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Improve links between Godot notes
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content/notes/gdshader.md

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---
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title: GDShader
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created: 2024-10-28T05:16:43Z
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aliases:
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- GDShader
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tags:
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- godot
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---
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# GDShader
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- [GDShader doesn't pause](godot-gdshader-pausing.md)
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- [`gdshaderinc` files are not detected as a dependency](godot-export-dependencies-broken.md)
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- [How do you know if a face is a backface?](godot-gdshader-backface.md)

content/notes/godot-displayed-text.md

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title: Godot Displayed Text
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created: 2024-10-23T17:45:14Z
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modified: 2024-10-28T04:50:15Z
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aliases:
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- Godot Displayed Text
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tags:
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# Godot Displayed Text
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`RichTextLabel` and `Label` both have a set of properties called "Displayed Text" that you can use to control how much of the text is shown on screen and how that text is displayed.[^1]
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[`RichTextLabel`](godot-rich-text-label.md) and `Label` both have a set of properties called "Displayed Text" that you can use to control how much of the text is shown on screen and how that text is displayed.[^1]
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`visible_characters` and `visible_ratio` allow you to define how much of the text you would like to show, allowing you to do animations that make the text appear like it is being typed out. `visible_characters` allows you to do this by defining how many characters to show while `visible_ratio` allows you to do this by defining a percentage (between the value of `0.0` and `1.0`) [^1]
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content/notes/godot-export-dependencies-broken.md

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title: Godot doesn't export dependencies
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created: 2024-10-17T16:42:00Z
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modified: 2024-10-18T21:02:55Z
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modified: 2024-10-28T05:21:06Z
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aliases:
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- "Godot doesn't export dependencies"
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As of Godot 4.3, `Export selected scenes (and dependencies)` might make a non-working build because Godot doesn't make a complete dependency graph. The following dependencies will not be included: [^1]
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- Localization files referenced by the `Localization > Translations` setting.
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- `.gdshaderinc` files that another shader would `#include`.
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- `.gdshaderinc` files that another [GDShader](gdshader.md) would `#include`.
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- Resources that a script will `preload` and store in a `const`.
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- Custom classes only referenced by other scripts, such as classes that contain functions (static or not) that are referenced by other scripts and not used in a scene.
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- Bus layout files referenced by the `audio/buses/default_bus_layout` setting [^2]
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- `FileAccess` does not work for `res://` paths; use `ResourceLoader` instead. I'm guessing this is because when the game is built, the game resources are now in the `.pck` file and there is no file system to navigate. [^2]
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[^1]: [20241016143922](../entries/20241016143922.md)
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[^2]: [20241018194335](../entries/20241018194335.md)
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[^2]: [20241018194335](../entries/20241018194335.md)

content/notes/godot-export.md

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---
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title: Godot Export
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created: 2024-10-28T05:27:32Z
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aliases:
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- Godot Export
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tags:
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- godot
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---
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# Godot Export
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- [Dependencies not exported](godot-export-dependencies-broken.md)
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- [Image decompression doesn't work in exported builds](godot-image-decompress-export.md)

content/notes/godot-font-missing-glyphs-on-some-systems.md

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title: Fonts are missing glyphs on some systems
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created: 2024-06-11T02:37:19Z
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modified: 2024-09-19T04:26:37Z
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modified: 2024-10-28T04:58:26Z
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aliases:
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- Fonts are missing glyphs on some systems
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# Fonts are missing glyphs on some systems
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By default, Godot's fonts are imported with a setting that allows the use of system fonts as a fallback turned on by default. However, not everyone's machine might have a system font that has the glyph we want to render.
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By default, [`Font`](godot-font.md) resources in Godot are imported with a setting that allows the use of system fonts as a fallback turned on by default. However, not everyone's machine might have a system font that has the glyph we want to render.
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Turning this setting off will ensure that the font will be rendered the same regardless of whose system it is running on.
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content/notes/godot-font.md

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---
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title: "Godot `Font`"
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created: 2024-10-28T04:52:46Z
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aliases:
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- "Godot `Font`"
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- "`Font`"
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tags:
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- godot
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---
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# Godot `Font`
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- [Missing glyphs on some systems](godot-font-missing-glyphs-on-some-systems.md)
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See also:
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- [`RichTextLabel`](godot-rich-text-label.md)

content/notes/godot-gdscript-aliased-variables.md

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title: Exported variables of inherited scenes are aliased
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created: 2024-07-04T14:58:23Z
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modified: 2024-09-19T04:26:37Z
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modified: 2024-10-28T05:11:22Z
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aliases:
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- Exported variables of inherited scenes are aliased
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tags:
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>
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> This issue has been fixed for Godot 4.3 (see [godotengine/godot#88741](https://github.com/godotengine/godot/pull/88741)).
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In Godot 4.2 or earlier, GDScript variables marked as exported in inherited scenes are aliased.
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In Godot 4.2 or earlier, [GDScript](godot-gdscript.md) variables marked as exported in inherited scenes are aliased.
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For example, if you have a scene which inherits another and that scene exports a `Dictionary` variable, that variable will share the same `Dictionary` reference among all instances of that scene. You can get around this issue by manually duplicating the reference in the script.
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content/notes/godot-gdscript-getter-setter.md

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title: How do I create a getter and setter for variables?
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created: 2023-05-29T21:19Z
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modified: 2024-10-28T05:09:30Z
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aliases:
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- How do I create a getter and setter for variables?
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# How do I create a getter and setter for variables?
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> [!question]
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> How do I create getters and setters for my variables in GDScript so that I can ensure that some code always runs when the value is gotten or set?
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> How do I create getters and setters for my variables in [GDScript](godot-gdscript.md) so that I can ensure that some code always runs when the value is gotten or set?
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```gdscript
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@export var foobar: Array = [] :

content/notes/godot-gdscript-lambdas-capture-by-value.md

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title: Lambdas capture local variables by value
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created: 2024-07-04T07:37:55Z
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modified: 2024-09-19T04:56:37Z
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modified: 2024-10-28T05:14:34Z
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aliases:
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- Lambdas capture local variables by value
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# Lambdas capture local variables by value
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In Godot, GDScript lambdas only copy the _value_ of each variable it captures (by design; see [godotengine/godot#69014](https://github.com/godotengine/godot/issues/69014#issuecomment-1324017859)). However, since the value of a `Variant` is itself a reference, you can use a `Variant` to get around this problem if you want the lambda to mutate a capture.
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In Godot, [GDScript](godot-gdscript.md) lambdas only copy the _value_ of each variable it captures (by design; see [godotengine/godot#69014](https://github.com/godotengine/godot/issues/69014#issuecomment-1324017859)). However, since the value of a `Variant` is itself a reference, you can use a `Variant` to get around this problem if you want the lambda to mutate a capture.
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For example, this does not work:
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content/notes/godot-gdscript.md

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---
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title: GDScript
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created: 2024-10-28T05:05:15Z
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aliases:
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- GDScript
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tags:
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- godot
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---
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# GDScript
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- [Exported variables of inherited scenes are aliased](godot-gdscript-aliased-variables.md)
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- [How do I create a getter and setter for variables?](godot-gdscript-getter-setter.md)
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- [Lambdas capture local variables by value](godot-gdscript-lambdas-capture-by-value.md)
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- [Singleton autoloads have an unknown type](godot-singletons-unknown-type.md)
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- [Scripts in deserialized resources are always executed](godot-runs-scripts-in-resources.md)
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- [`@tool` script says function does not exist when it does](godot-tool-script-function-does-not-exist.md)

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