Remove redundant info on the enum types used
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@ -11,13 +11,13 @@
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</tutorials>
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<members>
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<member name="cellular_distance_function" type="int" setter="set_cellular_distance_function" getter="get_cellular_distance_function" enum="FastNoiseLite.CellularDistanceFunction" default="0">
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Determines how the distance to the nearest/second-nearest point is computed. See [enum CellularDistanceFunction] for options.
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Determines how the distance to the nearest/second-nearest point is computed.
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</member>
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<member name="cellular_jitter" type="float" setter="set_cellular_jitter" getter="get_cellular_jitter" default="1.0">
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Maximum distance a point can move off of its grid position. Set to [code]0[/code] for an even grid.
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</member>
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<member name="cellular_return_type" type="int" setter="set_cellular_return_type" getter="get_cellular_return_type" enum="FastNoiseLite.CellularReturnType" default="1">
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Return type from cellular noise calculations. See [enum CellularReturnType].
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Return type from cellular noise calculations.
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</member>
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<member name="domain_warp_amplitude" type="float" setter="set_domain_warp_amplitude" getter="get_domain_warp_amplitude" default="30.0">
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Sets the maximum warp distance from the origin.
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@ -36,13 +36,13 @@
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The number of noise layers that are sampled to get the final value for the fractal noise which warps the space.
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</member>
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<member name="domain_warp_fractal_type" type="int" setter="set_domain_warp_fractal_type" getter="get_domain_warp_fractal_type" enum="FastNoiseLite.DomainWarpFractalType" default="1">
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The method for combining octaves into a fractal which is used to warp the space. See [enum DomainWarpFractalType].
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The method for combining octaves into a fractal which is used to warp the space.
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</member>
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<member name="domain_warp_frequency" type="float" setter="set_domain_warp_frequency" getter="get_domain_warp_frequency" default="0.05">
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Frequency of the noise which warps the space. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
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</member>
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<member name="domain_warp_type" type="int" setter="set_domain_warp_type" getter="get_domain_warp_type" enum="FastNoiseLite.DomainWarpType" default="0">
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Sets the warp algorithm. See [enum DomainWarpType].
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The warp algorithm.
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</member>
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<member name="fractal_gain" type="float" setter="set_fractal_gain" getter="get_fractal_gain" default="0.5">
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Determines the strength of each subsequent layer of noise in fractal noise.
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@ -58,7 +58,7 @@
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Sets the strength of the fractal ping pong type.
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</member>
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<member name="fractal_type" type="int" setter="set_fractal_type" getter="get_fractal_type" enum="FastNoiseLite.FractalType" default="1">
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The method for combining octaves into a fractal. See [enum FractalType].
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The method for combining octaves into a fractal.
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</member>
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<member name="fractal_weighted_strength" type="float" setter="set_fractal_weighted_strength" getter="get_fractal_weighted_strength" default="0.0">
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Higher weighting means higher octaves have less impact if lower octaves have a large impact.
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@ -67,7 +67,7 @@
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The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
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</member>
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<member name="noise_type" type="int" setter="set_noise_type" getter="get_noise_type" enum="FastNoiseLite.NoiseType" default="1">
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The noise algorithm used. See [enum NoiseType].
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The noise algorithm used.
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</member>
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<member name="offset" type="Vector3" setter="set_offset" getter="get_offset" default="Vector3(0, 0, 0)">
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Translate the noise input coordinates by the given [Vector3].
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