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docs/About/Frequently Asked Questions.md

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@@ -453,7 +453,7 @@ Yes! Redot features an extensive built-in UI system, and its small distribution
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size can make it a suitable alternative to frameworks like Electron or Qt.
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When creating a non-game application, make sure to enable
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[low-processor mode ](class_ProjectSettings_property_application/run/low_processor_mode)
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[low-processor mode ](/docs/Classes/ProjectSettings_property_application/run/low_processor_mode)
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in the Project Settings to decrease CPU and GPU usage.
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Check out [Material Maker ](https://github.com/RodZill4/material-maker)_ and

docs/About/complying_with_licenses.md

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@@ -104,7 +104,7 @@ or **Open Source Licenses**.
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### Output log
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Printing the license text using the [print() ](class_@GlobalScope_method_print)
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Printing the license text using the [print() ](/docs/Classes/@GlobalScope_method_print)
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function may be enough on platforms where a global output log is readable.
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This is the case on desktop platforms, Android and HTML5 (but not iOS).
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:::tip
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Redot provides several methods to get license information in the
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[Engine ](class_Engine) singleton. This allows you to source the
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[Engine ](/docs/Classes/Engine) singleton. This allows you to source the
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license information directly from the engine binary, which prevents the
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information from becoming outdated if you update engine versions.
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For the engine itself:
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- [Engine.get_license_text](class_Engine_method_get_license_text)
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- [Engine.get_license_text](/docs/Classes/Engine_method_get_license_text)
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For third-party components used by the engine:
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- [Engine.get_license_info](class_Engine_method_get_license_info)
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- [Engine.get_copyright_info](class_Engine_method_get_copyright_info)
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- [Engine.get_license_info](/docs/Classes/Engine_method_get_license_info)
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- [Engine.get_copyright_info](/docs/Classes/Engine_method_get_copyright_info)
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:::
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docs/About/faq.md

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size can make it a suitable alternative to frameworks like Electron or Qt.
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When creating a non-game application, make sure to enable
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[low-processor mode ](class_ProjectSettings_property_application/run/low_processor_mode)
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[low-processor mode ](/docs/Classes/ProjectSettings_property_application/run/low_processor_mode)
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in the Project Settings to decrease CPU and GPU usage.
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Check out [Material Maker ](https://github.com/RodZill4/material-maker)_ and

docs/About/list_of_features.md

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- Sprite, polygon and line rendering.
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- High-level tools to draw lines and polygons such as
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[class_Polygon2D](class_Polygon2D) and [class_Line2D](class_Line2D), with support for texturing.
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[class_Polygon2D](/docs/Classes/Polygon2D) and [class_Line2D](/docs/Classes/Line2D), with support for texturing.
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- AnimatedSprite2D as a helper for creating animated sprites.
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- Parallax layers.
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- Point (omni/spot) and directional 2D lights.
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- Hard or soft shadows (adjustable on a per-light basis).
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- Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)`
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representation of the 2D scene based on [class_LightOccluder2D](class_LightOccluder2D) nodes,
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representation of the 2D scene based on [class_LightOccluder2D](/docs/Classes/LightOccluder2D) nodes,
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which can be used for improved 2D lighting effects including 2D global illumination.
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- [Font rendering ](doc_gui_using_fonts) using bitmaps, rasterization using FreeType
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- Can be drawn in the editor or generated procedurally.
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- PathFollow2D node to make nodes follow a Path2D.
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- [2D geometry helper class ](class_Geometry2D).
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- [2D geometry helper class ](/docs/Classes/Geometry2D).
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## 2D physics
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- 3D particle collision shapes supported: box, sphere, baked signed distance field
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and real-time heightmap (suited for open world weather effects).
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- 2D particle collision is handled using a signed distance field generated in real-time
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based on [class_LightOccluder2D](class_LightOccluder2D) nodes in the scene.
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based on [class_LightOccluder2D](/docs/Classes/LightOccluder2D) nodes in the scene.
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- Trails can use the built-in ribbon trail and tube trail meshes, or custom
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meshes with skeletons.
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- Support for custom particle shaders with manual emission.
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- Can be drawn in the editor or generated procedurally.
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- PathFollow3D node to make nodes follow a Path3D.
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- [3D geometry helper class ](class_Geometry3D).
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- [3D geometry helper class ](/docs/Classes/Geometry3D).
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- Support for exporting the current scene as a glTF 2.0 file, both from the editor
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and at runtime from an exported project.
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- Support for sequential/random sample selection, including repetition prevention
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when using random sample selection.
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- Listener2D and Listener3D nodes to listen from a position different than the camera.
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- Support for [procedural audio generation ](class_AudioStreamGenerator).
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- Support for [procedural audio generation ](/docs/Classes/AudioStreamGenerator).
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- Audio input to record microphones.
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- MIDI input.
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## Navigation
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- A* algorithm in [2D ](class_AStar2D) and [3D ](class_AStar3D).
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- A* algorithm in [2D ](/docs/Classes/AStar2D) and [3D ](/docs/Classes/AStar3D).
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- Navigation meshes with dynamic obstacle avoidance in
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[2D ](doc_navigation_overview_2d) and [3D ](doc_navigation_overview_3d).
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- Generate navigation meshes from the editor or at runtime (including from an exported project).
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## Networking
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- Low-level TCP networking using [class_StreamPeer](class_StreamPeer) and [class_TCPServer](class_TCPServer).
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- Low-level UDP networking using [class_PacketPeer](class_PacketPeer) and [class_UDPServer](class_UDPServer).
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- Low-level HTTP requests using [class_HTTPClient](class_HTTPClient).
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- High-level HTTP requests using [class_HTTPRequest](class_HTTPRequest).
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- Low-level TCP networking using [class_StreamPeer](/docs/Classes/StreamPeer) and [class_TCPServer](/docs/Classes/TCPServer).
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- Low-level UDP networking using [class_PacketPeer](/docs/Classes/PacketPeer) and [class_UDPServer](/docs/Classes/UDPServer).
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- Low-level HTTP requests using [class_HTTPClient](/docs/Classes/HTTPClient).
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- High-level HTTP requests using [class_HTTPRequest](/docs/Classes/HTTPRequest).
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- Supports HTTPS out of the box using bundled certificates.
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- [WebSocket ](doc_websocket) client and server, available on all platforms.
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- [WebRTC ](doc_webrtc) client and server, available on all platforms.
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- Support for [UPnP ](class_UPNP) to sidestep the requirement to forward ports
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- Support for [UPnP ](/docs/Classes/UPNP) to sidestep the requirement to forward ports
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when hosting a server behind a NAT.
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## Internationalization
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- Buttons.
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- Checkboxes, check buttons, radio buttons.
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- Text entry using [class_LineEdit](class_LineEdit) (single line) and [class_TextEdit](class_TextEdit) (multiple lines).
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- Text entry using [class_LineEdit](/docs/Classes/LineEdit) (single line) and [class_TextEdit](/docs/Classes/TextEdit) (multiple lines).
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TextEdit also supports code editing features such as displaying line numbers
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and syntax highlighting.
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- Dropdown menus using [class_PopupMenu](class_PopupMenu) and [class_OptionButton](class_OptionButton).
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- Dropdown menus using [class_PopupMenu](/docs/Classes/PopupMenu) and [class_OptionButton](/docs/Classes/OptionButton).
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- Scrollbars.
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- Labels.
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- RichTextLabel for [text formatted using BBCode ](doc_bbcode_in_richtextlabel),
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- Anchors to keep GUI elements in a specific corner, edge or centered.
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- Containers to place GUI elements automatically following certain rules.
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- [Stack ](class_BoxContainer) layouts.
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- [Grid ](class_GridContainer) layouts.
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- [Flow ](class_FlowContainer) layouts (similar to autowrapping text).
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- [Margin ](class_MarginContainer), [centered ](class_CenterContainer)
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and [aspect ratio ](class_AspectRatioContainer) layouts.
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- [Draggable splitter ](class_SplitContainer) layouts.
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- [Stack ](/docs/Classes/BoxContainer) layouts.
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- [Grid ](/docs/Classes/GridContainer) layouts.
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- [Flow ](/docs/Classes/FlowContainer) layouts (similar to autowrapping text).
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- [Margin ](/docs/Classes/MarginContainer), [centered ](/docs/Classes/CenterContainer)
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and [aspect ratio ](/docs/Classes/AspectRatioContainer) layouts.
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- [Draggable splitter ](/docs/Classes/SplitContainer) layouts.
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- Scale to [multiple resolutions ](doc_multiple_resolutions) using the
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``canvas_items`` or ``viewport`` stretch modes.
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- Generate a theme based on the current editor theme settings.
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- Procedural vector-based theming using [class_StyleBoxFlat](class_StyleBoxFlat).
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- Procedural vector-based theming using [class_StyleBoxFlat](/docs/Classes/StyleBoxFlat).
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- Supports rounded/beveled corners, drop shadows, per-border widths and antialiasing.
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- Texture-based theming using [class_StyleBoxTexture](class_StyleBoxTexture).
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- Texture-based theming using [class_StyleBoxTexture](/docs/Classes/StyleBoxTexture).
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Redot's small distribution size can make it a suitable alternative to frameworks
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like Electron or Qt.
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- Text-based formats are human-readable and more friendly to version control.
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- Binary formats are faster to save/load for large scenes/resources.
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- Read and write text or binary files using [class_FileAccess](class_FileAccess).
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- Read and write text or binary files using [class_FileAccess](/docs/Classes/FileAccess).
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- Can optionally be compressed or encrypted.
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- Read and write [class_JSON](class_JSON) files.
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- Read and write INI-style configuration files using [class_ConfigFile](class_ConfigFile).
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- Read and write [class_JSON](/docs/Classes/JSON) files.
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- Read and write INI-style configuration files using [class_ConfigFile](/docs/Classes/ConfigFile).
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- Can (de)serialize any Redot datatype, including Vector2/3, Color, ...
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- Read XML files using [class_XMLParser](class_XMLParser).
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- Read XML files using [class_XMLParser](/docs/Classes/XMLParser).
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- [Load and save images, audio/video, fonts and ZIP archives ](doc_runtime_loading_and_saving)
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in an exported project without having to go through Redot's import system.
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- Pack game data into a PCK file (custom format optimized for fast seeking),
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- [Shell completion scripts ](https://github.com/redot-engine/redot-engine/tree/master/misc/dist/shell)_
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are available for Bash, zsh and fish.
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- Print colored text to standard output on all platforms using
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[print_rich ](class_@GlobalScope_method_print_rich).
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[print_rich ](/docs/Classes/@GlobalScope_method_print_rich).
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- Support for [C++ modules ](doc_custom_modules_in_cpp) statically linked
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into the engine binary.

docs/About/system_requirements.md

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Windows 7/8/8.1 are supported on a best-effort basis. These versions are not
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regularly tested and some features may be missing (such as colored
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[print_rich ](class_@GlobalScope_method_print_rich) console output).
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[print_rich ](/docs/Classes/@GlobalScope_method_print_rich) console output).
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Support for Windows 7/8/8.1 may be removed in a
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[future Redot 4.x release ](doc_release_policy).
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Windows 7/8/8.1 are supported on a best-effort basis. These versions are not
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regularly tested and some features may be missing (such as colored
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[print_rich ](class_@GlobalScope_method_print_rich) console output).
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[print_rich ](/docs/Classes/@GlobalScope_method_print_rich) console output).
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Support for Windows 7/8/8.1 may be removed in a
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[future Redot 4.x release ](doc_release_policy).
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docs/Contributing/Development/compiling/optimizing_for_size.md

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This is everything that will be disabled:
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- [class_AcceptDialog](class_AcceptDialog)
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- [class_CharFXTransform](class_CharFXTransform)
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- [class_CodeEdit](class_CodeEdit)
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- [class_CodeHighlighter](class_CodeHighlighter)
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- [class_ColorPickerButton](class_ColorPickerButton)
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- [class_ColorPicker](class_ColorPicker)
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- [class_ConfirmationDialog](class_ConfirmationDialog)
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- [class_FileDialog](class_FileDialog)
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- [class_GraphEdit](class_GraphEdit)
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- [class_GraphElement](class_GraphElement)
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- [class_GraphFrame](class_GraphFrame)
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- [class_GraphNode](class_GraphNode)
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- [class_HSplitContainer](class_HSplitContainer)
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- [class_MenuBar](class_MenuBar)
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- [class_MenuButton](class_MenuButton)
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- [class_OptionButton](class_OptionButton)
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- [class_PopupMenu](class_PopupMenu) (will make all popup menus unavailable in code for classes that use them,
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like [class_LineEdit](class_LineEdit), even though those classes are still available)
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- [class_RichTextEffect](class_RichTextEffect)
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- [class_RichTextLabel](class_RichTextLabel)
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- [class_SpinBox](class_SpinBox)
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- [class_SplitContainer](class_SplitContainer)
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- [class_SubViewportContainer](class_SubViewportContainer)
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- [class_SyntaxHighlighter](class_SyntaxHighlighter)
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- [class_TextEdit](class_TextEdit)
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- [class_TreeItem](class_TreeItem)
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- [class_Tree](class_Tree)
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- [class_VSplitContainer](class_VSplitContainer)
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- [class_AcceptDialog](/docs/Classes/AcceptDialog)
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- [class_CharFXTransform](/docs/Classes/CharFXTransform)
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- [class_CodeEdit](/docs/Classes/CodeEdit)
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- [class_CodeHighlighter](/docs/Classes/CodeHighlighter)
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- [class_ColorPickerButton](/docs/Classes/ColorPickerButton)
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- [class_ColorPicker](/docs/Classes/ColorPicker)
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- [class_ConfirmationDialog](/docs/Classes/ConfirmationDialog)
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- [class_FileDialog](/docs/Classes/FileDialog)
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- [class_GraphEdit](/docs/Classes/GraphEdit)
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- [class_GraphElement](/docs/Classes/GraphElement)
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- [class_GraphFrame](/docs/Classes/GraphFrame)
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- [class_GraphNode](/docs/Classes/GraphNode)
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- [class_HSplitContainer](/docs/Classes/HSplitContainer)
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- [class_MenuBar](/docs/Classes/MenuBar)
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- [class_MenuButton](/docs/Classes/MenuButton)
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- [class_OptionButton](/docs/Classes/OptionButton)
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- [class_PopupMenu](/docs/Classes/PopupMenu) (will make all popup menus unavailable in code for classes that use them,
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like [class_LineEdit](/docs/Classes/LineEdit), even though those classes are still available)
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- [class_RichTextEffect](/docs/Classes/RichTextEffect)
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- [class_RichTextLabel](/docs/Classes/RichTextLabel)
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- [class_SpinBox](/docs/Classes/SpinBox)
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- [class_SplitContainer](/docs/Classes/SplitContainer)
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- [class_SubViewportContainer](/docs/Classes/SubViewportContainer)
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- [class_SyntaxHighlighter](/docs/Classes/SyntaxHighlighter)
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- [class_TextEdit](/docs/Classes/TextEdit)
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- [class_TreeItem](/docs/Classes/TreeItem)
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- [class_Tree](/docs/Classes/Tree)
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- [class_VSplitContainer](/docs/Classes/VSplitContainer)
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## Disabling unwanted modules
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