Link to the Random number generation tutorial in RandomNumberGenerator

This was done in `master` already, but not in `3.x`.
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Hugo Locurcio 2021-07-31 22:53:46 +02:00
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commit 93f4f9e076
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else:
simulate_physics()
[/codeblock]
See [url=https://docs.godotengine.org/en/stable/tutorials/misc/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
See [url=https://docs.godotengine.org/en/3.3/tutorials/misc/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project.
</member>
<member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second" default="60">

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[b]Note:[/b] The default values of [member seed] and [member state] properties are pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed.
</description>
<tutorials>
<link title="Random number generation">https://docs.godotengine.org/en/3.3/tutorials/math/random_number_generation.html</link>
</tutorials>
<methods>
<method name="randf">

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This is the base class for the resource importers implemented in core. To implement your own resource importers using editor plugins, see [EditorImportPlugin].
</description>
<tutorials>
<link title="Import plugins">https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html</link>
<link title="Import plugins">https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/import_plugins.html</link>
</tutorials>
<methods>
</methods>