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Tweens (Godot 4 API): create_tween(), tween_property (also one component, "position:x"), tween_interval, tween_callback, tween_method, parallel steps, chain(), loops, as_relative(), from(), delays, Godot's 12 transitions and 4 eases, finished / step_finished / loop_finished. They cost nothing when there are none.
AnimationPlayer node: property tracks (linear or nearest, per-key easing), single-component tracks, script-variable tracks and Call Method tracks with arguments; No Loop / Loop / Ping-Pong, autoplay, speed_scale; play(), play_backwards(), stop(), pause(), seek(), animation_started / animation_finished. Runs on the boards.
Animation panel (bottom tab, as in Godot): create, rename, duplicate and remove animations, add tracks, insert/move/delete keys on a timeline, edit a key's value, easing or method call, scrub to preview the pose without changing the scene. While it is open, the Inspector shows key icons to key any animatable property at the current time.
2D gizmos in the 2D view: Select (Q), Move (W) with X/Y axis arrows, Rotate (E) with a ring, Scale (S) with X/Y and uniform handles; resize handles on ColorRect and TextureRect; size, radius and height handles on CollisionShape2D; rotated sprite frames; snapping with Y or by holding Ctrl (8 px, 15°, 10%); arrow keys nudge by 1 px (Shift: 8); the value is shown while dragging.
Fixed
Every scene showed unsaved changes (*) right after opening.
Dragging a 2D node whose parent is rotated or scaled now follows the cursor.
Making an animation shorter no longer makes the scene invalid (keys past the end are ignored).
Notes
Not supported yet: blending and the RESET animation; keying @export variables from the Inspector.