diff --git a/doc/base/classes.xml b/doc/base/classes.xml
index 4893f0c4835..734c94c8c57 100644
--- a/doc/base/classes.xml
+++ b/doc/base/classes.xml
@@ -205,22 +205,20 @@
Exponential logarithm.
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- Return true if the float is not a number.
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- Return true if the float is infinite.
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- Position (starting corner).
+ Position (starting corner).
- Size from position to end.
+ Size from position to end.
- Ending corner.
+ Ending corner.
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Get the [SpriteFrames] resource, which contains all frames.
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- Disables the buffering mode. This means the BackBufferCopy node will directly use the portion of screen it covers.
+ Disables the buffering mode. This means the BackBufferCopy node will directly use the portion of screen it covers.
- Sets the copy mode to a region.
+ Sets the copy mode to a region.
- Sets the copy mode to the entire screen.
+ Sets the copy mode to the entire screen.
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- Red (0 to 1)
+ Red (0 to 1)
- Green (0 to 1)
+ Green (0 to 1)
- Blue (0 to 1)
+ Blue (0 to 1)
- Alpha (0 to 1)
+ Alpha (0 to 1)
- Hue (0 to 1)
+ Hue (0 to 1)
- Saturation (0 to 1)
+ Saturation (0 to 1)
- Value (0 to 1)
+ Value (0 to 1)
- Red (0 to 255)
+ Red (0 to 255)
- Green (0 to 255)
+ Green (0 to 255)
- Blue (0 to 255)
+ Blue (0 to 255)
- Alpha (0 to 255)
+ Alpha (0 to 255)
@@ -10695,6 +10721,12 @@ This approximation makes straight segments between each point, then subdivides t
to read the documentation, tutorials and examples.
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this information.
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- Return the Exponential Shadow Multiplier (ESM) value of the Light2D.
+ Return the Exponential Shadow Multiplier (ESM) value of the Light2D.
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- Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light.
+ Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light.
- Substract the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
+ Substract the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
- Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
+ Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
- The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
+ The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
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Main loop is the abstract main loop base class. All other main loop classes are derived from it. Upon application start, a [MainLoop] has to be provided to OS, else the application will exit. This happens automatically (and a [SceneTree] is created), unless a main [Script] is supplied, which may or not create and return a [MainLoop].
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Returns the dimensions in pixels of the specified screen.
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Returns the polygon fill color
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- Position (starting corner).
+ Position (starting corner).
- Size from position to end.
+ Size from position to end.
- Ending corner.
+ Ending corner.
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Sprite frame library for [AnimatedSprite].
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- Add a frame (texture).
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- Return the amount of frames.
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- Return a texture (frame).
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- Remove a frame
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- Clear the frames.
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Clear all the syntax coloring information.
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Search from end to beginning.
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- The basis contains 3 [Vector3]. X axis, Y axis, and Z axis.
+ The basis contains 3 [Vector3]. X axis, Y axis, and Z axis.
- The origin of the transform. Which is the translation offset.
+ The origin of the transform. Which is the translation offset.
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- X component of the vector.
+ X component of the vector.
- Y component of the vector.
+ Y component of the vector.
- Width of the vector (Same as X).
+ Width of the vector (Same as X).
- Height of the vector (Same as Y).
+ Height of the vector (Same as Y).
@@ -41427,13 +41764,13 @@ This method controls whether the position between two cached points is interpola
- X component of the vector.
+ X component of the vector.
- Y component of the vector.
+ Y component of the vector.
- Z component of the vector.
+ Z component of the vector.
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