AI-Otter 3 Feature Drop | 2025.2.3 <debuggerx@debuggerx-PC Update yiiguxing.translation.xml
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@@ -22,6 +22,8 @@
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<option name="translationDialogLocationY" value="567" />
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<option name="translationDialogWidth" value="1381" />
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<histories>
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<item value="This constructor is only guaranteed to work when invoked as `const`. It may work as a non-constant invocation on some platforms which have access to compiler options at run-time, but most ahead-of-time compiled platforms will not have this information." />
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<item value="The compilation configuration environment is not the same as the environment variables of a POSIX process. Those can be accessed on native platforms using `Platform.environment` from the `dart:io` library." />
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<item value="increame" />
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<item value="finger toq" />
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<item value="For generated code only. @nodoc" />
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@@ -70,8 +72,6 @@
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<item value="shininess" />
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<item value="bump scale" />
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<item value="[parameters] - (optional) an object with one or more properties defining the material's appearance. Any property of the material (including any property inherited from [Material]) can be passed in here. The exception is the property [color], which can be passed in as a hexadecimal int and is 0xffffff (white) by default. [Color] is called internally." />
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<item value="A material for shiny surfaces with specular highlights. The material uses a non-physically based [Blinn-Phong](https:en.wikipedia.orgwikiBlinn-Phong_shading_model) model for calculating reflectance. Unlike the Lambertian model used in the [MeshLambertMaterial] this can simulate shiny surfaces with specular highlights (such as varnished wood). [MeshPhongMaterial] uses per-fragment shading. Performance will generally be greater when using this material over the [MeshStandardMaterial] or [MeshPhysicalMaterial], at the cost of some graphical accuracy." />
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<item value="flat shading" />
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</histories>
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<option name="languageScores">
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<map>
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