1. Write a new **selection system**. Godot's built-in `RichTextLabel` selection is limited by the node's boundaries. In normal web, holding click and dragging your mouse across the screen will select text across multiple nodes. Godot doesn't have a "set_selected_text" property, despite having one for "get_selected_text".
2.**Right-click Dropdown** for basic text operations (Copy, Paste, Cut). Download options for images
3.**Select-all CTRL+A shortcut**
4.**Scrolling** in the website container
5.**Store** tab containers so switching tabs won't erase previous tab.
14. Position `absolute` can be achieved by wrapping inside a Control node with a 0,0 size (so it's ignored by the layout), and moving the inner child according to CSS.
3. Certain properties like `scale` and `rotate` don't apply to the `active` pseudo-class because they rely on mouse_enter and mouse_exit events
4.`<div style="bg-[#3b82f6] w-[100px] h-[100px] flex hover:scale-110 transition hover:rotate-45">Box</div>` something like this has the "Box" text (presumably the PanelContainer) as the target of the hover, not the div itself (which has the w/h size)
- Fonts use **Flash of Unstyled Text (FOUT)** as opposed to **Flash of Invisible Text (FOIT)**, meaning the text with custom fonts will render with a generic font (sans-serif) while the custom ones downloads.