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Update EditableMesh.yaml and AssetService.yaml (#1018)
## Changes Changed one reference of "content" in EditableMesh.yaml to link to [the Content datatype](https://create.roblox.com/docs/reference/engine/datatypes/Content). Also added summaries for content parameters in AssetService.yaml to better explain what they are. Credit to [@MrChickenRocket](https://devforum.roblox.com/u/MrChickenRocket) for making [the bug report here](https://devforum.roblox.com/t/feedback-on-editablemesh/3450653) asking for clarification on Content. ## Checks By submitting your pull request for review, you agree to the following: - [x] This contribution was created in whole or in part by me, and I have the right to submit it under the terms of this repository's open source licenses. - [x] I understand and agree that this contribution and a record of it are public, maintained indefinitely, and may be redistributed under the terms of this repository's open source licenses. - [x] To the best of my knowledge, all proposed changes are accurate. ---------
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content/en-us/reference/engine/classes/AssetService.yaml

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- name: content
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type: Content
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default:
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summary: ''
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summary: |
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Reference to asset content stored externally or as an object within the place, wrapping a single value
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of one of the supported `Enum.ContentSourceType` values.
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- name: editableImageOptions
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type: Dictionary?
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default:
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- name: content
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type: Content
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default:
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summary: ''
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summary: |
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Reference to asset content stored externally or as an object within the place, wrapping a single value
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of one of the supported `Enum.ContentSourceType` values.
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- name: editableMeshOptions
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type: Dictionary?
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default:
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- name: meshContent
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type: Content
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default:
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summary: ''
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summary: |
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Reference to asset content stored externally or as an object within the place, wrapping a single value
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of one of the supported `Enum.ContentSourceType` values.
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- name: options
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type: Dictionary
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default: nil

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

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An `Class.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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`Class.EditableMesh` content, or link to an existing `Class.MeshPart` through
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`Class.EditableMesh` `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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