@dcl/playground-assets 7.24.4 → 7.24.5-28985931443.commit-4a0bcfc

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package/dist/alpha.d.ts CHANGED
@@ -263,6 +263,15 @@ export declare const AvatarBase: LastWriteWinElementSetComponentDefinition<PBAva
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  /** @public */
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  export declare const AvatarEmoteCommand: GrowOnlyValueSetComponentDefinition<PBAvatarEmoteCommand>;
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+ /** Mask for which bones an animation applies to. */
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+ /**
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+ * @public
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+ */
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+ export declare const enum AvatarEmoteMask {
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+ AEM_FULL_BODY = 0,
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+ AEM_UPPER_BODY = 1
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+ }
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+
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  /** @public */
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  export declare const AvatarEquippedData: LastWriteWinElementSetComponentDefinition<PBAvatarEquippedData>;
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@@ -280,7 +289,9 @@ export declare const enum AvatarModifierType {
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  /** AMT_HIDE_AVATARS - avatars are invisible */
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  AMT_HIDE_AVATARS = 0,
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  /** AMT_DISABLE_PASSPORTS - selecting (e.g. clicking) an avatar will not bring up their profile. */
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- AMT_DISABLE_PASSPORTS = 1
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+ AMT_DISABLE_PASSPORTS = 1,
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+ /** AMT_HIDE_NAMETAGS - the name tag displayed above an avatar is hidden. */
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+ AMT_HIDE_NAMETAGS = 2
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  }
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  /** @public */
@@ -4982,11 +4993,16 @@ export declare namespace PBAvatarShape {
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  }
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  /**
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- * The Billboard component makes an Entity automatically reorient its rotation to face the camera.
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+ * The Billboard component makes an Entity automatically reorient its rotation to face a target.
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+ * By default (when target_entity is unset), the billboard faces the main camera. When target_entity
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+ * is set, the billboard faces that entity instead. Setting target_entity to the camera reserved
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+ * entity (2) is equivalent to leaving the field unset. If the referenced target entity doesn’t exist
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+ * or is deleted, the billboard reorientation is disabled until the target exists again.
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+ *
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  * As the name indicates, it’s used to display in-game billboards and frequently combined with
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  * the TextShape component.
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  *
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- * Billboard only affects the Entity's rotation. Its scale and position are still determined by its
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+ * Billboard only affects the Entitys rotation. Its scale and position are still determined by its
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  * Transform.
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  */
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  /**
@@ -4995,6 +5011,8 @@ export declare namespace PBAvatarShape {
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  export declare interface PBBillboard {
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  /** the BillboardMode (default: BM_ALL) */
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  billboardMode?: BillboardMode | undefined;
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+ /** entity to face instead of the camera; if the referenced entity doesn’t exist, the billboard behavior is disabled until it does */
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+ targetEntity?: number | undefined;
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  }
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  /**
@@ -6971,6 +6989,7 @@ export declare namespace PBVideoPlayer {
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  * an 'instant' transition (like using speed/time = 0)
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  * * The lookAtEntity defines to which entity the Camera has to look at constantly (independent from
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  * the holding entity transform).
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+ * * The fov defines the Field of View of the virtual camera
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  */
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  /**
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  * @public
@@ -6978,6 +6997,8 @@ export declare namespace PBVideoPlayer {
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  export declare interface PBVirtualCamera {
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  defaultTransition?: CameraTransition | undefined;
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  lookAtEntity?: number | undefined;
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+ /** default: 60 */
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+ fov?: number | undefined;
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  }
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  /**
package/dist/beta.d.ts CHANGED
@@ -263,6 +263,15 @@ export declare const AvatarBase: LastWriteWinElementSetComponentDefinition<PBAva
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  /** @public */
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  export declare const AvatarEmoteCommand: GrowOnlyValueSetComponentDefinition<PBAvatarEmoteCommand>;
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+ /** Mask for which bones an animation applies to. */
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+ /**
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+ * @public
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+ */
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+ export declare const enum AvatarEmoteMask {
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+ AEM_FULL_BODY = 0,
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+ AEM_UPPER_BODY = 1
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+ }
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+
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  /** @public */
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  export declare const AvatarEquippedData: LastWriteWinElementSetComponentDefinition<PBAvatarEquippedData>;
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@@ -280,7 +289,9 @@ export declare const enum AvatarModifierType {
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  /** AMT_HIDE_AVATARS - avatars are invisible */
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  AMT_HIDE_AVATARS = 0,
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  /** AMT_DISABLE_PASSPORTS - selecting (e.g. clicking) an avatar will not bring up their profile. */
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- AMT_DISABLE_PASSPORTS = 1
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+ AMT_DISABLE_PASSPORTS = 1,
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+ /** AMT_HIDE_NAMETAGS - the name tag displayed above an avatar is hidden. */
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+ AMT_HIDE_NAMETAGS = 2
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  }
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  /** @public */
@@ -4954,11 +4965,16 @@ export declare namespace PBAvatarShape {
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  }
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  /**
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- * The Billboard component makes an Entity automatically reorient its rotation to face the camera.
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+ * The Billboard component makes an Entity automatically reorient its rotation to face a target.
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+ * By default (when target_entity is unset), the billboard faces the main camera. When target_entity
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+ * is set, the billboard faces that entity instead. Setting target_entity to the camera reserved
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+ * entity (2) is equivalent to leaving the field unset. If the referenced target entity doesn’t exist
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+ * or is deleted, the billboard reorientation is disabled until the target exists again.
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+ *
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  * As the name indicates, it’s used to display in-game billboards and frequently combined with
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  * the TextShape component.
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  *
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- * Billboard only affects the Entity's rotation. Its scale and position are still determined by its
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+ * Billboard only affects the Entitys rotation. Its scale and position are still determined by its
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  * Transform.
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  */
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  /**
@@ -4967,6 +4983,8 @@ export declare namespace PBAvatarShape {
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  export declare interface PBBillboard {
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  /** the BillboardMode (default: BM_ALL) */
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  billboardMode?: BillboardMode | undefined;
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+ /** entity to face instead of the camera; if the referenced entity doesn’t exist, the billboard behavior is disabled until it does */
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+ targetEntity?: number | undefined;
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  }
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  /**
@@ -6943,6 +6961,7 @@ export declare namespace PBVideoPlayer {
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  * an 'instant' transition (like using speed/time = 0)
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  * * The lookAtEntity defines to which entity the Camera has to look at constantly (independent from
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  * the holding entity transform).
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+ * * The fov defines the Field of View of the virtual camera
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  */
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  /**
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  * @public
@@ -6950,6 +6969,8 @@ export declare namespace PBVideoPlayer {
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  export declare interface PBVirtualCamera {
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  defaultTransition?: CameraTransition | undefined;
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  lookAtEntity?: number | undefined;
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+ /** default: 60 */
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+ fov?: number | undefined;
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  }
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  /**
@@ -263,6 +263,15 @@ export declare const AvatarBase: LastWriteWinElementSetComponentDefinition<PBAva
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  /** @public */
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  export declare const AvatarEmoteCommand: GrowOnlyValueSetComponentDefinition<PBAvatarEmoteCommand>;
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+ /** Mask for which bones an animation applies to. */
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+ /**
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+ * @public
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+ */
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+ export declare const enum AvatarEmoteMask {
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+ AEM_FULL_BODY = 0,
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+ AEM_UPPER_BODY = 1
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+ }
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+
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  /** @public */
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  export declare const AvatarEquippedData: LastWriteWinElementSetComponentDefinition<PBAvatarEquippedData>;
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@@ -280,7 +289,9 @@ export declare const enum AvatarModifierType {
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  /** AMT_HIDE_AVATARS - avatars are invisible */
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  AMT_HIDE_AVATARS = 0,
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  /** AMT_DISABLE_PASSPORTS - selecting (e.g. clicking) an avatar will not bring up their profile. */
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- AMT_DISABLE_PASSPORTS = 1
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+ AMT_DISABLE_PASSPORTS = 1,
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+ /** AMT_HIDE_NAMETAGS - the name tag displayed above an avatar is hidden. */
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+ AMT_HIDE_NAMETAGS = 2
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  }
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  /** @public */
@@ -4954,11 +4965,16 @@ export declare namespace PBAvatarShape {
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  }
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  /**
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- * The Billboard component makes an Entity automatically reorient its rotation to face the camera.
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+ * The Billboard component makes an Entity automatically reorient its rotation to face a target.
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+ * By default (when target_entity is unset), the billboard faces the main camera. When target_entity
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+ * is set, the billboard faces that entity instead. Setting target_entity to the camera reserved
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+ * entity (2) is equivalent to leaving the field unset. If the referenced target entity doesn’t exist
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+ * or is deleted, the billboard reorientation is disabled until the target exists again.
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+ *
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  * As the name indicates, it’s used to display in-game billboards and frequently combined with
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  * the TextShape component.
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  *
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- * Billboard only affects the Entity's rotation. Its scale and position are still determined by its
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+ * Billboard only affects the Entitys rotation. Its scale and position are still determined by its
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  * Transform.
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  */
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  /**
@@ -4967,6 +4983,8 @@ export declare namespace PBAvatarShape {
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  export declare interface PBBillboard {
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  /** the BillboardMode (default: BM_ALL) */
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  billboardMode?: BillboardMode | undefined;
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+ /** entity to face instead of the camera; if the referenced entity doesn’t exist, the billboard behavior is disabled until it does */
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+ targetEntity?: number | undefined;
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  }
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  /**
@@ -6943,6 +6961,7 @@ export declare namespace PBVideoPlayer {
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  * an 'instant' transition (like using speed/time = 0)
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  * * The lookAtEntity defines to which entity the Camera has to look at constantly (independent from
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  * the holding entity transform).
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+ * * The fov defines the Field of View of the virtual camera
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  */
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  /**
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  * @public
@@ -6950,6 +6969,8 @@ export declare namespace PBVideoPlayer {
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  export declare interface PBVirtualCamera {
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  defaultTransition?: CameraTransition | undefined;
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  lookAtEntity?: number | undefined;
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+ /** default: 60 */
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+ fov?: number | undefined;
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  }
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  /**