Improve RandomNumberGenerator docs.
Clarified behavior of a few methods. Added implementation notes so that developers not familiar with RNGs are alerted to common pitfalls.
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RandomNumberGenerator" inherits="Reference" category="Core" version="3.2">
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<brief_description>
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A class for generation pseudo-random numbers.
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A class for generating pseudo-random numbers.
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</brief_description>
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<description>
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RandomNumberGenerator is a class for generating pseudo-random numbers. It currently uses PCG32. The underlying algorithm is an implementation detail. As a result, it should not be depended upon for reproducible random streams across Godot versions.
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</description>
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<tutorials>
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</tutorials>
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<return type="float">
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</return>
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<description>
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Generates pseudo-random float between '0.0' and '1.0'.
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Generates pseudo-random float between '0.0' and '1.0', inclusive.
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</description>
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</method>
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<method name="randf_range">
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<argument index="1" name="to" type="float">
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</argument>
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<description>
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Generates pseudo-random float between [code]from[/code] and [code]to[/code].
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Generates pseudo-random float between [code]from[/code] and [code]to[/code], inclusive.
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</description>
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</method>
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<method name="randi">
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<return type="int">
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</return>
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<description>
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Generates pseudo-random 32-bit unsigned integer between '0' and '4294967295'.
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Generates pseudo-random 32-bit unsigned integer between '0' and '4294967295', inclusive.
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</description>
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</method>
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<method name="randi_range">
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<members>
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<member name="seed" type="int" setter="set_seed" getter="get_seed">
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The seed used by the random number generator. A given seed will give a reproducible sequence of pseudo-random numbers.
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[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.
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</member>
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</members>
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<constants>
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