigned <see cref="P:Godot.VisualShaderNodeParticleMeshEmitter.Mesh"/>. It will emit from the mesh's surfaces, either all or only the specified one.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeParticleMeshEmitter.Mesh">
            <summary>
            <para>The <see cref="T:Godot.Mesh"/> that defines emission shape.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeParticleMeshEmitter.UseAllSurfaces">
            <summary>
            <para>If <c>true</c>, the particles will emit from all surfaces of the mesh.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeParticleMeshEmitter.SurfaceIndex">
            <summary>
            <para>Index of the surface that emits particles. <see cref="P:Godot.VisualShaderNodeParticleMeshEmitter.UseAllSurfaces"/> must be <c>false</c> for this to take effect.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeParticleMultiplyByAxisAngle">
            <summary>
            <para>This node helps to multiply a position input vector by rotation using specific axis. Intended to work with emitters.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeParticleMultiplyByAxisAngle.DegreesMode">
            <summary>
            <para>If <c>true</c>, the angle will be interpreted in degrees instead of radians.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeParticleOutput">
            <summary>
            <para>This node defines how particles are emitted. It allows to customize e.g. position and velocity. Available ports are different depending on which function this node is inside (start, process, collision) and whether custom data is enabled.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeParticleRandomness">
            <summary>
            <para>Randomness node will output pseudo-random values of the given type based on the specified minimum and maximum values.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleRandomness.OpTypeEnum.Scalar">
            <summary>
            <para>A floating-point scalar.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleRandomness.OpTypeEnum.Vector2D">
            <summary>
            <para>A 2D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleRandomness.OpTypeEnum.Vector3D">
            <summary>
            <para>A 3D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleRandomness.OpTypeEnum.Vector4D">
            <summary>
            <para>A 4D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeParticleRandomness.OpTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeParticleRandomness.OpTypeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeParticleRandomness.OpType">
            <summary>
            <para>A type of operands and returned value.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeParticleRingEmitter">
            <summary>
            <para><see cref="T:Godot.VisualShaderNodeParticleEmitter"/> that makes the particles emitted in ring shape with the specified inner and outer radii and height.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeParticleSphereEmitter">
            <summary>
            <para><see cref="T:Godot.VisualShaderNodeParticleEmitter"/> that makes the particles emitted in sphere shape with the specified inner and outer radii.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeProximityFade">
            <summary>
            <para>The proximity fade effect fades out each pixel based on its distance to another object.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeRandomRange">
            <summary>
            <para>Random range node will output a pseudo-random scalar value in the specified range, based on the seed. The value is always the same for the given seed and range, so you should provide a changing input, e.g. by using time.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeRemap">
            <summary>
            <para>Remap will transform the input range into output range, e.g. you can change a <c>0..1</c> value to <c>-2..2</c> etc. See <c>@GlobalScope.remap</c> for more details.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeResizableBase">
            <summary>
            <para>Resizable nodes have a handle that allows the user to adjust their size as needed.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeResizableBase.Size">
            <summary>
            <para>The size of the node in the visual shader graph.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeSdfRaymarch">
            <summary>
            <para>Casts a ray against the screen SDF (signed-distance field) and returns the distance travelled.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeSdfToScreenUV">
            <summary>
            <para>Translates to <c>sdf_to_screen_uv(sdf_pos)</c> in the shader language.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeSample3D">
            <summary>
            <para>A virtual class, use the descendants instead.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSample3D.SourceEnum.Texture">
            <summary>
            <para>Creates internal uniform and provides a way to assign it within node.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSample3D.SourceEnum.Port">
            <summary>
            <para>Use the uniform texture from sampler port.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSample3D.SourceEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeSample3D.SourceEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeSample3D.Source">
            <summary>
            <para>An input source type.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeScreenUVToSdf">
            <summary>
            <para>Translates to <c>screen_uv_to_sdf(uv)</c> in the shader language. If the UV port isn't connected, <c>SCREEN_UV</c> is used instead.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeSmoothStep">
            <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="F:Godot.VisualShaderNodeSmoothStep.OpTypeEnum.Scalar">
            <summary>
            <para>A floating-point scalar type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSmoothStep.OpTypeEnum.Vector2D">
            <summary>
            <para>A 2D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSmoothStep.OpTypeEnum.Vector2DScalar">
            <summary>
            <para>The <c>x</c> port uses a 2D vector type. The first two ports use a floating-point scalar type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSmoothStep.OpTypeEnum.Vector3D">
            <summary>
            <para>A 3D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSmoothStep.OpTypeEnum.Vector3DScalar">
            <summary>
            <para>The <c>x</c> port uses a 3D vector type. The first two ports use a floating-point scalar type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSmoothStep.OpTypeEnum.Vector4D">
            <summary>
            <para>A 4D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSmoothStep.OpTypeEnum.Vector4DScalar">
            <summary>
            <para>The <c>a</c> and <c>b</c> ports use a 4D vector type. The <c>weight</c> port uses a scalar type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSmoothStep.OpTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeSmoothStep.OpTypeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeSmoothStep.OpType">
            <summary>
            <para>A type of operands and returned value.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeStep">
            <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="F:Godot.VisualShaderNodeStep.OpTypeEnum.Scalar">
            <summary>
            <para>A floating-point scalar type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeStep.OpTypeEnum.Vector2D">
            <summary>
            <para>A 2D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeStep.OpTypeEnum.Vector2DScalar">
            <summary>
            <para>The <c>x</c> port uses a 2D vector type, while the <c>edge</c> port uses a floating-point scalar type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeStep.OpTypeEnum.Vector3D">
            <summary>
            <para>A 3D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeStep.OpTypeEnum.Vector3DScalar">
            <summary>
            <para>The <c>x</c> port uses a 3D vector type, while the <c>edge</c> port uses a floating-point scalar type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeStep.OpTypeEnum.Vector4D">
            <summary>
            <para>A 4D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeStep.OpTypeEnum.Vector4DScalar">
            <summary>
            <para>The <c>a</c> and <c>b</c> ports use a 4D vector type. The <c>weight</c> port uses a scalar type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeStep.OpTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeStep.OpTypeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeStep.OpType">
            <summary>
            <para>A type of operands and returned value.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeSwitch">
            <summary>
            <para>Returns an associated value of the <c>op_type</c> type if the provided boolean value is <c>true</c> or <c>false</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSwitch.OpTypeEnum.Float">
            <summary>
            <para>A floating-point scalar.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSwitch.OpTypeEnum.Int">
            <summary>
            <para>An integer scalar.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSwitch.OpTypeEnum.Uint">
            <summary>
            <para>An unsigned integer scalar.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSwitch.OpTypeEnum.Vector2D">
            <summary>
            <para>A 2D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSwitch.OpTypeEnum.Vector3D">
            <summary>
            <para>A 3D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSwitch.OpTypeEnum.Vector4D">
            <summary>
            <para>A 4D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSwitch.OpTypeEnum.Boolean">
            <summary>
            <para>A boolean type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSwitch.OpTypeEnum.Transform">
            <summary>
            <para>A transform type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeSwitch.OpTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeSwitch.OpTypeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeSwitch.OpType">
            <summary>
            <para>A type of operands and returned value.</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.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.Sprite2D"/>).</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 captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers).</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="F:Godot.VisualShaderNodeTexture.SourceEnum.Source3DNormal">
            <summary>
            <para>Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTexture.SourceEnum.Roughness">
            <summary>
            <para>Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTexture.SourceEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeTexture.SourceEnum"/> enum.</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.TextureTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeTexture.TextureTypeEnum"/> enum.</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.VisualShaderNodeTexture2DArray">
            <summary>
            <para>Translated to <c>uniform sampler2DArray</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTexture2DArray.TextureArray">
            <summary>
            <para>A source texture array. Used if <see cref="P:Godot.VisualShaderNodeSample3D.Source"/> is set to <see cref="F:Godot.VisualShaderNodeSample3D.SourceEnum.Texture"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTexture2DArrayParameter">
            <summary>
            <para>This parameter allows to provide a collection of textures for the shader. You can use <see cref="T:Godot.VisualShaderNodeTexture2DArray"/> to extract the textures from array.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTexture2DParameter">
            <summary>
            <para>Translated to <c>uniform sampler2D</c> in the shader language.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTexture3D">
            <summary>
            <para>Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTexture3D.Texture">
            <summary>
            <para>A source texture. Used if <see cref="P:Godot.VisualShaderNodeSample3D.Source"/> is set to <see cref="F:Godot.VisualShaderNodeSample3D.SourceEnum.Texture"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTexture3DParameter">
            <summary>
            <para>Translated to <c>uniform sampler3D</c> in the shader language.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTextureParameter">
            <summary>
            <para>Performs a lookup operation on the texture provided as a uniform for the shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureTypeEnum.Data">
            <summary>
            <para>No hints are added to the uniform declaration.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureTypeEnum.Color">
            <summary>
            <para>Adds <c>source_color</c> as hint to the uniform declaration for proper sRGB to linear conversion.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.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.VisualShaderNodeTextureParameter.TextureTypeEnum.Anisotropy">
            <summary>
            <para>Adds <c>hint_anisotropy</c> as hint to the uniform declaration to use for a flowmap.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeTextureParameter.TextureTypeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.ColorDefaultEnum.White">
            <summary>
            <para>Defaults to fully opaque white color.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.ColorDefaultEnum.Black">
            <summary>
            <para>Defaults to fully opaque black color.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.ColorDefaultEnum.Transparent">
            <summary>
            <para>Defaults to fully transparent black color.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.ColorDefaultEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeTextureParameter.ColorDefaultEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureFilterEnum.Default">
            <summary>
            <para>Sample the texture using the filter determined by the node this shader is attached to.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureFilterEnum.Nearest">
            <summary>
            <para>The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureFilterEnum.Linear">
            <summary>
            <para>The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureFilterEnum.NearestMipmap">
            <summary>
            <para>The texture filter reads from the nearest pixel in the nearest mipmap. This is the fastest way to read from textures with mipmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureFilterEnum.LinearMipmap">
            <summary>
            <para>The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to <see cref="T:Godot.Camera2D"/> zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureFilterEnum.NearestMipmapAnisotropic">
            <summary>
            <para>The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting <c>ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level</c>.</para>
            <para><b>Note:</b> This texture filter is rarely useful in 2D projects. <see cref="F:Godot.VisualShaderNodeTextureParameter.TextureFilterEnum.LinearMipmap"/> is usually more appropriate.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureFilterEnum.LinearMipmapAnisotropic">
            <summary>
            <para>The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting <c>ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level</c>.</para>
            <para><b>Note:</b> This texture filter is rarely useful in 2D projects. <see cref="F:Godot.VisualShaderNodeTextureParameter.TextureFilterEnum.LinearMipmap"/> is usually more appropriate.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureFilterEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeTextureParameter.TextureFilterEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureRepeatEnum.Default">
            <summary>
            <para>Sample the texture using the repeat mode determined by the node this shader is attached to.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureRepeatEnum.Enabled">
            <summary>
            <para>Texture will repeat normally.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureRepeatEnum.Disabled">
            <summary>
            <para>Texture will not repeat.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureRepeatEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeTextureParameter.TextureRepeatEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureSourceEnum.None">
            <summary>
            <para>The texture source is not specified in the shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureSourceEnum.Screen">
            <summary>
            <para>The texture source is the screen texture which captures all opaque objects drawn this frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureSourceEnum.Depth">
            <summary>
            <para>The texture source is the depth texture from the depth prepass.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureSourceEnum.NormalRoughness">
            <summary>
            <para>The texture source is the normal-roughness buffer from the depth prepass.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureParameter.TextureSourceEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeTextureParameter.TextureSourceEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTextureParameter.TextureType">
            <summary>
            <para>Defines the type of data provided by the source texture. See <see cref="T:Godot.VisualShaderNodeTextureParameter.TextureTypeEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTextureParameter.ColorDefault">
            <summary>
            <para>Sets the default color if no texture is assigned to the uniform.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTextureParameter.TextureFilter">
            <summary>
            <para>Sets the texture filtering mode. See <see cref="T:Godot.VisualShaderNodeTextureParameter.TextureFilterEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTextureParameter.TextureRepeat">
            <summary>
            <para>Sets the texture repeating mode. See <see cref="T:Godot.VisualShaderNodeTextureParameter.TextureRepeatEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTextureParameter.TextureSource">
            <summary>
            <para>Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture. See <see cref="T:Godot.VisualShaderNodeTextureParameter.TextureSourceEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTextureParameterTriplanar">
            <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.VisualShaderNodeTextureSdf">
            <summary>
            <para>Translates to <c>texture_sdf(sdf_pos)</c> in the shader language.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTextureSdfNormal">
            <summary>
            <para>Translates to <c>texture_sdf_normal(sdf_pos)</c> in the shader language.</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.Transform3D"/>, which can be used as an input node.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTransformConstant.Constant">
            <summary>
            <para>A <see cref="T:Godot.Transform3D"/> 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.Transform3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformFunc.FunctionEnum.Inverse">
            <summary>
            <para>Perform the inverse operation on the <see cref="T:Godot.Transform3D"/> matrix.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformFunc.FunctionEnum.Transpose">
            <summary>
            <para>Perform the transpose operation on the <see cref="T:Godot.Transform3D"/> matrix.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformFunc.FunctionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeTransformFunc.FunctionEnum"/> enum.</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.VisualShaderNodeTransformOp">
            <summary>
            <para>Applies <see cref="P:Godot.VisualShaderNodeTransformOp.Operator"/> to two transform (4x4 matrices) inputs.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformOp.OperatorEnum.Axb">
            <summary>
            <para>Multiplies transform <c>a</c> by the transform <c>b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformOp.OperatorEnum.Bxa">
            <summary>
            <para>Multiplies transform <c>b</c> by the transform <c>a</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformOp.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.VisualShaderNodeTransformOp.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="F:Godot.VisualShaderNodeTransformOp.OperatorEnum.Add">
            <summary>
            <para>Adds two transforms.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformOp.OperatorEnum.AMinusB">
            <summary>
            <para>Subtracts the transform <c>a</c> from the transform <c>b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformOp.OperatorEnum.BMinusA">
            <summary>
            <para>Subtracts the transform <c>b</c> from the transform <c>a</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformOp.OperatorEnum.ADivB">
            <summary>
            <para>Divides the transform <c>a</c> by the transform <c>b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformOp.OperatorEnum.BDivA">
            <summary>
            <para>Divides the transform <c>b</c> by the transform <c>a</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformOp.OperatorEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeTransformOp.OperatorEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTransformOp.Operator">
            <summary>
            <para>The type of the operation to be performed on the transforms. See <see cref="T:Godot.VisualShaderNodeTransformOp.OperatorEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTransformParameter">
            <summary>
            <para>Translated to <c>uniform mat4</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTransformParameter.DefaultValueEnabled">
            <summary>
            <para>Enables usage of the <see cref="P:Godot.VisualShaderNodeTransformParameter.DefaultValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTransformParameter.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="F:Godot.VisualShaderNodeTransformVecMult.OperatorEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeTransformVecMult.OperatorEnum"/> enum.</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.VisualShaderNodeUIntConstant">
            <summary>
            <para>Translated to <c>uint</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeUIntConstant.Constant">
            <summary>
            <para>An unsigned integer constant which represents a state of this node.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeUIntFunc">
            <summary>
            <para>Accept an unsigned integer scalar (<c>x</c>) to the input port and transform it according to <see cref="P:Godot.VisualShaderNodeUIntFunc.Function"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntFunc.FunctionEnum.Negate">
            <summary>
            <para>Negates the <c>x</c> using <c>-(x)</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntFunc.FunctionEnum.BitwiseNot">
            <summary>
            <para>Returns the result of bitwise <c>NOT</c> operation on the integer. Translates to <c>~a</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntFunc.FunctionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeUIntFunc.FunctionEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeUIntFunc.Function">
            <summary>
            <para>A function to be applied to the scalar. See <see cref="T:Godot.VisualShaderNodeUIntFunc.FunctionEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeUIntOp">
            <summary>
            <para>Applies <see cref="P:Godot.VisualShaderNodeUIntOp.Operator"/> to two unsigned integer inputs: <c>a</c> and <c>b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntOp.OperatorEnum.Add">
            <summary>
            <para>Sums two numbers using <c>a + b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntOp.OperatorEnum.Sub">
            <summary>
            <para>Subtracts two numbers using <c>a - b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntOp.OperatorEnum.Mul">
            <summary>
            <para>Multiplies two numbers using <c>a * b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntOp.OperatorEnum.Div">
            <summary>
            <para>Divides two numbers using <c>a / b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntOp.OperatorEnum.Mod">
            <summary>
            <para>Calculates the remainder of two numbers using <c>a % b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntOp.OperatorEnum.Max">
            <summary>
            <para>Returns the greater of two numbers. Translates to <c>max(a, b)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntOp.OperatorEnum.Min">
            <summary>
            <para>Returns the lesser of two numbers. Translates to <c>max(a, b)</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntOp.OperatorEnum.BitwiseAnd">
            <summary>
            <para>Returns the result of bitwise <c>AND</c> operation on the integer. Translates to <c>a &amp; b</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntOp.OperatorEnum.BitwiseOr">
            <summary>
            <para>Returns the result of bitwise <c>OR</c> operation for two integers. Translates to <c>a | b</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntOp.OperatorEnum.BitwiseXor">
            <summary>
            <para>Returns the result of bitwise <c>XOR</c> operation for two integers. Translates to <c>a ^ b</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntOp.OperatorEnum.BitwiseLeftShift">
            <summary>
            <para>Returns the result of bitwise left shift operation on the integer. Translates to <c>a &lt;&lt; b</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntOp.OperatorEnum.BitwiseRightShift">
            <summary>
            <para>Returns the result of bitwise right shift operation on the integer. Translates to <c>a &gt;&gt; b</c> in the Godot Shader Language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUIntOp.OperatorEnum.EnumSize">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeUIntOp.OperatorEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeUIntOp.Operator">
            <summary>
            <para>An operator to be applied to the inputs. See <see cref="T:Godot.VisualShaderNodeUIntOp.OperatorEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeUIntParameter">
            <summary>
            <para>A <see cref="T:Godot.VisualShaderNodeParameter"/> of type unsigned <see cref="T:System.Int32"/>. Offers additional customization for range of accepted values.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeUIntParameter.DefaultValueEnabled">
            <summary>
            <para>If <c>true</c>, the node will have a custom default value.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeUIntParameter.DefaultValue">
            <summary>
            <para>Default value of this parameter, which will be used if not set externally. <see cref="P:Godot.VisualShaderNodeUIntParameter.DefaultValueEnabled"/> must be enabled; defaults to <c>0</c> otherwise.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeUVFunc">
            <summary>
            <para>UV functions are similar to <see cref="T:Godot.Vector2"/> functions, but the input port of this node uses the shader's UV value by default.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUVFunc.FunctionEnum.Panning">
            <summary>
            <para>Translates <c>uv</c> by using <c>scale</c> and <c>offset</c> values using the following formula: <c>uv = uv + offset * scale</c>. <c>uv</c> port is connected to <c>UV</c> built-in by default.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUVFunc.FunctionEnum.Scaling">
            <summary>
            <para>Scales <c>uv</c> by using <c>scale</c> and <c>pivot</c> values using the following formula: <c>uv = (uv - pivot) * scale + pivot</c>. <c>uv</c> port is connected to <c>UV</c> built-in by default.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeUVFunc.FunctionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeUVFunc.FunctionEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeUVFunc.Function">
            <summary>
            <para>A function to be applied to the texture coordinates. See <see cref="T:Godot.VisualShaderNodeUVFunc.FunctionEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeUVPolarCoord">
            <summary>
            <para>UV polar coord node will transform UV values into polar coordinates, with specified scale, zoom strength and repeat parameters. It can be used to create various swirl distortions.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVarying">
            <summary>
            <para>Varying values are shader variables that can be passed between shader functions, e.g. from Vertex shader to Fragment shader.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVarying.VaryingName">
            <summary>
            <para>Name of the variable. Must be unique.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVarying.VaryingType">
            <summary>
            <para>Type of the variable. Determines where the variable can be accessed.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVaryingGetter">
            <summary>
            <para>Outputs a value of a varying defined in the shader. You need to first create a varying that can be used in the given function, e.g. varying getter in Fragment shader requires a varying with mode set to <see cref="F:Godot.VisualShader.VaryingMode.VertexToFragLight"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVaryingSetter">
            <summary>
            <para>Inputs a value to a varying defined in the shader. You need to first create a varying that can be used in the given function, e.g. varying setter in Fragment shader requires a varying with mode set to <see cref="F:Godot.VisualShader.VaryingMode.FragToLight"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVec2Constant">
            <summary>
            <para>A constant <see cref="T:Godot.Vector2"/>, which can be used as an input node.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVec2Constant.Constant">
            <summary>
            <para>A <see cref="T:Godot.Vector2"/> constant which represents the state of this node.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVec2Parameter">
            <summary>
            <para>Translated to <c>uniform vec2</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVec2Parameter.DefaultValueEnabled">
            <summary>
            <para>Enables usage of the <see cref="P:Godot.VisualShaderNodeVec2Parameter.DefaultValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVec2Parameter.DefaultValue">
            <summary>
            <para>A default value to be assigned within the shader.</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.VisualShaderNodeVec3Parameter">
            <summary>
            <para>Translated to <c>uniform vec3</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVec3Parameter.DefaultValueEnabled">
            <summary>
            <para>Enables usage of the <see cref="P:Godot.VisualShaderNodeVec3Parameter.DefaultValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVec3Parameter.DefaultValue">
            <summary>
            <para>A default value to be assigned within the shader.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVec4Constant">
            <summary>
            <para>A constant 4D vector, which can be used as an input node.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVec4Constant.Constant">
            <summary>
            <para>A 4D vector (represented as a <see cref="T:Godot.Quaternion"/>) constant which represents the state of this node.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVec4Parameter">
            <summary>
            <para>Translated to <c>uniform vec4</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVec4Parameter.DefaultValueEnabled">
            <summary>
            <para>Enables usage of the <see cref="P:Godot.VisualShaderNodeVec4Parameter.DefaultValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVec4Parameter.DefaultValue">
            <summary>
            <para>A default value to be assigned within the shader.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorBase">
            <summary>
            <para>This is an abstract class. See the derived types for descriptions of the possible operations.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorBase.OpTypeEnum.Vector2D">
            <summary>
            <para>A 2D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorBase.OpTypeEnum.Vector3D">
            <summary>
            <para>A 3D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorBase.OpTypeEnum.Vector4D">
            <summary>
            <para>A 4D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorBase.OpTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeVectorBase.OpTypeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVectorBase.OpType">
            <summary>
            <para>A vector type that this operation is performed on.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorCompose">
            <summary>
            <para>Creates a <c>vec2</c>, <c>vec3</c> or <c>vec4</c> using scalar values that can be provided from separate inputs.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorDecompose">
            <summary>
            <para>Takes a <c>vec2</c>, <c>vec3</c> or <c>vec4</c> and decomposes it into scalar values that can be used as separate outputs.</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.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.Fract">
            <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="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeVectorFunc.FunctionEnum"/> enum.</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.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="F:Godot.VisualShaderNodeVectorOp.OperatorEnum.EnumSize">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeVectorOp.OperatorEnum"/> enum.</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.VoxelGI">
            <summary>
            <para><see cref="T:Godot.VoxelGI"/>s are used to provide high-quality real-time indirect light and reflections 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.VoxelGI"/>s need to be baked before having a visible effect. However, once baked, dynamic objects will receive light from them. Furthermore, lights can be fully dynamic or baked.</para>
            <para><b>Note:</b> <see cref="T:Godot.VoxelGI"/> is only supported in the Forward+ rendering method, not Mobile or Compatibility.</para>
            <para><b>Procedural generation:</b> <see cref="T:Godot.VoxelGI"/> 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. For games where geometry is generated at any time during gameplay, SDFGI is more suitable (see <see cref="P:Godot.Environment.SdfgiEnabled"/>).</para>
            <para><b>Performance:</b> <see cref="T:Godot.VoxelGI"/> is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider <see cref="T:Godot.LightmapGI"/> instead). To improve performance, adjust <c>ProjectSettings.rendering/global_illumination/voxel_gi/quality</c> and enable <c>ProjectSettings.rendering/global_illumination/gi/use_half_resolution</c> in the Project Settings. To provide a fallback for low-end hardware, consider adding an option to disable <see cref="T:Godot.VoxelGI"/> in your project's options menus. A <see cref="T:Godot.VoxelGI"/> node can be disabled by hiding it.</para>
            <para><b>Note:</b> 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.MeshInstance3D"/> nodes with their <see cref="P:Godot.GeometryInstance3D.GIMode"/> set to <see cref="F:Godot.GeometryInstance3D.GIModeEnum.Static"/>. These temporary nodes can then be hidden after baking the <see cref="T:Godot.VoxelGI"/> node.</para>
            </summary>
        </member>
        <member name="F:Godot.VoxelGI.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.VoxelGI.SubdivEnum.Subdiv128">
            <summary>
            <para>Use 128 subdivisions. This is the default quality setting.</para>
            </summary>
        </member>
        <member name="F:Godot.VoxelGI.SubdivEnum.Subdiv256">
            <summary>
            <para>Use 256 subdivisions.</para>
            </summary>
        </member>
        <member name="F:Godot.VoxelGI.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.VoxelGI.SubdivEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VoxelGI.SubdivEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VoxelGI.Subdiv">
            <summary>
            <para>Number of times to subdivide the grid that the <see cref="T:Godot.VoxelGI"/> 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.VoxelGI.Size">
            <summary>
            <para>The size of the area covered by the <see cref="T:Godot.VoxelGI"/>. If you make the size larger without increasing the subdivisions with <see cref="P:Godot.VoxelGI.Subdiv"/>, the size of each cell will increase and result in lower detailed lighting.</para>
            <para><b>Note:</b> Size is clamped to 1.0 unit or more on each axis.</para>
            </summary>
        </member>
        <member name="P:Godot.VoxelGI.CameraAttributes">
            <summary>
            <para>The <see cref="T:Godot.CameraAttributes"/> resource that specifies exposure levels to bake at. Auto-exposure and non exposure properties will be ignored. Exposure settings should be used to reduce the dynamic range present when baking. If exposure is too high, the <see cref="T:Godot.VoxelGI"/> will have banding artifacts or may have over-exposure artifacts.</para>
            </summary>
        </member>
        <member name="P:Godot.VoxelGI.Data">
            <summary>
            <para>The <see cref="T:Godot.VoxelGIData"/> resource that holds the data for this <see cref="T:Godot.VoxelGI"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VoxelGI.Bake(Godot.Node,System.Boolean)">
            <summary>
            <para>Bakes the effect from all <see cref="T:Godot.GeometryInstance3D"/>s marked with <see cref="F:Godot.GeometryInstance3D.GIModeEnum.Static"/> and <see cref="T:Godot.Light3D"/>s marked with either <see cref="F:Godot.Light3D.BakeMode.Static"/> or <see cref="F:Godot.Light3D.BakeMode.Dynamic"/>. If <c>createVisualDebug</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.VoxelGI"/>'s data and debug any issues that may be occurring.</para>
            <para><b>Note:</b> <see cref="M:Godot.VoxelGI.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.VoxelGI"/> node generally takes from 5 to 20 seconds in most scenes. Reducing <see cref="P:Godot.VoxelGI.Subdiv"/> can speed up baking.</para>
            <para><b>Note:</b> <see cref="T:Godot.GeometryInstance3D"/>s and <see cref="T:Godot.Light3D"/>s must be fully ready before <see cref="M:Godot.VoxelGI.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.VoxelGI"/>, use <c>call_deferred("bake")</c> instead of calling <see cref="M:Godot.VoxelGI.Bake(Godot.Node,System.Boolean)"/> directly.</para>
            </summary>
        </member>
        <member name="M:Godot.VoxelGI.DebugBake">
            <summary>
            <para>Calls <see cref="M:Godot.VoxelGI.Bake(Godot.Node,System.Boolean)"/> with <c>create_visual_debug</c> enabled.</para>
            </summary>
        </member>
        <member name="T:Godot.VoxelGIData">
            <summary>
            <para><see cref="T:Godot.VoxelGIData"/> contains baked voxel global illumination for use in a <see cref="T:Godot.VoxelGI"/> node. <see cref="T:Godot.VoxelGIData"/> also offers several properties to adjust the final appearance of the global illumination. These properties can be adjusted at run-time without having to bake the <see cref="T:Godot.VoxelGI"/> node again.</para>
            <para><b>Note:</b> To prevent text-based scene files (<c>.tscn</c>) from growing too much and becoming slow to load and save, always save <see cref="T:Godot.VoxelGIData"/> to an external binary resource file (<c>.res</c>) instead of embedding it within the scene. This can be done by clicking the dropdown arrow next to the <see cref="T:Godot.VoxelGIData"/> resource, choosing <b>Edit</b>, clicking the floppy disk icon at the top of the Inspector then choosing <b>Save As...</b>.</para>
            </summary>
        </member>
        <member name="P:Godot.VoxelGIData.DynamicRange">
            <summary>
            <para>The dynamic range to use (<c>1.0</c> represents a low dynamic range scene brightness). Higher values can be used to provide brighter indirect lighting, at the cost of more visible color banding in dark areas (both in indirect lighting and reflections). To avoid color banding, it's recommended to use the lowest value that does not result in visible light clipping.</para>
            </summary>
        </member>
        <member name="P:Godot.VoxelGIData.Energy">
            <summary>
            <para>The energy of the indirect lighting and reflections produced by the <see cref="T:Godot.VoxelGI"/> node. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing <see cref="P:Godot.VoxelGIData.Propagation"/> while increasing <see cref="P:Godot.VoxelGIData.Energy"/> at the same time. See also <see cref="P:Godot.VoxelGIData.UseTwoBounces"/> which influences the indirect lighting's effective brightness.</para>
            </summary>
        </member>
        <member name="P:Godot.VoxelGIData.Bias">
            <summary>
            <para>The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. To prioritize hiding self-reflections over lighting quality, set <see cref="P:Godot.VoxelGIData.Bias"/> to <c>0.0</c> and <see cref="P:Godot.VoxelGIData.NormalBias"/> to a value between <c>1.0</c> and <c>2.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.VoxelGIData.NormalBias">
            <summary>
            <para>The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. See also <see cref="P:Godot.VoxelGIData.Bias"/>. To prioritize hiding self-reflections over lighting quality, set <see cref="P:Godot.VoxelGIData.Bias"/> to <c>0.0</c> and <see cref="P:Godot.VoxelGIData.NormalBias"/> to a value between <c>1.0</c> and <c>2.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.VoxelGIData.Propagation">
            <summary>
            <para>The multiplier to use when light bounces off a surface. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing <see cref="P:Godot.VoxelGIData.Propagation"/> while increasing <see cref="P:Godot.VoxelGIData.Energy"/> at the same time. See also <see cref="P:Godot.VoxelGIData.UseTwoBounces"/> which influences the indirect lighting's effective brightness.</para>
            </summary>
        </member>
        <member name="P:Godot.VoxelGIData.UseTwoBounces">
            <summary>
            <para>If <c>true</c>, performs two bounces of indirect lighting instead of one. This makes indirect lighting look more natural and brighter at a small performance cost. The second bounce is also visible in reflections. If the scene appears too bright after enabling <see cref="P:Godot.VoxelGIData.UseTwoBounces"/>, adjust <see cref="P:Godot.VoxelGIData.Propagation"/> and <see cref="P:Godot.VoxelGIData.Energy"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VoxelGIData.Interior">
            <summary>
            <para>If <c>true</c>, <see cref="T:Godot.Environment"/> lighting is ignored by the <see cref="T:Godot.VoxelGI"/> node. If <c>false</c>, <see cref="T:Godot.Environment"/> lighting is taken into account by the <see cref="T:Godot.VoxelGI"/> node. <see cref="T:Godot.Environment"/> lighting updates in real-time, which means it can be changed without having to bake the <see cref="T:Godot.VoxelGI"/> node again.</para>
            </summary>
        </member>
        <member name="M:Godot.VoxelGIData.GetBounds">
            <summary>
            <para>Returns the bounds of the baked voxel data as an <see cref="T:Godot.Aabb"/>, which should match <see cref="P:Godot.VoxelGI.Size"/> after being baked (which only contains the size as a <see cref="T:Godot.Vector3"/>).</para>
            <para><b>Note:</b> If the size was modified without baking the VoxelGI data, then the value of <see cref="M:Godot.VoxelGIData.GetBounds"/> and <see cref="P:Godot.VoxelGI.Size"/> will not match.</para>
            </summary>
        </member>
        <member name="T:Godot.WeakRef">
            <summary>
            <para>A weakref can hold a <see cref="T:Godot.RefCounted"/> without contributing to the reference counter. A weakref can be created from an <see cref="T:Godot.GodotObject"/> using <c>@GlobalScope.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.GodotObject"/> 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.WebRtcMultiplayerPeer">
            <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.MultiplayerPeer"/>.</para>
            <para>You can add each <see cref="T:Godot.WebRtcPeerConnection"/> via <see cref="M:Godot.WebRtcMultiplayerPeer.AddPeer(Godot.WebRtcPeerConnection,System.Int32,System.Int32)"/> or remove them via <see cref="M:Godot.WebRtcMultiplayerPeer.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>When creating the peer via <see cref="M:Godot.WebRtcMultiplayerPeer.CreateClient(System.Int32,Godot.Collections.Array)"/> or <see cref="M:Godot.WebRtcMultiplayerPeer.CreateServer(Godot.Collections.Array)"/> the <see cref="M:Godot.MultiplayerPeer.IsServerRelaySupported"/> method will return <c>true</c> enabling peer exchange and packet relaying when supported by the <see cref="T:Godot.MultiplayerApi"/> implementation.</para>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRtcMultiplayerPeer.CreateServer(Godot.Collections.Array)">
            <summary>
            <para>Initialize the multiplayer peer as a server (with unique ID of <c>1</c>). This mode enables <see cref="M:Godot.MultiplayerPeer.IsServerRelaySupported"/>, allowing the upper <see cref="T:Godot.MultiplayerApi"/> layer to perform peer exchange and packet relaying.</para>
            <para>You can optionally specify a <c>channelsConfig</c> array of <see cref="T:Godot.MultiplayerPeer.TransferModeEnum"/> which will be used to create extra channels (WebRTC only supports one transfer mode per channel).</para>
            </summary>
        </member>
        <member name="M:Godot.WebRtcMultiplayerPeer.CreateClient(System.Int32,Godot.Collections.Array)">
            <summary>
            <para>Initialize the multiplayer peer as a client with the given <c>peerId</c> (must be between 2 and 2147483647). In this mode, you should only call <see cref="M:Godot.WebRtcMultiplayerPeer.AddPeer(Godot.WebRtcPeerConnection,System.Int32,System.Int32)"/> once and with <c>peerId</c> of <c>1</c>. This mode enables <see cref="M:Godot.MultiplayerPeer.IsServerRelaySupported"/>, allowing the upper <see cref="T:Godot.MultiplayerApi"/> layer to perform peer exchange and packet relaying.</para>
            <para>You can optionally specify a <c>channelsConfig</c> array of <see cref="T:Godot.MultiplayerPeer.TransferModeEnum"/> which will be used to create extra channels (WebRTC only supports one transfer mode per channel).</para>
            </summary>
        </member>
        <member name="M:Godot.WebRtcMultiplayerPeer.CreateMesh(System.Int32,Godot.Collections.Array)">
            <summary>
            <para>Initialize the multiplayer peer as a mesh (i.e. all peers connect to each other) with the given <c>peerId</c> (must be between 1 and 2147483647).</para>
            </summary>
        </member>
        <member name="M:Godot.WebRtcMultiplayerPeer.AddPeer(Godot.WebRtcPeerConnection,System.Int32,System.Int32)">
            <summary>
            <para>Add a new peer to the mesh with the given <c>peerId</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>unreliableLifetime</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.WebRtcMultiplayerPeer.RemovePeer(System.Int32)">
            <summary>
            <para>Remove the peer with given <c>peerId</c> from the mesh. If the peer was connected, and <see cref="E:Godot.MultiplayerPeer.PeerConnected"/> was emitted for it, then <see cref="E:Godot.MultiplayerPeer.PeerDisconnected"/> will be emitted.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRtcMultiplayerPeer.HasPeer(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given <c>peerId</c> is in the peers map (it might not be connected though).</para>
            </summary>
        </member>
        <member name="M:Godot.WebRtcMultiplayerPeer.GetPeer(System.Int32)">
            <summary>
            <para>Returns a dictionary representation of the peer with given <c>peerId</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.WebRtcMultiplayerPeer.GetPeers">
            <summary>
            <para>Returns a dictionary which keys are the peer ids and values the peer representation as in <see cref="M:Godot.WebRtcMultiplayerPeer.GetPeer(System.Int32)"/>.</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="F:Godot.WebRtcPeerConnection.GatheringState.New">
            <summary>
            <para>The peer connection was just created and hasn't done any networking yet.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRtcPeerConnection.GatheringState.Gathering">
            <summary>
            <para>The ICE agent is in the process of gathering candidates for the connection.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRtcPeerConnection.GatheringState.Complete">
            <summary>
            <para>The ICE agent has finished gathering candidates. If something happens that requires collecting new candidates, such as a new interface being added or the addition of a new ICE server, the state will revert to gathering to gather those candidates.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRtcPeerConnection.SignalingState.Stable">
            <summary>
            <para>There is no ongoing exchange of offer and answer underway. This may mean that the <see cref="T:Godot.WebRtcPeerConnection"/> is new (<see cref="F:Godot.WebRtcPeerConnection.ConnectionState.New"/>) or that negotiation is complete and a connection has been established (<see cref="F:Godot.WebRtcPeerConnection.ConnectionState.Connected"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.WebRtcPeerConnection.SignalingState.HaveLocalOffer">
            <summary>
            <para>The local peer has called <see cref="M:Godot.WebRtcPeerConnection.SetLocalDescription(System.String,System.String)"/>, passing in SDP representing an offer (usually created by calling <see cref="M:Godot.WebRtcPeerConnection.CreateOffer"/>), and the offer has been applied successfully.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRtcPeerConnection.SignalingState.HaveRemoteOffer">
            <summary>
            <para>The remote peer has created an offer and used the signaling server to deliver it to the local peer, which has set the offer as the remote description by calling <see cref="M:Godot.WebRtcPeerConnection.SetRemoteDescription(System.String,System.String)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRtcPeerConnection.SignalingState.HaveLocalPranswer">
            <summary>
            <para>The offer sent by the remote peer has been applied and an answer has been created and applied by calling <see cref="M:Godot.WebRtcPeerConnection.SetLocalDescription(System.String,System.String)"/>. This provisional answer describes the supported media formats and so forth, but may not have a complete set of ICE candidates included. Further candidates will be delivered separately later.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRtcPeerConnection.SignalingState.HaveRemotePranswer">
            <summary>
            <para>A provisional answer has been received and successfully applied in response to an offer previously sent and established by calling <see cref="M:Godot.WebRtcPeerConnection.SetLocalDescription(System.String,System.String)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRtcPeerConnection.SignalingState.Closed">
            <summary>
            <para>The <see cref="T:Godot.WebRtcPeerConnection"/> has been closed.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRtcPeerConnection.SetDefaultExtension(Godot.StringName)">
            <summary>
            <para>Sets the <c>extensionClass</c> as the default <see cref="T:Godot.WebRtcPeerConnectionExtension"/> returned when creating a new <see cref="T:Godot.WebRtcPeerConnection"/>.</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>configuration</c> options can be passed to configure the peer connection.</para>
            <para>Valid <c>configuration</c> options 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>
        </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 <see cref="E:Godot.WebRtcPeerConnection.DataChannelReceived"/> 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><b>Note:</b> You must keep a reference to channels created this way, or it will be closed.</para>
            </summary>
        </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"/>, <see cref="E:Godot.WebRtcPeerConnection.SessionDescriptionCreated"/> 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 <see cref="E:Godot.WebRtcPeerConnection.SessionDescriptionCreated"/>.</para>
            <para>After calling this function the peer will start emitting <see cref="E:Godot.WebRtcPeerConnection.IceCandidateCreated"/> (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 <see cref="E:Godot.WebRtcPeerConnection.SessionDescriptionCreated"/> with the appropriate answer.</para>
            <para>If <c>type</c> is <c>"answer"</c> the peer will start emitting <see cref="E:Godot.WebRtcPeerConnection.IceCandidateCreated"/>.</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 <see cref="E:Godot.WebRtcPeerConnection.IceCandidateCreated"/>.</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.Double)"/> or <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/>) 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><b>Note:</b> 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="M:Godot.WebRtcPeerConnection.GetGatheringState">
            <summary>
            <para>Returns the ICE <see cref="T:Godot.WebRtcPeerConnection.GatheringState"/> of the connection. This lets you detect, for example, when collection of ICE candidates has finished.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRtcPeerConnection.GetSignalingState">
            <summary>
            <para>Returns the <see cref="T:Godot.WebRtcPeerConnection.SignalingState"/> on the local end of the connection while connecting or reconnecting to another peer.</para>
            </summary>
        </member>
        <member name="T:Godot.WebRtcPeerConnection.SessionDescriptionCreatedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebRtcPeerConnection.SessionDescriptionCreated"/> event of a <see cref="T:Godot.WebRtcPeerConnection"/> class.
            </summary>
        </member>
        <member name="E:Godot.WebRtcPeerConnection.SessionDescriptionCreated">
            <summary>
            <para>Emitted after a successful call to <see cref="M:Godot.WebRtcPeerConnection.CreateOffer"/> or <see cref="M:Godot.WebRtcPeerConnection.SetRemoteDescription(System.String,System.String)"/> (when it generates an answer). The parameters are meant to be passed to <see cref="M:Godot.WebRtcPeerConnection.SetLocalDescription(System.String,System.String)"/> on this object, and sent to the remote peer over the signaling server.</para>
            </summary>
        </member>
        <member name="T:Godot.WebRtcPeerConnection.IceCandidateCreatedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebRtcPeerConnection.IceCandidateCreated"/> event of a <see cref="T:Godot.WebRtcPeerConnection"/> class.
            </summary>
        </member>
        <member name="E:Godot.WebRtcPeerConnection.IceCandidateCreated">
            <summary>
            <para>Emitted when a new ICE candidate has been created. The three parameters are meant to be passed to the remote peer over the signaling server.</para>
            </summary>
        </member>
        <member name="T:Godot.WebRtcPeerConnection.DataChannelReceivedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebRtcPeerConnection.DataChannelReceived"/> event of a <see cref="T:Godot.WebRtcPeerConnection"/> class.
            </summary>
        </member>
        <member name="E:Godot.WebRtcPeerConnection.DataChannelReceived">
            <summary>
            <para>Emitted when a new in-band channel is received, i.e. when the channel was created with <c>negotiated: false</c> (default).</para>
            <para>The object will be an instance of <see cref="T:Godot.WebRtcDataChannel"/>. You must keep a reference of it or it will be closed automatically. See <see cref="M:Godot.WebRtcPeerConnection.CreateDataChannel(System.String,Godot.Collections.Dictionary)"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.WebSocketMultiplayerPeer">
            <summary>
            <para>Base class for WebSocket server and client, allowing them to be used as multiplayer peer for the <see cref="T:Godot.MultiplayerApi"/>.</para>
            <para><b>Note:</b> When exporting to Android, make sure to enable the <c>INTERNET</c> permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketMultiplayerPeer.SupportedProtocols">
            <summary>
            <para>The supported WebSocket sub-protocols. See <see cref="P:Godot.WebSocketPeer.SupportedProtocols"/> for more details.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketMultiplayerPeer.HandshakeHeaders">
            <summary>
            <para>The extra headers to use during handshake. See <see cref="P:Godot.WebSocketPeer.HandshakeHeaders"/> for more details.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketMultiplayerPeer.InboundBufferSize">
            <summary>
            <para>The inbound buffer size for connected peers. See <see cref="P:Godot.WebSocketPeer.InboundBufferSize"/> for more details.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketMultiplayerPeer.OutboundBufferSize">
            <summary>
            <para>The outbound buffer size for connected peers. See <see cref="P:Godot.WebSocketPeer.OutboundBufferSize"/> for more details.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketMultiplayerPeer.HandshakeTimeout">
            <summary>
            <para>The maximum time each peer can stay in a connecting state before being dropped.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketMultiplayerPeer.MaxQueuedPackets">
            <summary>
            <para>The maximum number of queued packets for connected peers. See <see cref="P:Godot.WebSocketPeer.MaxQueuedPackets"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketMultiplayerPeer.CreateClient(System.String,Godot.TlsOptions)">
            <summary>
            <para>Starts a new multiplayer client connecting to the given <c>url</c>. TLS certificates will be verified against the hostname when connecting using the <c>wss://</c> protocol. You can pass the optional <c>tlsClientOptions</c> parameter to customize the trusted certification authorities, or disable the common name verification. See <see cref="M:Godot.TlsOptions.Client(Godot.X509Certificate,System.String)"/> and <see cref="M:Godot.TlsOptions.ClientUnsafe(Godot.X509Certificate)"/>.</para>
            <para><b>Note:</b> It is recommended to specify the scheme part of the URL, i.e. the <c>url</c> should start with either <c>ws://</c> or <c>wss://</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketMultiplayerPeer.CreateServer(System.Int32,System.String,Godot.TlsOptions)">
            <summary>
            <para>Starts a new multiplayer server listening on the given <c>port</c>. You can optionally specify a <c>bindAddress</c>, and provide valid <c>tlsServerOptions</c> to use TLS. See <see cref="M:Godot.TlsOptions.Server(Godot.CryptoKey,Godot.X509Certificate)"/>.</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>peerId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketMultiplayerPeer.GetPeerAddress(System.Int32)">
            <summary>
            <para>Returns the IP address of the given peer.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketMultiplayerPeer.GetPeerPort(System.Int32)">
            <summary>
            <para>Returns the remote port of the given peer.</para>
            </summary>
        </member>
        <member name="T:Godot.WebSocketPeer">
            <summary>
            <para>This class represents WebSocket connection, and can be used as a WebSocket client (RFC 6455-compliant) or as a remote peer of a WebSocket server.</para>
            <para>You can send WebSocket binary frames using <see cref="M:Godot.PacketPeer.PutPacket(System.Byte[])"/>, and WebSocket text frames using <see cref="M:Godot.WebSocketPeer.Send(System.Byte[],Godot.WebSocketPeer.WriteMode)"/> (prefer text frames when interacting with text-based API). You can check the frame type of the last packet via <see cref="M:Godot.WebSocketPeer.WasStringPacket"/>.</para>
            <para>To start a WebSocket client, first call <see cref="M:Godot.WebSocketPeer.ConnectToUrl(System.String,Godot.TlsOptions)"/>, then regularly call <see cref="M:Godot.WebSocketPeer.Poll"/> (e.g. during <see cref="T:Godot.Node"/> process). You can query the socket state via <see cref="M:Godot.WebSocketPeer.GetReadyState"/>, get the number of pending packets using <see cref="M:Godot.PacketPeer.GetAvailablePacketCount"/>, and retrieve them via <see cref="M:Godot.PacketPeer.GetPacket"/>.</para>
            <para></para>
            <para>To use the peer as part of a WebSocket server refer to <see cref="M:Godot.WebSocketPeer.AcceptStream(Godot.StreamPeer)"/> and the online tutorial.</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="F:Godot.WebSocketPeer.State.Connecting">
            <summary>
            <para>Socket has been created. The connection is not yet open.</para>
            </summary>
        </member>
        <member name="F:Godot.WebSocketPeer.State.Open">
            <summary>
            <para>The connection is open and ready to communicate.</para>
            </summary>
        </member>
        <member name="F:Godot.WebSocketPeer.State.Closing">
            <summary>
            <para>The connection is in the process of closing. This means a close request has been sent to the remote peer but confirmation has not been received.</para>
            </summary>
        </member>
        <member name="F:Godot.WebSocketPeer.State.Closed">
            <summary>
            <para>The connection is closed or couldn't be opened.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketPeer.SupportedProtocols">
            <summary>
            <para>The WebSocket sub-protocols allowed during the WebSocket handshake.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketPeer.HandshakeHeaders">
            <summary>
            <para>The extra HTTP headers to be sent during the WebSocket handshake.</para>
            <para><b>Note:</b> Not supported in Web exports due to browsers' restrictions.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketPeer.InboundBufferSize">
            <summary>
            <para>The size of the input buffer in bytes (roughly the maximum amount of memory that will be allocated for the inbound packets).</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketPeer.OutboundBufferSize">
            <summary>
            <para>The size of the input buffer in bytes (roughly the maximum amount of memory that will be allocated for the outbound packets).</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketPeer.MaxQueuedPackets">
            <summary>
            <para>The maximum amount of packets that will be allowed in the queues (both inbound and outbound).</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.ConnectToUrl(System.String,Godot.TlsOptions)">
            <summary>
            <para>Connects to the given URL. TLS certificates will be verified against the hostname when connecting using the <c>wss://</c> protocol. You can pass the optional <c>tlsClientOptions</c> parameter to customize the trusted certification authorities, or disable the common name verification. See <see cref="M:Godot.TlsOptions.Client(Godot.X509Certificate,System.String)"/> and <see cref="M:Godot.TlsOptions.ClientUnsafe(Godot.X509Certificate)"/>.</para>
            <para><b>Note:</b> To avoid mixed content warnings or errors in Web, 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 TLS certificate. Do not connect directly via the IP address for <c>wss://</c> connections, as it won't match with the TLS certificate.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.AcceptStream(Godot.StreamPeer)">
            <summary>
            <para>Accepts a peer connection performing the HTTP handshake as a WebSocket server. The <c>stream</c> must be a valid TCP stream retrieved via <see cref="M:Godot.TcpServer.TakeConnection"/>, or a TLS stream accepted via <see cref="M:Godot.StreamPeerTls.AcceptStream(Godot.StreamPeer,Godot.TlsOptions)"/>.</para>
            <para><b>Note:</b> Not supported in Web exports due to browsers' restrictions.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.Send(System.Byte[],Godot.WebSocketPeer.WriteMode)">
            <summary>
            <para>Sends the given <c>message</c> using the desired <c>writeMode</c>. When sending a <see cref="T:System.String"/>, prefer using <see cref="M:Godot.WebSocketPeer.SendText(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.SendText(System.String)">
            <summary>
            <para>Sends the given <c>message</c> using WebSocket text mode. Prefer this method over <see cref="M:Godot.PacketPeer.PutPacket(System.Byte[])"/> when interacting with third-party text-based API (e.g. when using <see cref="T:Godot.Json"/> formatted messages).</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.Poll">
            <summary>
            <para>Updates the connection state and receive incoming packets. Call this function regularly to keep it in a clean state.</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). If <c>code</c> is negative, the connection will be closed immediately without notifying the remote peer.</para>
            <para><b>Note:</b> To achieve a clean close, you will need to keep polling until <see cref="F:Godot.WebSocketPeer.State.Closed"/> is reached.</para>
            <para><b>Note:</b> The Web 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><b>Note:</b> Not available in the Web export.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.GetConnectedPort">
            <summary>
            <para>Returns the remote port of the connected peer.</para>
            <para><b>Note:</b> Not available in the Web export.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.GetSelectedProtocol">
            <summary>
            <para>Returns the selected WebSocket sub-protocol for this connection or an empty string if the sub-protocol has not been selected yet.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.GetRequestedUrl">
            <summary>
            <para>Returns the URL requested by this peer. The URL is derived from the <c>url</c> passed to <see cref="M:Godot.WebSocketPeer.ConnectToUrl(System.String,Godot.TlsOptions)"/> or from the HTTP headers when acting as server (i.e. when using <see cref="M:Godot.WebSocketPeer.AcceptStream(Godot.StreamPeer)"/>).</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><b>Note:</b> Not available in the Web export.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.GetCurrentOutboundBufferedAmount">
            <summary>
            <para>Returns the current amount of data in the outbound websocket buffer. <b>Note:</b> Web exports use WebSocket.bufferedAmount, while other platforms use an internal buffer.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.GetReadyState">
            <summary>
            <para>Returns the ready state of the connection. See <see cref="T:Godot.WebSocketPeer.State"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.GetCloseCode">
            <summary>
            <para>Returns the received WebSocket close frame status code, or <c>-1</c> when the connection was not cleanly closed. Only call this method when <see cref="M:Godot.WebSocketPeer.GetReadyState"/> returns <see cref="F:Godot.WebSocketPeer.State.Closed"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.GetCloseReason">
            <summary>
            <para>Returns the received WebSocket close frame status reason string. Only call this method when <see cref="M:Godot.WebSocketPeer.GetReadyState"/> returns <see cref="F:Godot.WebSocketPeer.State.Closed"/>.</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 Web exports.</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 XR 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 XR interfaces.</para>
            <para>Here's the minimum code required to start an immersive VR session:</para>
            <para><code>
            extends Node3D
            
            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.pressed.connect(self._on_button_pressed)
            
                webxr_interface = XRServer.find_interface("WebXR")
                if webxr_interface:
                    # WebXR uses a lot of asynchronous callbacks, so we connect to various
                    # signals in order to receive them.
                    webxr_interface.session_supported.connect(self._webxr_session_supported)
                    webxr_interface.session_started.connect(self._webxr_session_started)
                    webxr_interface.session_ended.connect(self._webxr_session_ended)
                    webxr_interface.session_failed.connect(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 XROrigin.
                # 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().use_xr = 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().use_xr = false
            
            func _webxr_session_failed(message):
                OS.alert("Failed to initialize: " + message)
            </code></para>
            <para>There are a couple ways to handle "controller" input:</para>
            <para>- Using <see cref="T:Godot.XRController3D"/> nodes and their <see cref="E:Godot.XRController3D.ButtonPressed"/> and <see cref="E:Godot.XRController3D.ButtonReleased"/> signals. This is how controllers are typically handled in XR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example.</para>
            <para>- Using the <see cref="E:Godot.WebXRInterface.Select"/>, <see cref="E:Godot.WebXRInterface.Squeeze"/> and related signals. This method will work for both advanced VR controllers, and non-traditional input sources like a tap on the screen, a spoken voice command or a button press on the device itself.</para>
            <para>You can use both 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 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.XRInterface.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.XRInterface.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 <see cref="E:Godot.WebXRInterface.SessionFailed"/> 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.XRInterface.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.XRInterface.Initialize"/> when setting up the WebXR session.</para>
            <para>The reference space types are requested in order, and the first one 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 selected.</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.XRInterface.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="M:Godot.WebXRInterface.IsSessionSupported(System.String)">
            <summary>
            <para>Checks if the given <c>sessionMode</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 <see cref="E:Godot.WebXRInterface.SessionSupported"/> signal with the result.</para>
            </summary>
        </member>
        <member name="M:Godot.WebXRInterface.IsInputSourceActive(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if there is an active input source with the given <c>inputSourceId</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebXRInterface.GetInputSourceTracker(System.Int32)">
            <summary>
            <para>Gets an <see cref="T:Godot.XRPositionalTracker"/> for the given <c>inputSourceId</c>.</para>
            <para>In the context of WebXR, an input source 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 input source is used, interpret the position and orientation of the <see cref="T:Godot.XRPositionalTracker"/> as a ray pointing at the object the user wishes to interact with.</para>
            <para>Use this method to get information about the input source that triggered one of these signals:</para>
            <para>- <see cref="E:Godot.WebXRInterface.Selectstart"/></para>
            <para>- <see cref="E:Godot.WebXRInterface.Select"/></para>
            <para>- <see cref="E:Godot.WebXRInterface.Selectend"/></para>
            <para>- <see cref="E:Godot.WebXRInterface.Squeezestart"/></para>
            <para>- <see cref="E:Godot.WebXRInterface.Squeeze"/></para>
            <para>- <see cref="E:Godot.WebXRInterface.Squeezestart"/></para>
            </summary>
        </member>
        <member name="M:Godot.WebXRInterface.GetInputSourceTargetRayMode(System.Int32)">
            <summary>
            <para>Returns the target ray mode for the given <c>inputSourceId</c>.</para>
            <para>This can help interpret the input coming from that input source. 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="M:Godot.WebXRInterface.GetDisplayRefreshRate">
            <summary>
            <para>Returns the display refresh rate for the current HMD. Not supported on all HMDs and browsers. It may not report an accurate value until after using <see cref="M:Godot.WebXRInterface.SetDisplayRefreshRate(System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebXRInterface.SetDisplayRefreshRate(System.Single)">
            <summary>
            <para>Sets the display refresh rate for the current HMD. Not supported on all HMDs and browsers. It won't take effect right away until after <see cref="E:Godot.WebXRInterface.DisplayRefreshRateChanged"/> is emitted.</para>
            </summary>
        </member>
        <member name="M:Godot.WebXRInterface.GetAvailableDisplayRefreshRates">
            <summary>
            <para>Returns display refresh rates supported by the current HMD. Only returned if this feature is supported by the web browser and after the interface has been initialized.</para>
            </summary>
        </member>
        <member name="T:Godot.WebXRInterface.SessionSupportedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebXRInterface.SessionSupported"/> event of a <see cref="T:Godot.WebXRInterface"/> class.
            </summary>
        </member>
        <member name="E:Godot.WebXRInterface.SessionSupported">
            <summary>
            <para>Emitted by <see cref="M:Godot.WebXRInterface.IsSessionSupported(System.String)"/> to indicate if the given <c>sessionMode</c> is supported or not.</para>
            </summary>
        </member>
        <member name="E:Godot.WebXRInterface.SessionStarted">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebXRInterface.SessionStarted"/> event of a <see cref="T:Godot.WebXRInterface"/> class.
            </summary>
            <summary>
            <para>Emitted by <see cref="M:Godot.XRInterface.Initialize"/> if the session is successfully started.</para>
            <para>At this point, it's safe to do <c>get_viewport().use_xr = true</c> to instruct Godot to start rendering to the XR device.</para>
            </summary>
        </member>
        <member name="E:Godot.WebXRInterface.SessionEnded">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebXRInterface.SessionEnded"/> event of a <see cref="T:Godot.WebXRInterface"/> class.
            </summary>
            <summary>
            <para>Emitted when the user ends the WebXR session (which can be done using UI from the browser or device).</para>
            <para>At this point, you should do <c>get_viewport().use_xr = false</c> to instruct Godot to resume rendering to the screen.</para>
            </summary>
        </member>
        <member name="T:Godot.WebXRInterface.SessionFailedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebXRInterface.SessionFailed"/> event of a <see cref="T:Godot.WebXRInterface"/> class.
            </summary>
        </member>
        <member name="E:Godot.WebXRInterface.SessionFailed">
            <summary>
            <para>Emitted by <see cref="M:Godot.XRInterface.Initialize"/> if the session fails to start.</para>
            <para><c>message</c> may optionally contain an error message from WebXR, or an empty string if no message is available.</para>
            </summary>
        </member>
        <member name="T:Godot.WebXRInterface.SelectstartEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebXRInterface.Selectstart"/> event of a <see cref="T:Godot.WebXRInterface"/> class.
            </summary>
        </member>
        <member name="E:Godot.WebXRInterface.Selectstart">
            <summary>
            <para>Emitted when one of the input source has started its "primary action".</para>
            <para>Use <see cref="M:Godot.WebXRInterface.GetInputSourceTracker(System.Int32)"/> and <see cref="M:Godot.WebXRInterface.GetInputSourceTargetRayMode(System.Int32)"/> to get more information about the input source.</para>
            </summary>
        </member>
        <member name="T:Godot.WebXRInterface.SelectEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebXRInterface.Select"/> event of a <see cref="T:Godot.WebXRInterface"/> class.
            </summary>
        </member>
        <member name="E:Godot.WebXRInterface.Select">
            <summary>
            <para>Emitted after one of the input sources has finished its "primary action".</para>
            <para>Use <see cref="M:Godot.WebXRInterface.GetInputSourceTracker(System.Int32)"/> and <see cref="M:Godot.WebXRInterface.GetInputSourceTargetRayMode(System.Int32)"/> to get more information about the input source.</para>
            </summary>
        </member>
        <member name="T:Godot.WebXRInterface.SelectendEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebXRInterface.Selectend"/> event of a <see cref="T:Godot.WebXRInterface"/> class.
            </summary>
        </member>
        <member name="E:Godot.WebXRInterface.Selectend">
            <summary>
            <para>Emitted when one of the input sources has finished its "primary action".</para>
            <para>Use <see cref="M:Godot.WebXRInterface.GetInputSourceTracker(System.Int32)"/> and <see cref="M:Godot.WebXRInterface.GetInputSourceTargetRayMode(System.Int32)"/> to get more information about the input source.</para>
            </summary>
        </member>
        <member name="T:Godot.WebXRInterface.SqueezestartEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebXRInterface.Squeezestart"/> event of a <see cref="T:Godot.WebXRInterface"/> class.
            </summary>
        </member>
        <member name="E:Godot.WebXRInterface.Squeezestart">
            <summary>
            <para>Emitted when one of the input sources has started its "primary squeeze action".</para>
            <para>Use <see cref="M:Godot.WebXRInterface.GetInputSourceTracker(System.Int32)"/> and <see cref="M:Godot.WebXRInterface.GetInputSourceTargetRayMode(System.Int32)"/> to get more information about the input source.</para>
            </summary>
        </member>
        <member name="T:Godot.WebXRInterface.SqueezeEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebXRInterface.Squeeze"/> event of a <see cref="T:Godot.WebXRInterface"/> class.
            </summary>
        </member>
        <member name="E:Godot.WebXRInterface.Squeeze">
            <summary>
            <para>Emitted after one of the input sources has finished its "primary squeeze action".</para>
            <para>Use <see cref="M:Godot.WebXRInterface.GetInputSourceTracker(System.Int32)"/> and <see cref="M:Godot.WebXRInterface.GetInputSourceTargetRayMode(System.Int32)"/> to get more information about the input source.</para>
            </summary>
        </member>
        <member name="T:Godot.WebXRInterface.SqueezeendEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebXRInterface.Squeezeend"/> event of a <see cref="T:Godot.WebXRInterface"/> class.
            </summary>
        </member>
        <member name="E:Godot.WebXRInterface.Squeezeend">
            <summary>
            <para>Emitted when one of the input sources has finished its "primary squeeze action".</para>
            <para>Use <see cref="M:Godot.WebXRInterface.GetInputSourceTracker(System.Int32)"/> and <see cref="M:Godot.WebXRInterface.GetInputSourceTargetRayMode(System.Int32)"/> to get more information about the input source.</para>
            </summary>
        </member>
        <member name="E:Godot.WebXRInterface.VisibilityStateChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebXRInterface.VisibilityStateChanged"/> event of a <see cref="T:Godot.WebXRInterface"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="P:Godot.WebXRInterface.VisibilityState"/> has changed.</para>
            </summary>
        </member>
        <member name="E:Godot.WebXRInterface.ReferenceSpaceReset">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebXRInterface.ReferenceSpaceReset"/> event of a <see cref="T:Godot.WebXRInterface"/> class.
            </summary>
            <summary>
            <para>Emitted to indicate that the reference space has been reset or reconfigured.</para>
            <para>When (or whether) this is emitted depends on the user's browser or device, but may include when the user has changed the dimensions of their play space (which you may be able to access via <see cref="M:Godot.XRInterface.GetPlayArea"/>) or pressed/held a button to recenter their position.</para>
            <para>See <a href="https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/reset_event">WebXR's XRReferenceSpace reset event</a> for more information.</para>
            </summary>
        </member>
        <member name="E:Godot.WebXRInterface.DisplayRefreshRateChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.WebXRInterface.DisplayRefreshRateChanged"/> event of a <see cref="T:Godot.WebXRInterface"/> class.
            </summary>
            <summary>
            <para>Emitted after the display's refresh rate has changed.</para>
            </summary>
        </member>
        <member name="T:Godot.Window">
            <summary>
            <para>A node that creates a window. The window can either be a native system window or embedded inside another <see cref="T:Godot.Window"/> (see <see cref="P:Godot.Viewport.GuiEmbedSubwindows"/>).</para>
            <para>At runtime, <see cref="T:Godot.Window"/>s will not close automatically when requested. You need to handle it manually using the <see cref="E:Godot.Window.CloseRequested"/> signal (this applies both to pressing the close button and clicking outside of a popup).</para>
            </summary>
        </member>
        <member name="F:Godot.Window.NotificationVisibilityChanged">
            <summary>
            <para>Emitted when <see cref="T:Godot.Window"/>'s visibility changes, right before <see cref="E:Godot.Window.VisibilityChanged"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.NotificationThemeChanged">
            <summary>
            <para>Sent when the node needs to refresh its theme items. This happens in one of the following cases:</para>
            <para>- The <see cref="P:Godot.Window.Theme"/> property is changed on this node or any of its ancestors.</para>
            <para>- The <see cref="P:Godot.Window.ThemeTypeVariation"/> property is changed on this node.</para>
            <para>- The node enters the scene tree.</para>
            <para><b>Note:</b> As an optimization, this notification won't be sent from changes that occur while this node is outside of the scene tree. Instead, all of the theme item updates can be applied at once when the node enters the scene tree.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.ModeEnum.Windowed">
            <summary>
            <para>Windowed mode, i.e. <see cref="T:Godot.Window"/> doesn't occupy the whole screen (unless set to the size of the screen).</para>
            </summary>
        </member>
        <member name="F:Godot.Window.ModeEnum.Minimized">
            <summary>
            <para>Minimized window mode, i.e. <see cref="T:Godot.Window"/> is not visible and available on window manager's window list. Normally happens when the minimize button is pressed.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.ModeEnum.Maximized">
            <summary>
            <para>Maximized window mode, i.e. <see cref="T:Godot.Window"/> will occupy whole screen area except task bar and still display its borders. Normally happens when the maximize button is pressed.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.ModeEnum.Fullscreen">
            <summary>
            <para>Full screen window mode. Note that this is not <i>exclusive</i> full screen. On Windows and Linux, a borderless window is used to emulate full screen. On macOS, a new desktop is used to display the running project.</para>
            <para>Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports <a href="$DOCS_URL/tutorials/rendering/multiple_resolutions.html">multiple resolutions</a> when enabling full screen mode.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.ModeEnum.ExclusiveFullscreen">
            <summary>
            <para>Exclusive full screen window mode. This mode is implemented on Windows only. On other platforms, it is equivalent to <see cref="F:Godot.Window.ModeEnum.Fullscreen"/>.</para>
            <para>Only one window in exclusive full screen mode can be visible on a given screen at a time. If multiple windows are in exclusive full screen mode for the same screen, the last one being set to this mode takes precedence.</para>
            <para>Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports <a href="$DOCS_URL/tutorials/rendering/multiple_resolutions.html">multiple resolutions</a> when enabling full screen mode.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.Flags.ResizeDisabled">
            <summary>
            <para>The window can't be resized by dragging its resize grip. It's still possible to resize the window using <see cref="P:Godot.Window.Size"/>. This flag is ignored for full screen windows. Set with <see cref="P:Godot.Window.Unresizable"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.Flags.Borderless">
            <summary>
            <para>The window do not have native title bar and other decorations. This flag is ignored for full-screen windows. Set with <see cref="P:Godot.Window.Borderless"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.Flags.AlwaysOnTop">
            <summary>
            <para>The window is floating on top of all other windows. This flag is ignored for full-screen windows. Set with <see cref="P:Godot.Window.AlwaysOnTop"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.Flags.Transparent">
            <summary>
            <para>The window background can be transparent. Set with <see cref="P:Godot.Window.Transparent"/>.</para>
            <para><b>Note:</b> This flag has no effect if either <c>ProjectSettings.display/window/per_pixel_transparency/allowed</c>, or the window's <see cref="P:Godot.Viewport.TransparentBg"/> is set to <c>false</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.Flags.NoFocus">
            <summary>
            <para>The window can't be focused. No-focus window will ignore all input, except mouse clicks. Set with <see cref="P:Godot.Window.Unfocusable"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.Flags.Popup">
            <summary>
            <para>Window is part of menu or <see cref="T:Godot.OptionButton"/> dropdown. This flag can't be changed when the window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have transient parent set (see <see cref="P:Godot.Window.Transient"/>).</para>
            <para><b>Note:</b> This flag has no effect in embedded windows (unless said window is a <see cref="T:Godot.Popup"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.Window.Flags.ExtendToTitle">
            <summary>
            <para>Window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons. Set with <see cref="P:Godot.Window.ExtendToTitle"/>.</para>
            <para><b>Note:</b> This flag is implemented only on macOS.</para>
            <para><b>Note:</b> This flag has no effect in embedded windows.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.Flags.MousePassthrough">
            <summary>
            <para>All mouse events are passed to the underlying window of the same application.</para>
            <para><b>Note:</b> This flag has no effect in embedded windows.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.Flags.Max">
            <summary>
            <para>Max value of the <see cref="T:Godot.Window.Flags"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.ContentScaleModeEnum.Disabled">
            <summary>
            <para>The content will not be scaled to match the <see cref="T:Godot.Window"/>'s size.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.ContentScaleModeEnum.CanvasItems">
            <summary>
            <para>The content will be rendered at the target size. This is more performance-expensive than <see cref="F:Godot.Window.ContentScaleModeEnum.Viewport"/>, but provides better results.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.ContentScaleModeEnum.Viewport">
            <summary>
            <para>The content will be rendered at the base size and then scaled to the target size. More performant than <see cref="F:Godot.Window.ContentScaleModeEnum.CanvasItems"/>, but results in pixelated image.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.ContentScaleAspectEnum.Ignore">
            <summary>
            <para>The aspect will be ignored. Scaling will simply stretch the content to fit the target size.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.ContentScaleAspectEnum.Keep">
            <summary>
            <para>The content's aspect will be preserved. If the target size has different aspect from the base one, the image will be centered and black bars will appear on left and right sides.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.ContentScaleAspectEnum.KeepWidth">
            <summary>
            <para>The content can be expanded vertically. Scaling horizontally will result in keeping the width ratio and then black bars on left and right sides.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.ContentScaleAspectEnum.KeepHeight">
            <summary>
            <para>The content can be expanded horizontally. Scaling vertically will result in keeping the height ratio and then black bars on top and bottom sides.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.ContentScaleAspectEnum.Expand">
            <summary>
            <para>The content's aspect will be preserved. If the target size has different aspect from the base one, the content will stay in the top-left corner and add an extra visible area in the stretched space.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.LayoutDirection.Inherited">
            <summary>
            <para>Automatic layout direction, determined from the parent window layout direction.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.LayoutDirection.Locale">
            <summary>
            <para>Automatic layout direction, determined from the current locale.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.LayoutDirection.Ltr">
            <summary>
            <para>Left-to-right layout direction.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.LayoutDirection.Rtl">
            <summary>
            <para>Right-to-left layout direction.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.WindowInitialPosition.Absolute">
            <summary>
            <para>Initial window position is determined by <see cref="P:Godot.Window.Position"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.WindowInitialPosition.CenterPrimaryScreen">
            <summary>
            <para>Initial window position is the center of the primary screen.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.WindowInitialPosition.CenterMainWindowScreen">
            <summary>
            <para>Initial window position is the center of the main window screen.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.WindowInitialPosition.CenterOtherScreen">
            <summary>
            <para>Initial window position is the center of <see cref="P:Godot.Window.CurrentScreen"/> screen.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.WindowInitialPosition.CenterScreenWithMouseFocus">
            <summary>
            <para>Initial window position is the center of the screen containing the mouse pointer.</para>
            </summary>
        </member>
        <member name="F:Godot.Window.WindowInitialPosition.CenterScreenWithKeyboardFocus">
            <summary>
            <para>Initial window position is the center of the screen containing the window with the keyboard focus.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.InitialPosition">
            <summary>
            <para>Specifies the initial type of position for the <see cref="T:Godot.Window"/>. See <see cref="T:Godot.Window.WindowInitialPosition"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.Title">
            <summary>
            <para>The window's title. If the <see cref="T:Godot.Window"/> is native, title styles set in <see cref="T:Godot.Theme"/> will have no effect.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.Position">
            <summary>
            <para>The window's position in pixels.</para>
            <para>If <c>ProjectSettings.display/window/subwindows/embed_subwindows</c> is <c>false</c>, the position is in absolute screen coordinates. This typically applies to editor plugins. If the setting is <c>true</c>, the window's position is in the coordinates of its parent <see cref="T:Godot.Viewport"/>.</para>
            <para><b>Note:</b> This property only works if <see cref="P:Godot.Window.InitialPosition"/> is set to <see cref="F:Godot.Window.WindowInitialPosition.Absolute"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.Size">
            <summary>
            <para>The window's size in pixels.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.Mode">
            <summary>
            <para>Set's the window's current mode.</para>
            <para><b>Note:</b> Fullscreen mode is not exclusive full screen on Windows and Linux.</para>
            <para><b>Note:</b> This method only works with native windows, i.e. the main window and <see cref="T:Godot.Window"/>-derived nodes when <see cref="P:Godot.Viewport.GuiEmbedSubwindows"/> is disabled in the main viewport.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.CurrentScreen">
            <summary>
            <para>The screen the window is currently on.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.MousePassthroughPolygon">
            <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.
            GetNode&lt;Window&gt;("Window").MousePassthrough = GetNode&lt;Path2D&gt;("Path2D").Curve.GetBakedPoints();
            
            // Set region, using Polygon2D node.
            GetNode&lt;Window&gt;("Window").MousePassthrough = GetNode&lt;Polygon2D&gt;("Polygon2D").Polygon;
            
            // Reset region to default.
            GetNode&lt;Window&gt;("Window").MousePassthrough = new Vector2[] {};
            </code></para>
            <para><b>Note:</b> This property is ignored if <see cref="P:Godot.Window.MousePassthrough"/> is set to <c>true</c>.</para>
            <para><b>Note:</b> On Windows, the portion of a window that lies outside the region is not drawn, while on Linux (X11) and macOS it is.</para>
            <para><b>Note:</b> This property is implemented on Linux (X11), macOS and Windows.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.Visible">
            <summary>
            <para>If <c>true</c>, the window is visible.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.WrapControls">
            <summary>
            <para>If <c>true</c>, the window's size will automatically update when a child node is added or removed, ignoring <see cref="P:Godot.Window.MinSize"/> if the new size is bigger.</para>
            <para>If <c>false</c>, you need to call <see cref="M:Godot.Window.ChildControlsChanged"/> manually.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.Transient">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.Window"/> is transient, i.e. it's considered a child of another <see cref="T:Godot.Window"/>. The transient window will be destroyed with its transient parent and will return focus to their parent when closed. The transient window is displayed on top of a non-exclusive full-screen parent window. Transient windows can't enter full-screen mode.</para>
            <para>Note that behavior might be different depending on the platform.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.Exclusive">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.Window"/> will be in exclusive mode. Exclusive windows are always on top of their parent and will block all input going to the parent <see cref="T:Godot.Window"/>.</para>
            <para>Needs <see cref="P:Godot.Window.Transient"/> enabled to work.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.Unresizable">
            <summary>
            <para>If <c>true</c>, the window can't be resized. Minimize and maximize buttons are disabled.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.Borderless">
            <summary>
            <para>If <c>true</c>, the window will have no borders.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.AlwaysOnTop">
            <summary>
            <para>If <c>true</c>, the window will be on top of all other windows. Does not work if <see cref="P:Godot.Window.Transient"/> is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.Transparent">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.Window"/>'s background can be transparent. This is best used with embedded windows.</para>
            <para><b>Note:</b> Transparency support is implemented on Linux, macOS and Windows, but availability might vary depending on GPU driver, display manager, and compositor capabilities.</para>
            <para><b>Note:</b> This property has no effect if either <c>ProjectSettings.display/window/per_pixel_transparency/allowed</c>, or the window's <see cref="P:Godot.Viewport.TransparentBg"/> is set to <c>false</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.Unfocusable">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.Window"/> can't be focused nor interacted with. It can still be visible.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.PopupWindow">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.Window"/> will be considered a popup. Popups are sub-windows that don't show as separate windows in system's window manager's window list and will send close request when anything is clicked outside of them (unless <see cref="P:Godot.Window.Exclusive"/> is enabled).</para>
            <para><b>Note:</b> This property only works with native windows.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.ExtendToTitle">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.Window"/> contents is expanded to the full size of the window, window title bar is transparent.</para>
            <para><b>Note:</b> This property is implemented only on macOS.</para>
            <para><b>Note:</b> This property only works with native windows.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.MousePassthrough">
            <summary>
            <para>If <c>true</c>, all mouse events will be passed to the underlying window of the same application. See also <see cref="P:Godot.Window.MousePassthroughPolygon"/>.</para>
            <para><b>Note:</b> This property is implemented on Linux (X11), macOS and Windows.</para>
            <para><b>Note:</b> This property only works with native windows.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.MinSize">
            <summary>
            <para>If non-zero, the <see cref="T:Godot.Window"/> can't be resized to be smaller than this size.</para>
            <para><b>Note:</b> This property will be ignored in favor of <see cref="M:Godot.Window.GetContentsMinimumSize"/> if <see cref="P:Godot.Window.WrapControls"/> is enabled and if its size is bigger.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.MaxSize">
            <summary>
            <para>If non-zero, the <see cref="T:Godot.Window"/> can't be resized to be bigger than this size.</para>
            <para><b>Note:</b> This property will be ignored if the value is lower than <see cref="P:Godot.Window.MinSize"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.ContentScaleSize">
            <summary>
            <para>Base size of the content (i.e. nodes that are drawn inside the window). If non-zero, <see cref="T:Godot.Window"/>'s content will be scaled when the window is resized to a different size.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.ContentScaleMode">
            <summary>
            <para>Specifies how the content is scaled when the <see cref="T:Godot.Window"/> is resized.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.ContentScaleAspect">
            <summary>
            <para>Specifies how the content's aspect behaves when the <see cref="T:Godot.Window"/> is resized. The base aspect is determined by <see cref="P:Godot.Window.ContentScaleSize"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.ContentScaleFactor">
            <summary>
            <para>Specifies the base scale of <see cref="T:Godot.Window"/>'s content when its <see cref="P:Godot.Window.Size"/> is equal to <see cref="P:Godot.Window.ContentScaleSize"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.AutoTranslate">
            <summary>
            <para>Toggles if any text should automatically change to its translated version depending on the current locale.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.Theme">
            <summary>
            <para>The <see cref="T:Godot.Theme"/> resource this node and all its <see cref="T:Godot.Control"/> and <see cref="T:Godot.Window"/> children use. If a child node has its own <see cref="T:Godot.Theme"/> resource set, theme items are merged with child's definitions having higher priority.</para>
            <para><b>Note:</b> <see cref="T:Godot.Window"/> styles will have no effect unless the window is embedded.</para>
            </summary>
        </member>
        <member name="P:Godot.Window.ThemeTypeVariation">
            <summary>
            <para>The name of a theme type variation used by this <see cref="T:Godot.Window"/> to look up its own theme items. See <see cref="P:Godot.Control.ThemeTypeVariation"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetWindowId">
            <summary>
            <para>Returns the ID of the window.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.ResetSize">
            <summary>
            <para>Resets the size to the minimum size, which is the max of <see cref="P:Godot.Window.MinSize"/> and (if <see cref="P:Godot.Window.WrapControls"/> is enabled) <see cref="M:Godot.Window.GetContentsMinimumSize"/>. This is equivalent to calling <c>set_size(Vector2i())</c> (or any size below the minimum).</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetPositionWithDecorations">
            <summary>
            <para>Returns the window's position including its border.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetSizeWithDecorations">
            <summary>
            <para>Returns the window's size including its border.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.SetFlag(Godot.Window.Flags,System.Boolean)">
            <summary>
            <para>Sets a specified window flag.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetFlag(Godot.Window.Flags)">
            <summary>
            <para>Returns <c>true</c> if the <c>flag</c> is set.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.IsMaximizeAllowed">
            <summary>
            <para>Returns <c>true</c> if the window can be maximized (the maximize button is enabled).</para>
            </summary>
        </member>
        <member name="M:Godot.Window.RequestAttention">
            <summary>
            <para>Tells the OS that the <see cref="T:Godot.Window"/> needs an attention. This makes the window stand out in some way depending on the system, e.g. it might blink on the task bar.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.MoveToForeground">
            <summary>
            <para>Moves the <see cref="T:Godot.Window"/> on top of other windows and focuses it.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.Hide">
            <summary>
            <para>Hides the window. This is not the same as minimized state. Hidden window can't be interacted with and needs to be made visible with <see cref="M:Godot.Window.Show"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.Show">
            <summary>
            <para>Makes the <see cref="T:Godot.Window"/> appear. This enables interactions with the <see cref="T:Godot.Window"/> and doesn't change any of its property other than visibility (unlike e.g. <see cref="M:Godot.Window.Popup(System.Nullable{Godot.Rect2I})"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Window.SetUnparentWhenInvisible(System.Boolean)">
            <summary>
            <para>If <c>unparent</c> is <c>true</c>, the window is automatically unparented when going invisible.</para>
            <para><b>Note:</b> Make sure to keep a reference to the node, otherwise it will be orphaned. You also need to manually call <see cref="M:Godot.Node.QueueFree"/> to free the window if it's not parented.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.CanDraw">
            <summary>
            <para>Returns whether the window is being drawn to the screen.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.HasFocus">
            <summary>
            <para>Returns <c>true</c> if the window is focused.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GrabFocus">
            <summary>
            <para>Causes the window to grab focus, allowing it to receive user input.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.SetImeActive(System.Boolean)">
            <summary>
            <para>If <c>active</c> is <c>true</c>, enables system's native IME (Input Method Editor).</para>
            </summary>
        </member>
        <member name="M:Godot.Window.SetImePosition(Godot.Vector2I)">
            <summary>
            <para>Moves IME to the given position.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.IsEmbedded">
            <summary>
            <para>Returns <c>true</c> if the window is currently embedded in another window.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetContentsMinimumSize">
            <summary>
            <para>Returns the combined minimum size from the child <see cref="T:Godot.Control"/> nodes of the window. Use <see cref="M:Godot.Window.ChildControlsChanged"/> to update it when children nodes have changed.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.SetUseFontOversampling(System.Boolean)">
            <summary>
            <para>Enables font oversampling. This makes fonts look better when they are scaled up.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.IsUsingFontOversampling">
            <summary>
            <para>Returns <c>true</c> if font oversampling is enabled. See <see cref="M:Godot.Window.SetUseFontOversampling(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.ChildControlsChanged">
            <summary>
            <para>Requests an update of the <see cref="T:Godot.Window"/> size to fit underlying <see cref="T:Godot.Control"/> nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.BeginBulkThemeOverride">
            <summary>
            <para>Prevents <c>*_theme_*_override</c> methods from emitting <see cref="F:Godot.Window.NotificationThemeChanged"/> until <see cref="M:Godot.Window.EndBulkThemeOverride"/> is called.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.EndBulkThemeOverride">
            <summary>
            <para>Ends a bulk theme override update. See <see cref="M:Godot.Window.BeginBulkThemeOverride"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.AddThemeIconOverride(Godot.StringName,Godot.Texture2D)">
            <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. An override can be removed with <see cref="M:Godot.Window.RemoveThemeIconOverride(Godot.StringName)"/>.</para>
            <para>See also <see cref="M:Godot.Window.GetThemeIcon(Godot.StringName,Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.AddThemeStyleboxOverride(Godot.StringName,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. An override can be removed with <see cref="M:Godot.Window.RemoveThemeStyleboxOverride(Godot.StringName)"/>.</para>
            <para>See also <see cref="M:Godot.Window.GetThemeStylebox(Godot.StringName,Godot.StringName)"/> and <see cref="M:Godot.Control.AddThemeStyleboxOverride(Godot.StringName,Godot.StyleBox)"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.AddThemeFontOverride(Godot.StringName,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. An override can be removed with <see cref="M:Godot.Window.RemoveThemeFontOverride(Godot.StringName)"/>.</para>
            <para>See also <see cref="M:Godot.Window.GetThemeFont(Godot.StringName,Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.AddThemeFontSizeOverride(Godot.StringName,System.Int32)">
            <summary>
            <para>Creates a local override for a theme font size with the specified <c>name</c>. Local overrides always take precedence when fetching theme items for the control. An override can be removed with <see cref="M:Godot.Window.RemoveThemeFontSizeOverride(Godot.StringName)"/>.</para>
            <para>See also <see cref="M:Godot.Window.GetThemeFontSize(Godot.StringName,Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.AddThemeColorOverride(Godot.StringName,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. An override can be removed with <see cref="M:Godot.Window.RemoveThemeColorOverride(Godot.StringName)"/>.</para>
            <para>See also <see cref="M:Godot.Window.GetThemeColor(Godot.StringName,Godot.StringName)"/> and <see cref="M:Godot.Control.AddThemeColorOverride(Godot.StringName,Godot.Color)"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.AddThemeConstantOverride(Godot.StringName,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. An override can be removed with <see cref="M:Godot.Window.RemoveThemeConstantOverride(Godot.StringName)"/>.</para>
            <para>See also <see cref="M:Godot.Window.GetThemeConstant(Godot.StringName,Godot.StringName)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.RemoveThemeIconOverride(Godot.StringName)">
            <summary>
            <para>Removes a local override for a theme icon with the specified <c>name</c> previously added by <see cref="M:Godot.Window.AddThemeIconOverride(Godot.StringName,Godot.Texture2D)"/> or via the Inspector dock.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.RemoveThemeStyleboxOverride(Godot.StringName)">
            <summary>
            <para>Removes a local override for a theme <see cref="T:Godot.StyleBox"/> with the specified <c>name</c> previously added by <see cref="M:Godot.Window.AddThemeStyleboxOverride(Godot.StringName,Godot.StyleBox)"/> or via the Inspector dock.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.RemoveThemeFontOverride(Godot.StringName)">
            <summary>
            <para>Removes a local override for a theme <see cref="T:Godot.Font"/> with the specified <c>name</c> previously added by <see cref="M:Godot.Window.AddThemeFontOverride(Godot.StringName,Godot.Font)"/> or via the Inspector dock.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.RemoveThemeFontSizeOverride(Godot.StringName)">
            <summary>
            <para>Removes a local override for a theme font size with the specified <c>name</c> previously added by <see cref="M:Godot.Window.AddThemeFontSizeOverride(Godot.StringName,System.Int32)"/> or via the Inspector dock.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.RemoveThemeColorOverride(Godot.StringName)">
            <summary>
            <para>Removes a local override for a theme <see cref="T:Godot.Color"/> with the specified <c>name</c> previously added by <see cref="M:Godot.Window.AddThemeColorOverride(Godot.StringName,Godot.Color)"/> or via the Inspector dock.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.RemoveThemeConstantOverride(Godot.StringName)">
            <summary>
            <para>Removes a local override for a theme constant with the specified <c>name</c> previously added by <see cref="M:Godot.Window.AddThemeConstantOverride(Godot.StringName,System.Int32)"/> or via the Inspector dock.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetThemeIcon(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetThemeStylebox(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetThemeFont(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetThemeFontSize(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns a font size from the first matching <see cref="T:Godot.Theme"/> in the tree if that <see cref="T:Godot.Theme"/> has a font size item with the specified <c>name</c> and <c>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetThemeColor(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetThemeConstant(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.HasThemeIconOverride(Godot.StringName)">
            <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.Window.AddThemeIconOverride(Godot.StringName,Godot.Texture2D)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.HasThemeStyleboxOverride(Godot.StringName)">
            <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.Window.AddThemeStyleboxOverride(Godot.StringName,Godot.StyleBox)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.HasThemeFontOverride(Godot.StringName)">
            <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.Window.AddThemeFontOverride(Godot.StringName,Godot.Font)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.HasThemeFontSizeOverride(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if there is a local override for a theme font size with the specified <c>name</c> in this <see cref="T:Godot.Control"/> node.</para>
            <para>See <see cref="M:Godot.Window.AddThemeFontSizeOverride(Godot.StringName,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.HasThemeColorOverride(Godot.StringName)">
            <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.Window.AddThemeColorOverride(Godot.StringName,Godot.Color)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.HasThemeConstantOverride(Godot.StringName)">
            <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.Window.AddThemeConstantOverride(Godot.StringName,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.HasThemeIcon(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.HasThemeStylebox(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.HasThemeFont(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.HasThemeFontSize(Godot.StringName,Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if there is a matching <see cref="T:Godot.Theme"/> in the tree that has a font size item with the specified <c>name</c> and <c>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.HasThemeColor(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.HasThemeConstant(Godot.StringName,Godot.StringName)">
            <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>themeType</c>.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetThemeDefaultBaseScale">
            <summary>
            <para>Returns the default base scale value 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.DefaultBaseScale"/> value.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.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.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetThemeDefaultFontSize">
            <summary>
            <para>Returns the default font size value 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.DefaultFontSize"/> value.</para>
            <para>See <see cref="M:Godot.Control.GetThemeColor(Godot.StringName,Godot.StringName)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.SetLayoutDirection(Godot.Window.LayoutDirection)">
            <summary>
            <para>Sets layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew).</para>
            </summary>
        </member>
        <member name="M:Godot.Window.GetLayoutDirection">
            <summary>
            <para>Returns layout direction and text writing direction.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.IsLayoutRtl">
            <summary>
            <para>Returns <c>true</c> if layout is right-to-left.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.Popup(System.Nullable{Godot.Rect2I})">
            <summary>
            <para>Shows the <see cref="T:Godot.Window"/> and makes it transient (see <see cref="P:Godot.Window.Transient"/>). If <c>rect</c> is provided, it will be set as the <see cref="T:Godot.Window"/>'s size. Fails if called on the main window.</para>
            </summary>
            <param name="rect">If the parameter is null, then the default value is <c>new Rect2I(new Vector2I(0, 0), new Vector2I(0, 0))</c>.</param>
        </member>
        <member name="M:Godot.Window.PopupOnParent(Godot.Rect2I)">
            <summary>
            <para>Popups the <see cref="T:Godot.Window"/> with a position shifted by parent <see cref="T:Godot.Window"/>'s position. If the <see cref="T:Godot.Window"/> is embedded, has the same effect as <see cref="M:Godot.Window.Popup(System.Nullable{Godot.Rect2I})"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.PopupCentered(System.Nullable{Godot.Vector2I})">
            <summary>
            <para>Popups the <see cref="T:Godot.Window"/> at the center of the current screen, with optionally given minimum size. If the <see cref="T:Godot.Window"/> is embedded, it will be centered in the parent <see cref="T:Godot.Viewport"/> instead.</para>
            <para><b>Note:</b> Calling it with the default value of <c>minsize</c> is equivalent to calling it with <see cref="P:Godot.Window.Size"/>.</para>
            </summary>
            <param name="minsize">If the parameter is null, then the default value is <c>new Vector2I(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.Window.PopupCenteredRatio(System.Single)">
            <summary>
            <para>Popups the <see cref="T:Godot.Window"/> centered inside its parent <see cref="T:Godot.Window"/> and sets its size as a <c>ratio</c> of parent's size.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.PopupCenteredClamped(System.Nullable{Godot.Vector2I},System.Single)">
            <summary>
            <para>Popups the <see cref="T:Godot.Window"/> centered inside its parent <see cref="T:Godot.Window"/>. <c>fallbackRatio</c> determines the maximum size of the <see cref="T:Godot.Window"/>, in relation to its parent.</para>
            <para><b>Note:</b> Calling it with the default value of <c>minsize</c> is equivalent to calling it with <see cref="P:Godot.Window.Size"/>.</para>
            </summary>
            <param name="minsize">If the parameter is null, then the default value is <c>new Vector2I(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.Window.PopupExclusive(Godot.Node,System.Nullable{Godot.Rect2I})">
            <summary>
            <para>Attempts to parent this dialog to the last exclusive window relative to <c>fromNode</c>, and then calls <see cref="M:Godot.Window.Popup(System.Nullable{Godot.Rect2I})"/> on it. The dialog must have no current parent, otherwise the method fails.</para>
            <para>See also <see cref="M:Godot.Window.SetUnparentWhenInvisible(System.Boolean)"/> and <see cref="M:Godot.Node.GetLastExclusiveWindow"/>.</para>
            </summary>
            <param name="rect">If the parameter is null, then the default value is <c>new Rect2I(new Vector2I(0, 0), new Vector2I(0, 0))</c>.</param>
        </member>
        <member name="M:Godot.Window.PopupExclusiveOnParent(Godot.Node,Godot.Rect2I)">
            <summary>
            <para>Attempts to parent this dialog to the last exclusive window relative to <c>fromNode</c>, and then calls <see cref="M:Godot.Window.PopupOnParent(Godot.Rect2I)"/> on it. The dialog must have no current parent, otherwise the method fails.</para>
            <para>See also <see cref="M:Godot.Window.SetUnparentWhenInvisible(System.Boolean)"/> and <see cref="M:Godot.Node.GetLastExclusiveWindow"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.PopupExclusiveCentered(Godot.Node,System.Nullable{Godot.Vector2I})">
            <summary>
            <para>Attempts to parent this dialog to the last exclusive window relative to <c>fromNode</c>, and then calls <see cref="M:Godot.Window.PopupCentered(System.Nullable{Godot.Vector2I})"/> on it. The dialog must have no current parent, otherwise the method fails.</para>
            <para>See also <see cref="M:Godot.Window.SetUnparentWhenInvisible(System.Boolean)"/> and <see cref="M:Godot.Node.GetLastExclusiveWindow"/>.</para>
            </summary>
            <param name="minsize">If the parameter is null, then the default value is <c>new Vector2I(0, 0)</c>.</param>
        </member>
        <member name="M:Godot.Window.PopupExclusiveCenteredRatio(Godot.Node,System.Single)">
            <summary>
            <para>Attempts to parent this dialog to the last exclusive window relative to <c>fromNode</c>, and then calls <see cref="M:Godot.Window.PopupCenteredRatio(System.Single)"/> on it. The dialog must have no current parent, otherwise the method fails.</para>
            <para>See also <see cref="M:Godot.Window.SetUnparentWhenInvisible(System.Boolean)"/> and <see cref="M:Godot.Node.GetLastExclusiveWindow"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Window.PopupExclusiveCenteredClamped(Godot.Node,System.Nullable{Godot.Vector2I},System.Single)">
            <summary>
            <para>Attempts to parent this dialog to the last exclusive window relative to <c>fromNode</c>, and then calls <see cref="M:Godot.Window.PopupCenteredClamped(System.Nullable{Godot.Vector2I},System.Single)"/> on it. The dialog must have no current parent, otherwise the method fails.</para>
            <para>See also <see cref="M:Godot.Window.SetUnparentWhenInvisible(System.Boolean)"/> and <see cref="M:Godot.Node.GetLastExclusiveWindow"/>.</para>
            </summary>
            <param name="minsize">If the parameter is null, then the default value is <c>new Vector2I(0, 0)</c>.</param>
        </member>
        <member name="T:Godot.Window.WindowInputEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Window.WindowInput"/> event of a <see cref="T:Godot.Window"/> class.
            </summary>
        </member>
        <member name="E:Godot.Window.WindowInput">
            <summary>
            <para>Emitted when the <see cref="T:Godot.Window"/> is currently focused and receives any input, passing the received event as an argument. The event's position, if present, is in the embedder's coordinate system.</para>
            </summary>
        </member>
        <member name="T:Godot.Window.FilesDroppedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Window.FilesDropped"/> event of a <see cref="T:Godot.Window"/> class.
            </summary>
        </member>
        <member name="E:Godot.Window.FilesDropped">
            <summary>
            <para>Emitted when files are dragged from the OS file manager and dropped in the game window. The argument is a list of file paths.</para>
            <para>Note that this method only works with native windows, i.e. the main window and <see cref="T:Godot.Window"/>-derived nodes when <see cref="P:Godot.Viewport.GuiEmbedSubwindows"/> is disabled in the main viewport.</para>
            <para>Example usage:</para>
            <para><code>
            func _ready():
                get_viewport().files_dropped.connect(on_files_dropped)
            
            func on_files_dropped(files):
                print(files)
            </code></para>
            </summary>
        </member>
        <member name="E:Godot.Window.MouseEntered">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Window.MouseEntered"/> event of a <see cref="T:Godot.Window"/> class.
            </summary>
            <summary>
            <para>Emitted when the mouse cursor enters the <see cref="T:Godot.Window"/>'s area, regardless if it's currently focused or not.</para>
            </summary>
        </member>
        <member name="E:Godot.Window.MouseExited">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Window.MouseExited"/> event of a <see cref="T:Godot.Window"/> class.
            </summary>
            <summary>
            <para>Emitted when the mouse cursor exits the <see cref="T:Godot.Window"/>'s area (including when it's hovered over another window on top of this one).</para>
            </summary>
        </member>
        <member name="E:Godot.Window.FocusEntered">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Window.FocusEntered"/> event of a <see cref="T:Godot.Window"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.Window"/> gains focus.</para>
            </summary>
        </member>
        <member name="E:Godot.Window.FocusExited">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Window.FocusExited"/> event of a <see cref="T:Godot.Window"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.Window"/> loses its focus.</para>
            </summary>
        </member>
        <member name="E:Godot.Window.CloseRequested">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Window.CloseRequested"/> event of a <see cref="T:Godot.Window"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.Window"/>'s close button is pressed or when <see cref="P:Godot.Window.PopupWindow"/> is enabled and user clicks outside the window.</para>
            <para>This signal can be used to handle window closing, e.g. by connecting it to <see cref="M:Godot.Window.Hide"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.Window.GoBackRequested">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Window.GoBackRequested"/> event of a <see cref="T:Godot.Window"/> class.
            </summary>
            <summary>
            <para>Emitted when a go back request is sent (e.g. pressing the "Back" button on Android), right after <see cref="F:Godot.Node.NotificationWMGoBackRequest"/>.</para>
            </summary>
        </member>
        <member name="E:Godot.Window.VisibilityChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Window.VisibilityChanged"/> event of a <see cref="T:Godot.Window"/> class.
            </summary>
            <summary>
            <para>Emitted when <see cref="T:Godot.Window"/> is made visible or disappears.</para>
            </summary>
        </member>
        <member name="E:Godot.Window.AboutToPopup">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Window.AboutToPopup"/> event of a <see cref="T:Godot.Window"/> class.
            </summary>
            <summary>
            <para>Emitted right after <see cref="M:Godot.Window.Popup(System.Nullable{Godot.Rect2I})"/> call, before the <see cref="T:Godot.Window"/> appears or does anything.</para>
            </summary>
        </member>
        <member name="E:Godot.Window.ThemeChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Window.ThemeChanged"/> event of a <see cref="T:Godot.Window"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="F:Godot.Window.NotificationThemeChanged"/> notification is sent.</para>
            </summary>
        </member>
        <member name="E:Godot.Window.DpiChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Window.DpiChanged"/> event of a <see cref="T:Godot.Window"/> class.
            </summary>
            <summary>
            <para>Emitted when the <see cref="T:Godot.Window"/>'s DPI changes as a result of OS-level changes (e.g. moving the window from a Retina display to a lower resolution one).</para>
            <para><b>Note:</b> Only implemented on macOS.</para>
            </summary>
        </member>
        <member name="E:Godot.Window.TitlebarChanged">
            <summary>
            Represents the method that handles the <see cref="E:Godot.Window.TitlebarChanged"/> event of a <see cref="T:Godot.Window"/> class.
            </summary>
            <summary>
            <para>Emitted when window title bar decorations are changed, e.g. macOS window enter/exit full screen mode, or extend-to-title flag is changed.</para>
            </summary>
        </member>
        <member name="T:Godot.WorkerThreadPool">
            <summary>
            <para>The <see cref="T:Godot.WorkerThreadPool"/> singleton allocates a set of <see cref="T:Godot.GodotThread"/>s (called worker threads) on project startup and provides methods for offloading tasks to them. This can be used for simple multithreading without having to create <see cref="T:Godot.GodotThread"/>s.</para>
            <para>Tasks hold the <see cref="T:Godot.Callable"/> to be run by the threads. <see cref="T:Godot.WorkerThreadPool"/> can be used to create regular tasks, which will be taken by one worker thread, or group tasks, which can be distributed between multiple worker threads. Group tasks execute the <see cref="T:Godot.Callable"/> multiple times, which makes them useful for iterating over a lot of elements, such as the enemies in an arena.</para>
            <para>Here's a sample on how to offload an expensive function to worker threads:</para>
            <para><code>
            private List&lt;Node&gt; _enemies = new List&lt;Node&gt;(); // A list to be filled with enemies.
            
            private void ProcessEnemyAI(int enemyIndex)
            {
                Node processedEnemy = _enemies[enemyIndex];
                // Expensive logic here.
            }
            
            public override void _Process(double delta)
            {
                long taskId = WorkerThreadPool.AddGroupTask(Callable.From&lt;int&gt;(ProcessEnemyAI), _enemies.Count);
                // Other code...
                WorkerThreadPool.WaitForGroupTaskCompletion(taskId);
                // Other code that depends on the enemy AI already being processed.
            }
            </code></para>
            <para>The above code relies on the number of elements in the <c>enemies</c> array remaining constant during the multithreaded part.</para>
            <para><b>Note:</b> Using this singleton could affect performance negatively if the task being distributed between threads is not computationally expensive.</para>
            </summary>
        </member>
        <member name="M:Godot.WorkerThreadPool.AddTask(Godot.Callable,System.Boolean,System.String)">
            <summary>
            <para>Adds <c>action</c> as a task to be executed by a worker thread. <c>highPriority</c> determines if the task has a high priority or a low priority (default). You can optionally provide a <c>description</c> to help with debugging.</para>
            <para>Returns a task ID that can be used by other methods.</para>
            </summary>
        </member>
        <member name="M:Godot.WorkerThreadPool.IsTaskCompleted(System.Int64)">
            <summary>
            <para>Returns <c>true</c> if the task with the given ID is completed.</para>
            </summary>
        </member>
        <member name="M:Godot.WorkerThreadPool.WaitForTaskCompletion(System.Int64)">
            <summary>
            <para>Pauses the thread that calls this method until the task with the given ID is completed.</para>
            <para>Returns <see cref="F:Godot.Error.Ok"/> if the task could be successfully awaited.</para>
            <para>Returns <see cref="F:Godot.Error.InvalidParameter"/> if a task with the passed ID does not exist (maybe because it was already awaited and disposed of).</para>
            <para>Returns <see cref="F:Godot.Error.Busy"/> if the call is made from another running task and, due to task scheduling, the task to await is at a lower level in the call stack and therefore can't progress. This is an advanced situation that should only matter when some tasks depend on others.</para>
            </summary>
        </member>
        <member name="M:Godot.WorkerThreadPool.AddGroupTask(Godot.Callable,System.Int32,System.Int32,System.Boolean,System.String)">
            <summary>
            <para>Adds <c>action</c> as a group task to be executed by the worker threads. The <see cref="T:Godot.Callable"/> will be called a number of times based on <c>elements</c>, with the first thread calling it with the value <c>0</c> as a parameter, and each consecutive execution incrementing this value by 1 until it reaches <c>element - 1</c>.</para>
            <para>The number of threads the task is distributed to is defined by <c>tasksNeeded</c>, where the default value <c>-1</c> means it is distributed to all worker threads. <c>highPriority</c> determines if the task has a high priority or a low priority (default). You can optionally provide a <c>description</c> to help with debugging.</para>
            <para>Returns a group task ID that can be used by other methods.</para>
            </summary>
        </member>
        <member name="M:Godot.WorkerThreadPool.IsGroupTaskCompleted(System.Int64)">
            <summary>
            <para>Returns <c>true</c> if the group task with the given ID is completed.</para>
            </summary>
        </member>
        <member name="M:Godot.WorkerThreadPool.GetGroupProcessedElementCount(System.Int64)">
            <summary>
            <para>Returns how many times the <see cref="T:Godot.Callable"/> of the group task with the given ID has already been executed by the worker threads.</para>
            <para><b>Note:</b> If a thread has started executing the <see cref="T:Godot.Callable"/> but is yet to finish, it won't be counted.</para>
            </summary>
        </member>
        <member name="M:Godot.WorkerThreadPool.WaitForGroupTaskCompletion(System.Int64)">
            <summary>
            <para>Pauses the thread that calls this method until the group task with the given ID is completed.</para>
            </summary>
        </member>
        <member name="T:Godot.World2D">
            <summary>
            <para>Class that has everything pertaining to a 2D world: A physics space, a canvas, 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.RenderingServer"/> 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.PhysicsServer2D"/> 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.NavigationServer2D"/>.</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 <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> in the main thread.</para>
            </summary>
        </member>
        <member name="T:Godot.World3D">
            <summary>
            <para>Class that has everything pertaining to a world: A physics space, a visual scenario, and a sound space. 3D nodes register their resources into the current 3D world.</para>
            </summary>
        </member>
        <member name="P:Godot.World3D.Environment">
            <summary>
            <para>The World3D's <see cref="T:Godot.Environment"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.World3D.FallbackEnvironment">
            <summary>
            <para>The World3D's fallback environment will be used if <see cref="P:Godot.World3D.Environment"/> fails or is missing.</para>
            </summary>
        </member>
        <member name="P:Godot.World3D.CameraAttributes">
            <summary>
            <para>The default <see cref="T:Godot.CameraAttributes"/> resource to use if none set on the <see cref="T:Godot.Camera3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.World3D.Space">
            <summary>
            <para>The World3D's physics space.</para>
            </summary>
        </member>
        <member name="P:Godot.World3D.NavigationMap">
            <summary>
            <para>The <see cref="T:Godot.Rid"/> of this world's navigation map. Used by the <see cref="T:Godot.NavigationServer3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.World3D.Scenario">
            <summary>
            <para>The World3D's visual scenario.</para>
            </summary>
        </member>
        <member name="P:Godot.World3D.DirectSpaceState">
            <summary>
            <para>Direct access to the world's physics 3D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to <see cref="M:Godot.Node._PhysicsProcess(System.Double)"/> in the main thread.</para>
            </summary>
        </member>
        <member name="T:Godot.WorldBoundaryShape2D">
            <summary>
            <para>A 2D world boundary shape, intended for use in physics. <see cref="T:Godot.WorldBoundaryShape2D"/> works like an infinite straight line that forces all physics bodies to stay above it. The line's normal determines which direction is considered as "above" and in the editor, the smaller line over it represents this direction. It can for example be used for endless flat floors.</para>
            </summary>
        </member>
        <member name="P:Godot.WorldBoundaryShape2D.Normal">
            <summary>
            <para>The line's normal. Defaults to <c>Vector2.UP</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.WorldBoundaryShape2D.Distance">
            <summary>
            <para>The line's distance from the origin.</para>
            </summary>
        </member>
        <member name="T:Godot.WorldBoundaryShape3D">
            <summary>
            <para>A 3D world boundary shape, intended for use in physics. <see cref="T:Godot.WorldBoundaryShape3D"/> works like an infinite plane that forces all physics bodies to stay above it. The <see cref="P:Godot.WorldBoundaryShape3D.Plane"/>'s normal determines which direction is considered as "above" and in the editor, the line over the plane represents this direction. It can for example be used for endless flat floors.</para>
            </summary>
        </member>
        <member name="P:Godot.WorldBoundaryShape3D.Plane">
            <summary>
            <para>The <see cref="T:Godot.Plane"/> used by the <see cref="T:Godot.WorldBoundaryShape3D"/> for collision.</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.Camera3D"/>. Additionally, only one <see cref="T:Godot.WorldEnvironment"/> may be instantiated 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="P:Godot.WorldEnvironment.CameraAttributes">
            <summary>
            <para>The default <see cref="T:Godot.CameraAttributes"/> resource to use if none set on the <see cref="T:Godot.Camera3D"/>.</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.StreamPeerTls.AcceptStream(Godot.StreamPeer,Godot.TlsOptions)"/> (along with the proper <see cref="T:Godot.CryptoKey"/>), and to specify the only certificate that should be accepted when connecting to a TLS server via <see cref="M:Godot.StreamPeerTls.ConnectToStream(Godot.StreamPeer,System.String,Godot.TlsOptions)"/>.</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="M:Godot.X509Certificate.SaveToString">
            <summary>
            <para>Returns a string representation of the certificate, or an empty string if the certificate is invalid.</para>
            </summary>
        </member>
        <member name="M:Godot.X509Certificate.LoadFromString(System.String)">
            <summary>
            <para>Loads a certificate from the given <c>string</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.XmlParser">
            <summary>
            <para>Provides a low-level interface for creating parsers for <a href="https://en.wikipedia.org/wiki/XML">XML</a> files. This class can serve as base to make custom XML parsers.</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 number 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 <c>idx</c> index.</para>
            </summary>
        </member>
        <member name="M:Godot.XmlParser.GetAttributeValue(System.Int32)">
            <summary>
            <para>Gets the value of the attribute specified by the <c>idx</c> index.</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 <c>name</c>. 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 <c>name</c>. 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, counting from 0.</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 <c>file</c> for parsing. This returns an error code.</para>
            </summary>
        </member>
        <member name="M:Godot.XmlParser.OpenBuffer(System.Byte[])">
            <summary>
            <para>Opens an XML raw <c>buffer</c> for parsing. This returns an error code.</para>
            </summary>
        </member>
        <member name="T:Godot.XRAnchor3D">
            <summary>
            <para>The <see cref="T:Godot.XRAnchor3D"/> 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="M:Godot.XRAnchor3D.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.XRAnchor3D.GetPlane">
            <summary>
            <para>Returns a plane aligned with our anchor; handy for intersection testing.</para>
            </summary>
        </member>
        <member name="T:Godot.XRCamera3D">
            <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 XR 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 XR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the XRCamera3D can lag a few milliseconds behind what is used for rendering as a result.</para>
            </summary>
        </member>
        <member name="T:Godot.XRController3D">
            <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 XRController3D nodes to your scene.</para>
            <para>The position of the controller node is automatically updated by the <see cref="T:Godot.XRServer"/>. This makes this node ideal to add child nodes to visualize the controller.</para>
            <para>As many XR runtimes now use a configurable action map all inputs are named.</para>
            </summary>
        </member>
        <member name="M:Godot.XRController3D.IsButtonPressed(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the button with the given <c>name</c> is pressed.</para>
            </summary>
        </member>
        <member name="M:Godot.XRController3D.GetInput(Godot.StringName)">
            <summary>
            <para>Returns a <see cref="T:Godot.Variant"/> for the input with the given <c>name</c>. This works for any input type, the variant will be typed according to the actions configuration.</para>
            </summary>
        </member>
        <member name="M:Godot.XRController3D.GetFloat(Godot.StringName)">
            <summary>
            <para>Returns a numeric value for the input with the given <c>name</c>. This is used for triggers and grip sensors.</para>
            </summary>
        </member>
        <member name="M:Godot.XRController3D.GetVector2(Godot.StringName)">
            <summary>
            <para>Returns a <see cref="T:Godot.Vector2"/> for the input with the given <c>name</c>. This is used for thumbsticks and thumbpads found on many controllers.</para>
            </summary>
        </member>
        <member name="M:Godot.XRController3D.GetTrackerHand">
            <summary>
            <para>Returns the hand holding this controller, if known. See <see cref="T:Godot.XRPositionalTracker.TrackerHand"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.XRController3D.ButtonPressedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRController3D.ButtonPressed"/> event of a <see cref="T:Godot.XRController3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRController3D.ButtonPressed">
            <summary>
            <para>Emitted when a button on this controller is pressed.</para>
            </summary>
        </member>
        <member name="T:Godot.XRController3D.ButtonReleasedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRController3D.ButtonReleased"/> event of a <see cref="T:Godot.XRController3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRController3D.ButtonReleased">
            <summary>
            <para>Emitted when a button on this controller is released.</para>
            </summary>
        </member>
        <member name="T:Godot.XRController3D.InputFloatChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRController3D.InputFloatChanged"/> event of a <see cref="T:Godot.XRController3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRController3D.InputFloatChanged">
            <summary>
            <para>Emitted when a trigger or similar input on this controller changes value.</para>
            </summary>
        </member>
        <member name="T:Godot.XRController3D.InputVector2ChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRController3D.InputVector2Changed"/> event of a <see cref="T:Godot.XRController3D"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRController3D.InputVector2Changed">
            <summary>
            <para>Emitted when a thumbstick or thumbpad on this controller is moved.</para>
            </summary>
        </member>
        <member name="T:Godot.XRInterface">
            <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 GDExtension modules. 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.XRServer"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.Capabilities.None">
            <summary>
            <para>No XR capabilities.</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.Capabilities.Mono">
            <summary>
            <para>This interface can work with normal rendering output (non-HMD based AR).</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.Capabilities.Stereo">
            <summary>
            <para>This interface supports stereoscopic rendering.</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.Capabilities.Quad">
            <summary>
            <para>This interface supports quad rendering (not yet supported by Godot).</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.Capabilities.Vr">
            <summary>
            <para>This interface supports VR.</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.Capabilities.Ar">
            <summary>
            <para>This interface supports AR (video background and real world tracking).</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.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.XRInterface.GetRenderTargetSize"/>). Using a separate viewport node frees up the main viewport for other purposes.</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.TrackingStatus.NormalTracking">
            <summary>
            <para>Tracking is behaving as expected.</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.TrackingStatus.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.XRInterface.TrackingStatus.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.XRInterface.TrackingStatus.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.XRInterface.TrackingStatus.NotTracking">
            <summary>
            <para>Tracking is not functional (camera not plugged in or obscured, lighthouses turned off, etc.).</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.PlayAreaMode.Unknown">
            <summary>
            <para>Play area mode not set or not available.</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.PlayAreaMode.Area3Dof">
            <summary>
            <para>Play area only supports orientation tracking, no positional tracking, area will center around player.</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.PlayAreaMode.Sitting">
            <summary>
            <para>Player is in seated position, limited positional tracking, fixed guardian around player.</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.PlayAreaMode.Roomscale">
            <summary>
            <para>Player is free to move around, full positional tracking.</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.PlayAreaMode.Stage">
            <summary>
            <para>Same as <see cref="F:Godot.XRInterface.PlayAreaMode.Roomscale"/> but origin point is fixed to the center of the physical space, <see cref="M:Godot.XRServer.CenterOnHmd(Godot.XRServer.RotationMode,System.Boolean)"/> disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.EnvironmentBlendMode.Opaque">
            <summary>
            <para>Opaque blend mode. This is typically used for VR devices.</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.EnvironmentBlendMode.Additive">
            <summary>
            <para>Additive blend mode. This is typically used for AR devices or VR devices with passthrough.</para>
            </summary>
        </member>
        <member name="F:Godot.XRInterface.EnvironmentBlendMode.AlphaBlend">
            <summary>
            <para>Alpha blend mode. This is typically used for AR or VR devices with passthrough capabilities. The alpha channel controls how much of the passthrough is visible. Alpha of 0.0 means the passthrough is visible and this pixel works in ADDITIVE mode. Alpha of 1.0 means that the passthrough is not visible and this pixel works in OPAQUE mode.</para>
            </summary>
        </member>
        <member name="P:Godot.XRInterface.InterfaceIsPrimary">
            <summary>
            <para><c>true</c> if this is the primary interface.</para>
            </summary>
        </member>
        <member name="P:Godot.XRInterface.XRPlayAreaMode">
            <summary>
            <para>The play area mode for this interface.</para>
            </summary>
        </member>
        <member name="P:Godot.XRInterface.ArIsAnchorDetectionEnabled">
            <summary>
            <para>On an AR interface, <c>true</c> if anchor detection is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.GetName">
            <summary>
            <para>Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc).</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.GetCapabilities">
            <summary>
            <para>Returns a combination of <see cref="T:Godot.XRInterface.Capabilities"/> flags providing information about the capabilities of this interface.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.IsInitialized">
            <summary>
            <para>Is <c>true</c> if this interface has been initialized.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.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><b>Note:</b> You must enable the XR 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.XRInterface.Uninitialize">
            <summary>
            <para>Turns the interface off.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.GetSystemInfo">
            <summary>
            <para>Returns a <see cref="T:Godot.Collections.Dictionary"/> with extra system info. Interfaces are expected to return <c>XRRuntimeName</c> and <c>XRRuntimeVersion</c> providing info about the used XR runtime. Additional entries may be provided specific to an interface.</para>
            <para><b>Note:</b>This information may only be available after <see cref="M:Godot.XRInterface.Initialize"/> was successfully called.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.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.XRInterface.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.XRInterface.GetViewCount">
            <summary>
            <para>Returns the number of views that need to be rendered for this device. 1 for Monoscopic, 2 for Stereoscopic.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.TriggerHapticPulse(System.String,Godot.StringName,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>Triggers a haptic pulse on a device associated with this interface.</para>
            <para><c>actionName</c> is the name of the action for this pulse.</para>
            <para><c>trackerName</c> is optional and can be used to direct the pulse to a specific device provided that device is bound to this haptic.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.SupportsPlayAreaMode(Godot.XRInterface.PlayAreaMode)">
            <summary>
            <para>Call this to find out if a given play area mode is supported by this interface.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.SetPlayAreaMode(Godot.XRInterface.PlayAreaMode)">
            <summary>
            <para>Sets the active play area mode, will return <c>false</c> if the mode can't be used with this interface.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.GetPlayArea">
            <summary>
            <para>Returns an array of vectors that denotes the physical play area mapped to the virtual space around the <see cref="T:Godot.XROrigin3D"/> point. The points form a convex polygon that can be used to react to or visualize the play area. This returns an empty array if this feature is not supported or if the information is not yet available.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.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="M:Godot.XRInterface.IsPassthroughSupported">
            <summary>
            <para>Is <c>true</c> if this interface supports passthrough.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.IsPassthroughEnabled">
            <summary>
            <para>Is <c>true</c> if passthrough is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.StartPassthrough">
            <summary>
            <para>Starts passthrough, will return <c>false</c> if passthrough couldn't be started.</para>
            <para><b>Note:</b> The viewport used for XR must have a transparent background, otherwise passthrough may not properly render.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.StopPassthrough">
            <summary>
            <para>Stops passthrough.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.GetTransformForView(System.UInt32,Godot.Transform3D)">
            <summary>
            <para>Returns the transform for a view/eye.</para>
            <para><c>view</c> is the view/eye index.</para>
            <para><c>camTransform</c> is the transform that maps device coordinates to scene coordinates, typically the <see cref="P:Godot.Node3D.GlobalTransform"/> of the current XROrigin3D.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.GetProjectionForView(System.UInt32,System.Double,System.Double,System.Double)">
            <summary>
            <para>Returns the projection matrix for a view/eye.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.GetSupportedEnvironmentBlendModes">
            <summary>
            <para>Returns the an array of supported environment blend modes, see <see cref="T:Godot.XRInterface.EnvironmentBlendMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterface.SetEnvironmentBlendMode(Godot.XRInterface.EnvironmentBlendMode)">
            <summary>
            <para>Sets the active environment blend mode.</para>
            <para><c>mode</c> is the <see cref="T:Godot.XRInterface.EnvironmentBlendMode"/> starting with the next frame.</para>
            <para><b>Note:</b> Not all runtimes support all environment blend modes, so it is important to check this at startup. For example:</para>
            <para><code>
                            func _ready():
                                var xr_interface: XRInterface = XRServer.find_interface("OpenXR")
                                if xr_interface and xr_interface.is_initialized():
                                    var vp: Viewport = get_viewport()
                                    vp.use_xr = true
                                    var acceptable_modes = [ XRInterface.XR_ENV_BLEND_MODE_OPAQUE, XRInterface.XR_ENV_BLEND_MODE_ADDITIVE ]
                                    var modes = xr_interface.get_supported_environment_blend_modes()
                                    for mode in acceptable_modes:
                                        if mode in modes:
                                            xr_interface.set_environment_blend_mode(mode)
                                            break
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.XRInterface.PlayAreaChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRInterface.PlayAreaChanged"/> event of a <see cref="T:Godot.XRInterface"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRInterface.PlayAreaChanged">
            <summary>
            <para>Emitted when the play area is changed. This can be a result of the player resetting the boundary or entering a new play area, the player changing the play area mode, the world scale changing or the player resetting their headset orientation.</para>
            </summary>
        </member>
        <member name="T:Godot.XRInterfaceExtension">
            <summary>
            <para>External XR interface plugins should inherit from this class.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._EndFrame">
            <summary>
            <para>Called if interface is active and queues have been submitted.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetAnchorDetectionIsEnabled">
            <summary>
            <para>Return <c>true</c> if anchor detection is enabled for this interface.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetCameraFeedId">
            <summary>
            <para>Returns the camera feed ID for the <see cref="T:Godot.CameraFeed"/> registered with the <see cref="T:Godot.CameraServer"/> that should be presented as the background on an AR capable device (if applicable).</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetCameraTransform">
            <summary>
            <para>Returns the <see cref="T:Godot.Transform3D"/> that positions the <see cref="T:Godot.XRCamera3D"/> in the world.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetCapabilities">
            <summary>
            <para>Returns the capabilities of this interface.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetColorTexture">
            <summary>
            <para>Return color texture into which to render (if applicable).</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetDepthTexture">
            <summary>
            <para>Return depth texture into which to render (if applicable).</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetName">
            <summary>
            <para>Returns the name of this interface.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetPlayArea">
            <summary>
            <para>Returns an <see cref="T:Godot.Vector3"/>[] that denotes the play areas boundaries (if applicable).</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetPlayAreaMode">
            <summary>
            <para>Returns the <see cref="T:Godot.XRInterface.PlayAreaMode"/> that sets up our play area.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetProjectionForView(System.UInt32,System.Double,System.Double,System.Double)">
            <summary>
            <para>Returns the projection matrix for the given view as a <see cref="T:System.Double"/>[].</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetRenderTargetSize">
            <summary>
            <para>Returns the size of our render target for this interface, this overrides the size of the <see cref="T:Godot.Viewport"/> marked as the xr viewport.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetSuggestedPoseNames(Godot.StringName)">
            <summary>
            <para>Returns a <see cref="T:System.String"/>[] with pose names configured by this interface. Note that user configuration can override this list.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetSuggestedTrackerNames">
            <summary>
            <para>Returns a <see cref="T:System.String"/>[] with tracker names configured by this interface. Note that user configuration can override this list.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetSystemInfo">
            <summary>
            <para>Returns a <see cref="T:Godot.Collections.Dictionary"/> with system informationr elated to this interface.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetTrackingStatus">
            <summary>
            <para>Returns a <see cref="T:Godot.XRInterface.TrackingStatus"/> specifying the current status of our tracking.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetTransformForView(System.UInt32,Godot.Transform3D)">
            <summary>
            <para>Returns a <see cref="T:Godot.Transform3D"/> for a given view.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetVelocityTexture">
            <summary>
            <para>Return velocity texture into which to render (if applicable).</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._GetViewCount">
            <summary>
            <para>Returns the number of views this interface requires, 1 for mono, 2 for stereoscopic.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._Initialize">
            <summary>
            <para>Initializes the interface, returns <c>true</c> on success.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._IsInitialized">
            <summary>
            <para>Returns <c>true</c> if this interface has been initialized.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._PostDrawViewport(Godot.Rid,Godot.Rect2)">
            <summary>
            <para>Called after the XR <see cref="T:Godot.Viewport"/> draw logic has completed.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._PreDrawViewport(Godot.Rid)">
            <summary>
            <para>Called if this is our primary <see cref="T:Godot.XRInterfaceExtension"/> before we start processing a <see cref="T:Godot.Viewport"/> for every active XR <see cref="T:Godot.Viewport"/>, returns <c>true</c> if that viewport should be rendered. An XR interface may return <c>false</c> if the user has taken off their headset and we can pause rendering.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._PreRender">
            <summary>
            <para>Called if this <see cref="T:Godot.XRInterfaceExtension"/> is active before rendering starts. Most XR interfaces will sync tracking at this point in time.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._Process">
            <summary>
            <para>Called if this <see cref="T:Godot.XRInterfaceExtension"/> is active before our physics and game process is called. Most XR interfaces will update its <see cref="T:Godot.XRPositionalTracker"/>s at this point in time.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._SetAnchorDetectionIsEnabled(System.Boolean)">
            <summary>
            <para>Enables anchor detection on this interface if supported.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._SetPlayAreaMode(Godot.XRInterface.PlayAreaMode)">
            <summary>
            <para>Set the play area mode for this interface.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._SupportsPlayAreaMode(Godot.XRInterface.PlayAreaMode)">
            <summary>
            <para>Returns <c>true</c> if this interface supports this play area mode.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._TriggerHapticPulse(System.String,Godot.StringName,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>Triggers a haptic pulse to be emitted on the specified tracker.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension._Uninitialize">
            <summary>
            <para>Uninitialize the interface.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension.AddBlit(Godot.Rid,Godot.Rect2,Godot.Rect2I,System.Boolean,System.UInt32,System.Boolean,Godot.Vector2,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>Blits our render results to screen optionally applying lens distortion. This can only be called while processing <c>_commit_views</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.XRInterfaceExtension.GetRenderTargetTexture(Godot.Rid)">
            <summary>
            <para>Returns a valid <see cref="T:Godot.Rid"/> for a texture to which we should render the current frame if supported by the interface.</para>
            </summary>
        </member>
        <member name="T:Godot.XRNode3D">
            <summary>
            <para>This node can be bound to a specific pose of a <see cref="T:Godot.XRPositionalTracker"/> and will automatically have its <see cref="P:Godot.Node3D.Transform"/> updated by the <see cref="T:Godot.XRServer"/>. Nodes of this type must be added as children of the <see cref="T:Godot.XROrigin3D"/> node.</para>
            </summary>
        </member>
        <member name="P:Godot.XRNode3D.Tracker">
            <summary>
            <para>The name of the tracker we're bound to. Which trackers are available is not known during design time.</para>
            <para>Godot defines a number of standard trackers such as <c>left_hand</c> and <c>right_hand</c> but others may be configured within a given <see cref="T:Godot.XRInterface"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.XRNode3D.Pose">
            <summary>
            <para>The name of the pose we're bound to. Which poses a tracker supports is not known during design time.</para>
            <para>Godot defines number of standard pose names such as <c>aim</c> and <c>grip</c> but other may be configured within a given <see cref="T:Godot.XRInterface"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.XRNode3D.GetIsActive">
            <summary>
            <para>Returns <c>true</c> if the <see cref="P:Godot.XRNode3D.Tracker"/> has been registered and the <see cref="P:Godot.XRNode3D.Pose"/> is being tracked.</para>
            </summary>
        </member>
        <member name="M:Godot.XRNode3D.GetHasTrackingData">
            <summary>
            <para>Returns <c>true</c> if the <see cref="P:Godot.XRNode3D.Tracker"/> has current tracking data for the <see cref="P:Godot.XRNode3D.Pose"/> being tracked.</para>
            </summary>
        </member>
        <member name="M:Godot.XRNode3D.GetPose">
            <summary>
            <para>Returns the <see cref="T:Godot.XRPose"/> containing the current state of the pose being tracked. This gives access to additional properties of this pose.</para>
            </summary>
        </member>
        <member name="M:Godot.XRNode3D.TriggerHapticPulse(System.String,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>Triggers a haptic pulse on a device associated with this interface.</para>
            <para><c>actionName</c> is the name of the action for this pulse.</para>
            </summary>
        </member>
        <member name="T:Godot.XROrigin3D">
            <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 XRCamera3D, XRController3D and XRAnchor3D 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 XROrigin3D 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.XROrigin3D.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><b>Note:</b> This method is a passthrough to the <see cref="T:Godot.XRServer"/> itself.</para>
            </summary>
        </member>
        <member name="P:Godot.XROrigin3D.Current">
            <summary>
            <para>Is this XROrigin3D node the current origin used by the <see cref="T:Godot.XRServer"/>?</para>
            </summary>
        </member>
        <member name="T:Godot.XRPose">
            <summary>
            <para>XR runtimes often identify multiple locations on devices such as controllers that are spatially tracked.</para>
            <para>Orientation, location, linear velocity and angular velocity are all provided for each pose by the XR runtime. This object contains this state of a pose.</para>
            </summary>
        </member>
        <member name="F:Godot.XRPose.TrackingConfidenceEnum.None">
            <summary>
            <para>No tracking information is available for this pose.</para>
            </summary>
        </member>
        <member name="F:Godot.XRPose.TrackingConfidenceEnum.Low">
            <summary>
            <para>Tracking information may be inaccurate or estimated. For example, with inside out tracking this would indicate a controller may be (partially) obscured.</para>
            </summary>
        </member>
        <member name="F:Godot.XRPose.TrackingConfidenceEnum.High">
            <summary>
            <para>Tracking information is deemed accurate and up to date.</para>
            </summary>
        </member>
        <member name="P:Godot.XRPose.HasTrackingData">
            <summary>
            <para>If <c>true</c> our tracking data is up to date. If <c>false</c> we're no longer receiving new tracking data and our state is whatever that last valid state was.</para>
            </summary>
        </member>
        <member name="P:Godot.XRPose.Name">
            <summary>
            <para>The name of this pose. Pose names are often driven by an action map setup by the user. Godot does suggest a number of pose names that it expects <see cref="T:Godot.XRInterface"/>s to implement:</para>
            <para>- <c>root</c> defines a root location, often used for tracked objects that do not have further nodes.</para>
            <para>- <c>aim</c> defines the tip of a controller with the orientation pointing outwards, for example: add your raycasts to this.</para>
            <para>- <c>grip</c> defines the location where the user grips the controller</para>
            <para>- <c>skeleton</c> defines the root location a hand mesh should be placed when using hand tracking and the animated skeleton supplied by the XR runtime.</para>
            </summary>
        </member>
        <member name="P:Godot.XRPose.Transform">
            <summary>
            <para>The transform containing the original and transform as reported by the XR runtime.</para>
            </summary>
        </member>
        <member name="P:Godot.XRPose.LinearVelocity">
            <summary>
            <para>The linear velocity of this pose.</para>
            </summary>
        </member>
        <member name="P:Godot.XRPose.AngularVelocity">
            <summary>
            <para>The angular velocity for this pose.</para>
            </summary>
        </member>
        <member name="P:Godot.XRPose.TrackingConfidence">
            <summary>
            <para>The tracking confidence for this pose, provides insight on how accurate the spatial positioning of this record is.</para>
            </summary>
        </member>
        <member name="M:Godot.XRPose.GetAdjustedTransform">
            <summary>
            <para>Returns the <see cref="P:Godot.XRPose.Transform"/> with world scale and our reference frame applied. This is the transform used to position <see cref="T:Godot.XRNode3D"/> objects.</para>
            </summary>
        </member>
        <member name="T:Godot.XRPositionalTracker">
            <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 <see cref="T:Godot.XRInterface"/> detects them, instances of this object are automatically added to this list of active tracking objects accessible through the <see cref="T:Godot.XRServer"/>.</para>
            <para>The <see cref="T:Godot.XRController3D"/> and <see cref="T:Godot.XRAnchor3D"/> 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 GDExtension-based interfaces can interact with them.</para>
            </summary>
        </member>
        <member name="F:Godot.XRPositionalTracker.TrackerHand.Unknown">
            <summary>
            <para>The hand this tracker is held in is unknown or not applicable.</para>
            </summary>
        </member>
        <member name="F:Godot.XRPositionalTracker.TrackerHand.Left">
            <summary>
            <para>This tracker is the left hand controller.</para>
            </summary>
        </member>
        <member name="F:Godot.XRPositionalTracker.TrackerHand.Right">
            <summary>
            <para>This tracker is the right hand controller.</para>
            </summary>
        </member>
        <member name="P:Godot.XRPositionalTracker.Type">
            <summary>
            <para>The type of tracker.</para>
            </summary>
        </member>
        <member name="P:Godot.XRPositionalTracker.Name">
            <summary>
            <para>The unique name of this tracker. The trackers that are available differ between various XR runtimes and can often be configured by the user. Godot maintains a number of reserved names that it expects the <see cref="T:Godot.XRInterface"/> to implement if applicable:</para>
            <para>- <c>left_hand</c> identifies the controller held in the players left hand</para>
            <para>- <c>right_hand</c> identifies the controller held in the players right hand</para>
            </summary>
        </member>
        <member name="P:Godot.XRPositionalTracker.Description">
            <summary>
            <para>The description of this tracker.</para>
            </summary>
        </member>
        <member name="P:Godot.XRPositionalTracker.Profile">
            <summary>
            <para>The profile associated with this tracker, interface dependent but will indicate the type of controller being tracked.</para>
            </summary>
        </member>
        <member name="P:Godot.XRPositionalTracker.Hand">
            <summary>
            <para>Defines which hand this tracker relates to.</para>
            </summary>
        </member>
        <member name="M:Godot.XRPositionalTracker.HasPose(Godot.StringName)">
            <summary>
            <para>Returns <c>true</c> if the tracker is available and is currently tracking the bound <c>name</c> pose.</para>
            </summary>
        </member>
        <member name="M:Godot.XRPositionalTracker.GetPose(Godot.StringName)">
            <summary>
            <para>Returns the current <see cref="T:Godot.XRPose"/> state object for the bound <c>name</c> pose.</para>
            </summary>
        </member>
        <member name="M:Godot.XRPositionalTracker.InvalidatePose(Godot.StringName)">
            <summary>
            <para>Marks this pose as invalid, we don't clear the last reported state but it allows users to decide if trackers need to be hidden if we loose tracking or just remain at their last known position.</para>
            </summary>
        </member>
        <member name="M:Godot.XRPositionalTracker.SetPose(Godot.StringName,Godot.Transform3D,Godot.Vector3,Godot.Vector3,Godot.XRPose.TrackingConfidenceEnum)">
            <summary>
            <para>Sets the transform, linear velocity, angular velocity and tracking confidence for the given pose. This method is called by a <see cref="T:Godot.XRInterface"/> implementation and should not be used directly.</para>
            </summary>
        </member>
        <member name="M:Godot.XRPositionalTracker.GetInput(Godot.StringName)">
            <summary>
            <para>Returns an input for this tracker. It can return a boolean, float or <see cref="T:Godot.Vector2"/> value depending on whether the input is a button, trigger or thumbstick/thumbpad.</para>
            </summary>
        </member>
        <member name="M:Godot.XRPositionalTracker.SetInput(Godot.StringName,Godot.Variant)">
            <summary>
            <para>Changes the value for the given input. This method is called by a <see cref="T:Godot.XRInterface"/> implementation and should not be used directly.</para>
            </summary>
        </member>
        <member name="T:Godot.XRPositionalTracker.PoseChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRPositionalTracker.PoseChanged"/> event of a <see cref="T:Godot.XRPositionalTracker"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRPositionalTracker.PoseChanged">
            <summary>
            <para>Emitted when the state of a pose tracked by this tracker changes.</para>
            </summary>
        </member>
        <member name="T:Godot.XRPositionalTracker.ButtonPressedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRPositionalTracker.ButtonPressed"/> event of a <see cref="T:Godot.XRPositionalTracker"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRPositionalTracker.ButtonPressed">
            <summary>
            <para>Emitted when a button on this tracker is pressed. Note that many XR runtimes allow other inputs to be mapped to buttons.</para>
            </summary>
        </member>
        <member name="T:Godot.XRPositionalTracker.ButtonReleasedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRPositionalTracker.ButtonReleased"/> event of a <see cref="T:Godot.XRPositionalTracker"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRPositionalTracker.ButtonReleased">
            <summary>
            <para>Emitted when a button on this tracker is released.</para>
            </summary>
        </member>
        <member name="T:Godot.XRPositionalTracker.InputFloatChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRPositionalTracker.InputFloatChanged"/> event of a <see cref="T:Godot.XRPositionalTracker"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRPositionalTracker.InputFloatChanged">
            <summary>
            <para>Emitted when a trigger or similar input on this tracker changes value.</para>
            </summary>
        </member>
        <member name="T:Godot.XRPositionalTracker.InputVector2ChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRPositionalTracker.InputVector2Changed"/> event of a <see cref="T:Godot.XRPositionalTracker"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRPositionalTracker.InputVector2Changed">
            <summary>
            <para>Emitted when a thumbstick or thumbpad on this tracker moves.</para>
            </summary>
        </member>
        <member name="T:Godot.XRPositionalTracker.ProfileChangedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRPositionalTracker.ProfileChanged"/> event of a <see cref="T:Godot.XRPositionalTracker"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRPositionalTracker.ProfileChanged">
            <summary>
            <para>Emitted when the profile of our tracker changes.</para>
            </summary>
        </member>
        <member name="T:Godot.XRServer">
            <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.XRServer.TrackerType.Head">
            <summary>
            <para>The tracker tracks the location of the players head. This is usually a location centered between the players eyes. Note that for handheld AR devices this can be the current location of the device.</para>
            </summary>
        </member>
        <member name="F:Godot.XRServer.TrackerType.Controller">
            <summary>
            <para>The tracker tracks the location of a controller.</para>
            </summary>
        </member>
        <member name="F:Godot.XRServer.TrackerType.Basestation">
            <summary>
            <para>The tracker tracks the location of a base station.</para>
            </summary>
        </member>
        <member name="F:Godot.XRServer.TrackerType.Anchor">
            <summary>
            <para>The tracker tracks the location and size of an AR anchor.</para>
            </summary>
        </member>
        <member name="F:Godot.XRServer.TrackerType.AnyKnown">
            <summary>
            <para>Used internally to filter trackers of any known type.</para>
            </summary>
        </member>
        <member name="F:Godot.XRServer.TrackerType.Unknown">
            <summary>
            <para>Used internally if we haven't set the tracker type yet.</para>
            </summary>
        </member>
        <member name="F:Godot.XRServer.TrackerType.Any">
            <summary>
            <para>Used internally to select all trackers.</para>
            </summary>
        </member>
        <member name="F:Godot.XRServer.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.XRServer.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.XRServer.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="P:Godot.XRServer.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.XRServer.WorldOrigin">
            <summary>
            <para>The current origin of our tracking space in the virtual world. This is used by the renderer to properly position the camera with new tracking data.</para>
            <para><b>Note:</b> This property is managed by the current <see cref="T:Godot.XROrigin3D"/> node. It is exposed for access from GDExtensions.</para>
            </summary>
        </member>
        <member name="P:Godot.XRServer.PrimaryInterface">
            <summary>
            <para>The primary <see cref="T:Godot.XRInterface"/> currently bound to the <see cref="T:Godot.XRServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.XRServer.GetReferenceFrame">
            <summary>
            <para>Returns the reference frame transform. Mostly used internally and exposed for GDExtension build interfaces.</para>
            </summary>
        </member>
        <member name="M:Godot.XRServer.CenterOnHmd(Godot.XRServer.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 example, 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.XRServer.GetHmdTransform">
            <summary>
            <para>Returns the primary interface's transformation.</para>
            </summary>
        </member>
        <member name="M:Godot.XRServer.AddInterface(Godot.XRInterface)">
            <summary>
            <para>Registers an <see cref="T:Godot.XRInterface"/> object.</para>
            </summary>
        </member>
        <member name="M:Godot.XRServer.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.XRServer.RemoveInterface(Godot.XRInterface)">
            <summary>
            <para>Removes this <c>interface</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.XRServer.GetInterface(System.Int32)">
            <summary>
            <para>Returns the interface registered at the given <c>idx</c> index in the list of interfaces.</para>
            </summary>
        </member>
        <member name="M:Godot.XRServer.GetInterfaces">
            <summary>
            <para>Returns a list of available interfaces the ID and name of each interface.</para>
            </summary>
        </member>
        <member name="M:Godot.XRServer.FindInterface(System.String)">
            <summary>
            <para>Finds an interface by its <c>name</c>. For example, 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.XRServer.AddTracker(Godot.XRPositionalTracker)">
            <summary>
            <para>Registers a new <see cref="T:Godot.XRPositionalTracker"/> that tracks a spatial location in real space.</para>
            </summary>
        </member>
        <member name="M:Godot.XRServer.RemoveTracker(Godot.XRPositionalTracker)">
            <summary>
            <para>Removes this positional <c>tracker</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.XRServer.GetTrackers(System.Int32)">
            <summary>
            <para>Returns a dictionary of trackers for <c>trackerTypes</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.XRServer.GetTracker(Godot.StringName)">
            <summary>
            <para>Returns the positional tracker with the given <c>trackerName</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.XRServer.InterfaceAddedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRServer.InterfaceAdded"/> event of a <see cref="T:Godot.XRServer"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRServer.InterfaceAdded">
            <summary>
            <para>Emitted when a new interface has been added.</para>
            </summary>
        </member>
        <member name="T:Godot.XRServer.InterfaceRemovedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRServer.InterfaceRemoved"/> event of a <see cref="T:Godot.XRServer"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRServer.InterfaceRemoved">
            <summary>
            <para>Emitted when an interface is removed.</para>
            </summary>
        </member>
        <member name="T:Godot.XRServer.TrackerAddedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRServer.TrackerAdded"/> event of a <see cref="T:Godot.XRServer"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRServer.TrackerAdded">
            <summary>
            <para>Emitted when a new tracker has been added. If you don't use a fixed number of controllers or if you're using <see cref="T:Godot.XRAnchor3D"/>s for an AR solution, it is important to react to this signal to add the appropriate <see cref="T:Godot.XRController3D"/> or <see cref="T:Godot.XRAnchor3D"/> nodes related to this new tracker.</para>
            </summary>
        </member>
        <member name="T:Godot.XRServer.TrackerUpdatedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRServer.TrackerUpdated"/> event of a <see cref="T:Godot.XRServer"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRServer.TrackerUpdated">
            <summary>
            <para>Emitted when an existing tracker has been updated. This can happen if the user switches controllers.</para>
            </summary>
        </member>
        <member name="T:Godot.XRServer.TrackerRemovedEventHandler">
            <summary>
            Represents the method that handles the <see cref="E:Godot.XRServer.TrackerRemoved"/> event of a <see cref="T:Godot.XRServer"/> class.
            </summary>
        </member>
        <member name="E:Godot.XRServer.TrackerRemoved">
            <summary>
            <para>Emitted when a tracker is removed. You should remove any <see cref="T:Godot.XRController3D"/> or <see cref="T:Godot.XRAnchor3D"/> points if applicable. This is not mandatory, the nodes simply become inactive and will be made active again when a new tracker becomes available (i.e. a new controller is switched on that takes the place of the previous one).</para>
            </summary>
        </member>
        <member name="T:Godot.ZipPacker">
            <summary>
            <para>This class implements a writer that allows storing the multiple blobs in a zip archive.</para>
            <para><code>
            func write_zip_file():
                var writer := ZIPPacker.new()
                var err := writer.open("user://archive.zip")
                if err != OK:
                    return err
                writer.start_file("hello.txt")
                writer.write_file("Hello World".to_utf8_buffer())
                writer.close_file()
            
                writer.close()
                return OK
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.ZipPacker.ZipAppend.Create">
            <summary>
            <para>Create a new zip archive at the given path.</para>
            </summary>
        </member>
        <member name="F:Godot.ZipPacker.ZipAppend.Createafter">
            <summary>
            <para>Append a new zip archive to the end of the already existing file at the given path.</para>
            </summary>
        </member>
        <member name="F:Godot.ZipPacker.ZipAppend.Addinzip">
            <summary>
            <para>Add new files to the existing zip archive at the given path.</para>
            </summary>
        </member>
        <member name="M:Godot.ZipPacker.Open(System.String,Godot.ZipPacker.ZipAppend)">
            <summary>
            <para>Opens a zip file for writing at the given path using the specified write mode.</para>
            <para>This must be called before everything else.</para>
            </summary>
        </member>
        <member name="M:Godot.ZipPacker.StartFile(System.String)">
            <summary>
            <para>Starts writing to a file within the archive. Only one file can be written at the same time.</para>
            <para>Must be called after <see cref="M:Godot.ZipPacker.Open(System.String,Godot.ZipPacker.ZipAppend)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ZipPacker.WriteFile(System.Byte[])">
            <summary>
            <para>Write the given <c>data</c> to the file.</para>
            <para>Needs to be called after <see cref="M:Godot.ZipPacker.StartFile(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ZipPacker.CloseFile">
            <summary>
            <para>Stops writing to a file within the archive.</para>
            <para>It will fail if there is no open file.</para>
            </summary>
        </member>
        <member name="M:Godot.ZipPacker.Close">
            <summary>
            <para>Closes the underlying resources used by this instance.</para>
            </summary>
        </member>
        <member name="T:Godot.ZipReader">
            <summary>
            <para>This class implements a reader that can extract the content of individual files inside a zip archive.</para>
            <para><code>
            func read_zip_file():
                var reader := ZIPReader.new()
                var err := reader.open("user://archive.zip")
                if err != OK:
                    return PackedByteArray()
                var res := reader.read_file("hello.txt")
                reader.close()
                return res
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.ZipReader.Open(System.String)">
            <summary>
            <para>Opens the zip archive at the given <c>path</c> and reads its file index.</para>
            </summary>
        </member>
        <member name="M:Godot.ZipReader.Close">
            <summary>
            <para>Closes the underlying resources used by this instance.</para>
            </summary>
        </member>
        <member name="M:Godot.ZipReader.GetFiles">
            <summary>
            <para>Returns the list of names of all files in the loaded archive.</para>
            <para>Must be called after <see cref="M:Godot.ZipReader.Open(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ZipReader.ReadFile(System.String,System.Boolean)">
            <summary>
            <para>Loads the whole content of a file in the loaded zip archive into memory and returns it.</para>
            <para>Must be called after <see cref="M:Godot.ZipReader.Open(System.String)"/>.</para>
            </summary>
        </member>
    </members>
</doc>
