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update Open Source Docs from Roblox internal teams
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content/en-us/input/mouse-and-keyboard.md

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title: Mouse and keyboard input
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description: Explains Roblox support for computer mice and keyboards.
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A large percentage of Roblox sessions are played on devices with a mouse and keyboard, so it's important to properly support these inputs when designing an experience for a wide audience. Once you're comfortable with mouse and keyboard inputs, make your experience compatible across multiple platforms by setting up [mobile](../input/mobile.md) and [gamepad](./gamepad.md) inputs.

content/en-us/parts/solid-modeling.md

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title: Solid modeling
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description: Solid modeling is the process of joining parts together to form complex shapes.
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**Solid modeling** is the process of joining [parts](../parts/index.md)

content/en-us/reference/cloud/toolbox-service/v1.json

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content/en-us/ui/rich-text.md

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description: Rich Text Markup are simple markup tags to style sections of a string.
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1. Replace numbered footnotes with dedicated style.
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UI **rich text** utilizes simple markup tags to style sections of a string in bold, italics, underline, fill color, stroke variations, and more. You can apply styling tags to `Class.TextLabel`, `Class.TextButton`, and `Class.TextBox` objects.

content/en-us/workspace/cframes.md

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title: CFrames
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description: CFrames, or Coordinate Frames, are a data type that you can use to rotate and position objects in the 3D space.
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A `Datatype.CFrame`, short for **Coordinate Frame**, is a data type used to rotate and position 3D objects. As either an object property or a standalone unit, a `Datatype.CFrame` contains global x-, y-, and z-coordinates as well as rotation data for each axis. In addition, `Datatype.CFrame|CFrames` contain helpful functions for working with objects in the 3D space.

content/en-us/workspace/collisions.md

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title: Collisions
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description: Explains methods to detect physical collisions, handle collision events, and fine-tune which objects collide with others.
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A collision occurs when two 3D objects come into contact within the 3D world. For customized collision handling, `Class.BasePart` has a set of [collision events](#collision-events) and [collision filtering](#collision-filtering) techniques, so you can control which physical assemblies collide with others.

content/en-us/workspace/raycasting.md

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title: Raycasting
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description: Raycasting allows you to detect collisions and determine the position of objects.
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At its most basic level, **raycasting** is the act of sending out an invisible ray from a `Datatype.Vector3` point in a specific direction with a defined length. Once cast, you can detect if the ray hits a `Class.BasePart` or `Class.Terrain` cell.

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