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update Open Source Docs from Roblox internal teams
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.github/workflows/content-checks.yml

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- name: Set up Node.js
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uses: actions/setup-node@v3
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with:
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node-version: 18.17.1
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node-version: 22.10.0
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- name: Install Node.js dependencies
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shell: bash

.nvmrc

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v18.17.1
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v22.10.0

content/en-us/reference/engine/classes/AudioEmitter.yaml

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type: AudioSimulationFidelity
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tags: []
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deprecation_message: ''
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security:
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Emission
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category: Simulation
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serialization:
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can_load: true
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can_save: true

content/en-us/reference/engine/classes/AudioListener.yaml

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`Class.AudioListener|AudioListeners` and
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`Class.AudioEmitter|AudioEmitters` which disagree on the necessary level
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of detail will use the less-detailed option.
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of detail will use the less-detailed option.
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code_samples: []
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type: AudioSimulationFidelity
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tags: []
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read: None
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write: None
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thread_safety: ReadSafe
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category: Listening
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category: Simulation
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serialization:
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can_load: true
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can_save: true

content/en-us/reference/engine/classes/BasePart.yaml

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with audio simulation, similar to `Class.BasePart.CastShadow|CastShadow`
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for lighting.
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When disabled, audio passes through the part; it is not occluded or reflected.
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When disabled, audio passes through the part; it is not occluded or
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reflected.
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code_samples: []
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type: boolean
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tags: []

content/en-us/reference/engine/classes/EditableMesh.yaml

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necessary; for example, you might want to create an `EditableMesh` just to
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raycast without ever displaying it.
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An `EditableMesh` is displayed when it's linked to a new
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`Class.MeshPart`, through `Class.AssetService:CreateMeshPartAsync()`. You can
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create more `Class.MeshPart` instances that reference the same
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`EditableMesh` `Datatype.Content`, or link to an existing
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`Class.MeshPart` through `Class.MeshPart:ApplyMesh()`.
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An `EditableMesh` is displayed when it's linked to a new `Class.MeshPart`,
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through `Class.AssetService:CreateMeshPartAsync()`. You can create more
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`Class.MeshPart` instances that reference the same `EditableMesh`
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`Datatype.Content`, or link to an existing `Class.MeshPart` through
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`Class.MeshPart:ApplyMesh()`.
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To recalculate collision and fluid geometry after editing, you can again call
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`Class.AssetService:CreateMeshPartAsync()` and `Class.MeshPart:ApplyMesh()` to
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For security purposes, using `EditableMesh` fails by default for published
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experiences. To enable usage, `EditableMesh`, you must be 13+ age verified and
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ID verified. After you are verified, open Studio's [Game
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Settings](../../../studio/game-settings.md), select **Security**, and enable
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the **Allow Mesh & Image APIs** toggle. Remember to review
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the [Terms of
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Use](https://en.help.roblox.com/hc/en-us/articles/115004647846-Roblox-Terms-of-Use#creators-restrictions-on-use)
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ID verified. After you are verified, open Studio's
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[Game Settings](../../../studio/game-settings.md), select **Security**, and
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enable the **Allow Mesh & Image APIs** toggle. Remember to
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review the
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[Terms of Use](https://en.help.roblox.com/hc/en-us/articles/115004647846-Roblox-Terms-of-Use#creators-restrictions-on-use)
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before enabling the toggle.
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##### Permissions
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##### FACS Poses
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Animatable heads use the Facial Action Coding System (FACS). See the [FACS
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poses
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reference](../../../art/characters/facial-animation/facs-poses-reference.md)
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Animatable heads use the Facial Action Coding System (FACS). See the
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[FACS poses reference](../../../art/characters/facial-animation/facs-poses-reference.md)
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for helpful information when using
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`Class.EditableMesh:GetFacsPoses()|GetFacsPoses()` and similar methods.
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These FACS poses are blended together during animation. Sometimes, the
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blending of the base poses produces poor results. In those cases, you can
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override the blending of specific combinations of base poses with a
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[corrective
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pose](../../../art/characters/facial-animation/create-basic-heads.md#combination-poses)
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[corrective pose](../../../art/characters/facial-animation/create-basic-heads.md#combination-poses)
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that is more pleasing. A corrective pose is specified by 2 or 3
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`Enum.FacsActionUnit` values. Like a base FACS pose, for a corrective pose,
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virtual bones can each have a `Datatype.CFrame` that transforms the bones'
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summary: |
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Options table containing bone parameters:
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- `Name` — A string that specifies the bone name. Note that
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all bone names in a mesh must be unique.
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- `ParentId` — Optional bone ID of the new bone's parent.
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- `CFrame` — Initial `Datatype.CFrame` of the bone in the bind pose of the mesh, in the mesh's local space.
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- `Virtual` — Boolean that specifies whether this bone is virtual. Virtual bones can only be bound to a `Class.FaceControls` instance.
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- `Name` — A string that specifies the bone name. Note that all bone
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names in a mesh must be unique.
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- `ParentId` — Optional bone ID of the new bone's parent.
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- `CFrame` — Initial `Datatype.CFrame` of the bone in the bind pose of
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the mesh, in the mesh's local space.
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- `Virtual` — Boolean that specifies whether this bone is virtual.
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Virtual bones can only be bound to a `Class.FaceControls` instance.
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returns:
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- type: int64
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summary: |
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writeCapabilities: []
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- name: EditableMesh:GetBoneCFrame
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summary: |
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Returns the initial `Datatype.CFrame` of the bone in the bind pose of the mesh.
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Returns the initial `Datatype.CFrame` of the bone in the bind pose of the
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mesh.
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description: |
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Returns the initial `Datatype.CFrame` of the bone in the bind pose of the mesh,
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in the mesh's local space.
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Returns the initial `Datatype.CFrame` of the bone in the bind pose of the
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mesh, in the mesh's local space.
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code_samples: []
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parameters:
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- name: boneId
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type: Array
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default: ''
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summary: |
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Array or 2 or 3 `Enum.FacsActionUnit` values that specify a corrective pose.
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Array or 2 or 3 `Enum.FacsActionUnit` values that specify a corrective
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pose.
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returns:
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- type: Tuple
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summary: |
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Array of bone IDs and corresponding array of bone `Datatype.CFrame|CFrames`.
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Array of bone IDs and corresponding array of bone
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`Datatype.CFrame|CFrames`.
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tags: []
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deprecation_message: ''
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security: None
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summary: |
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Returns all FACS corrective poses that are in use.
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description: |
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Returns all FACS corrective poses that are in use. Each corrective pose is specified by 2 or 3 `Enum.FacsActionUnit` values.
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Returns all FACS corrective poses that are in use. Each corrective pose is
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specified by 2 or 3 `Enum.FacsActionUnit` values.
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code_samples: []
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parameters: []
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returns:
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- type: Array
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summary: |
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Array of corrective poses. Each corrective pose is specified by a small array of 2 or 3 `Enum.FacsActionUnit` values.
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Array of corrective poses. Each corrective pose is specified by a
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small array of 2 or 3 `Enum.FacsActionUnit` values.
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tags: []
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deprecation_message: ''
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security: None
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returns:
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- type: Array
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summary: |
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Array of `Enum.FacsActionUnit`, one for each FACS action unit that has a pose defined.
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Array of `Enum.FacsActionUnit`, one for each FACS action unit that has
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a pose defined.
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tags: []
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deprecation_message: ''
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security: None
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writeCapabilities: []
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- name: EditableMesh:GetVertexBoneWeights
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summary: |
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Returns skinning blend weights for each bone that is associated with the vertex.
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Returns skinning blend weights for each bone that is associated with the
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vertex.
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description: |
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Returns skinning blend weights for each bone that is associated with the vertex.
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Returns skinning blend weights for each bone that is associated with the
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vertex.
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code_samples: []
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parameters:
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- name: vertexId
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returns:
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- type: Array
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summary: |
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Skinning blend weights for each bone that is associated with the vertex.
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Skinning blend weights for each bone that is associated with the
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vertex.
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tags: []
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deprecation_message: ''
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security: None
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summary: |
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Set the initial `Datatype.CFrame` for a bone in the mesh's bind pose.
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description: |
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Set the initial `Datatype.CFrame` for a bone in the mesh's bind pose, in the mesh's local space.
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Set the initial `Datatype.CFrame` for a bone in the mesh's bind pose, in
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the mesh's local space.
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code_samples: []
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parameters:
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- name: boneId
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type: CFrame
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default: ''
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Initial `Datatype.CFrame` for the bone in the mesh's bind pose, in the mesh's local space.
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Initial `Datatype.CFrame` for the bone in the mesh's bind pose, in the
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mesh's local space.
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- type: ()
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summary: ''
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writeCapabilities: []
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- name: EditableMesh:SetFacsBonePose
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summary: |
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Set `Datatype.CFrame` for an individual bone in a specific FACS action unit.
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Set `Datatype.CFrame` for an individual bone in a specific FACS action
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unit.
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description: |
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Set `Datatype.CFrame` for an individual bone in a specific FACS action unit.
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Set `Datatype.CFrame` for an individual bone in a specific FACS action
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unit.
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code_samples: []
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parameters:
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- name: action
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type: Array
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default: ''
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Array or 2 or 3 `Enum.FacsActionUnit` values to apply as a corrective pose.
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Array or 2 or 3 `Enum.FacsActionUnit` values to apply as a corrective
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pose.
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- name: boneIds
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type: Array
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default: ''

content/en-us/reference/engine/classes/TextChatMessage.yaml

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`Class.TextChatMessage`.
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description: |
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A general purpose field for storing miscellaneous data about the
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`TextChatMessage`. The second argument of
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`Class.TextChannel:SendAsync()` and
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`Class.TextChannel:DisplaySystemMessage()` is used to populate this field.
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`TextChatMessage`. The second argument of `Class.TextChannel:SendAsync()`
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and `Class.TextChannel:DisplaySystemMessage()` is used to populate this
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field.
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Use this field to apply additional formatting for special messages within
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`Class.TextChatService.OnIncomingMessage` and
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end
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```
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As follows is a reference of the default system messages emitted by the chat system:
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As follows is a reference of the default system messages emitted by the
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chat system:
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<table size="small">
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<thead>

content/en-us/reference/engine/datatypes/PhysicalProperties.yaml

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`Class.AudioEmitter|AudioEmitters`. When using acoustic simulation,
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surfaces with higher absorption will result in less reverb than surfaces
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with lower absorption.
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Note that this does not affect the degree to which audio transmits
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**through** surfaces; for that, see
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`Datatype.PhysicalProperties.Density|Density`.
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part is, the more force it takes to accelerate it. Acceptable range is
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`0.01` to `100.0` and values outside this range will be clamped.
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When using acoustic simulation, parts with higher density will muffle occluded `Class.AudioEmitter|AudioEmitters` more.
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When using acoustic simulation, parts with higher density will muffle
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occluded `Class.AudioEmitter|AudioEmitters` more.
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code_samples: []
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tags: []
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deprecation_message: ''

content/en-us/reference/engine/enums/AudioSimulationFidelity.yaml

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tags: []
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deprecation_message: ''
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items:
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- name: Automatic
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summary: |
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The audio engine simulates transmission, diffraction, and reflections at a
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level of detail suitable to most devices.
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value: 0
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tags: []
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deprecation_message: ''
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- name: None
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summary: |
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No acoustic simulation occurs; only direction and distance are taken into
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account.
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value: 0
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tags: []
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deprecation_message: ''
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- name: Automatic
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summary: |
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The audio engine simulates transmission, diffraction, and reflections at a
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level of detail suitable to most devices.
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value: 1
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tags: []
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deprecation_message: ''

content/en-us/reference/engine/libraries/task.yaml

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name: task
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type: library
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Allows for functions and threads to be coordinated with the engine's scheduler.
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Allows for functions and threads to be coordinated with the engine's
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scheduler.
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description: |
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The **task** library allows for functions and threads to be scheduled with the
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engine's scheduler.
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then the spawned function or thread is resumed in the current serial
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execution phase. If the calling script is currently running in a parallel
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execution phase, then the spawned function or thread is resumed in the
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current parallel execution phase. For more information, see [Parallel
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Luau](../../../scripting/multithreading.md).
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current parallel execution phase. For more information, see
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[Parallel Luau](../../../scripting/multithreading.md).
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parameters:
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- name: functionOrThread
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type: function | thread
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then the deferred function or thread is resumed in a serial execution
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phase. If the calling script is currently running in a parallel execution
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phase, then the deferred function or thread is resumed in a parallel
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execution phase. For more information, see [Parallel
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Luau](../../../scripting/multithreading.md).
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execution phase. For more information, see
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[Parallel Luau](../../../scripting/multithreading.md).
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parameters:
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- name: functionOrThread
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then the delayed function or thread is resumed in a serial execution
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phase. If the calling script is currently running in a parallel execution
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phase, then the delayed function or thread is resumed in a parallel
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execution phase. For more information, see [Parallel
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Luau](../../../scripting/multithreading.md).
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execution phase. For more information, see
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[Parallel Luau](../../../scripting/multithreading.md).
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parameters:
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- name: duration
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type: number
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`desynchronize()` as long as the instantiation of the module calling it
149150
was required by a script that is a descendant of an `Class.Actor`.
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For more information, see [Parallel
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Luau](../../../scripting/multithreading.md).
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For more information, see
153+
[Parallel Luau](../../../scripting/multithreading.md).
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parameters:
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returns:
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- type: ()
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`synchronize()` as long as the instantiation of the module calling it was
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required by a script that is a descendant of an `Class.Actor`.
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For more information, see [Parallel
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Luau](../../../scripting/multithreading.md).
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For more information, see
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[Parallel Luau](../../../scripting/multithreading.md).
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parameters:
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returns:
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- type: ()

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