ShaderMaterial is the "advanced" option, while the "basic" options
should be listed first for easier accessibility (and because they're
generally used more often).
This makes sky and particle materials consistent with
canvas/spatial/fog materials on this aspect.
Implements a way for audio stream playback to be configured via parameters
directly in the edited AudioStreamPlayer[2D/3D].
Currently, configuring the playback stream is not possible (or is sometimes hacky
as the user has to obtain the currently played stream, which is not always immediately available).
This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3).
But the idea is that it can do a lot more:
* If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance.
* For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before.
* For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters.
In any case, this PR is required to complete #64488.
Update modules/vorbis/audio_stream_ogg_vorbis.h
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Update modules/minimp3/audio_stream_mp3.h
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Update modules/minimp3/audio_stream_mp3.h
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Update modules/vorbis/audio_stream_ogg_vorbis.h
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Update doc/classes/AudioStream.xml
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- transform is not updated after setting new flags such as `use_model_front`
- transform is not updated when the parent Path3D changes
- correct_posture() behaves differently when assuming model front
- _update_transform() was in immediate mode, could leads to chained calls on scene instantiation.