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update Open Source Docs from Roblox internal teams
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content/common/navigation/cloud/reference.yaml

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path: /cloud/features/badges
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- title: Bans and blocks
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path: /cloud/features/bans-and-blocks
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- title: Chats
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path: /cloud/features/chats
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- title: Connections
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path: /cloud/features/friends
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- title: Creator Store
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versions:
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- name: v1
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path: /cloud/legacy/gameinternationalization/v1
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- title: Game join
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type: cloudlegacy
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ignoreTranslation: true
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versions:
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- name: v1
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path: /cloud/legacy/gamejoin/v1
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- title: Games v2
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type: cloudlegacy
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ignoreTranslation: true

content/en-us/art/modeling/specifications.md

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See the following specifications for general geometry:
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- **Budgets** - Individual meshes can not exceed 10,000 triangles. Avatar items have their own individual budget requirements for [characters](../../art/characters/specifications.md) and [accessories](../../art/accessories/specifications.md).
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- **Budgets** - Individual meshes can not exceed 20,000 triangles. Avatar items have their own individual budget requirements for [characters](../../art/characters/specifications.md) and [accessories](../../art/accessories/specifications.md).
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- **Watertight** - All geometry must be watertight without exposed holes or backfaces.
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- **No N-gons** - Meshes must be in quads where possible.
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- **Volume** - Meshes cannot be 0 thickness and must have some volume.
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content/en-us/cloud-services/data-stores/data-stores-manager.md

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## Access the Data Stores Manager
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<Alert severity="info">
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If you're the owner of an experience or the group owner of a group-owned experience, you have access to the Data Stores Manager by default. To give access to members of your group, [grant them permission](../../projects/groups.md#roles-and-permissions) to **View Data Stores Manager** or **Edit all group experiences**.
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If you're the owner of an experience or the group owner of a group-owned experience, you already have full access to the Data Stores Manager by default.
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To give members of your group access to the Data Stores Manager, you can [grant them one of the following permissions](../../projects/groups.md#roles-and-permissions):
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- **View Data Stores** lets them view the Data Stores Manager page in the Creator Hub.
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- **Edit Data Stores** lets them delete keys.
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- **Delete Data Stores** lets them delete data stores.
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- **Edit all group experiences** gives them full access to all of the functionality of the Data Stores Manager.
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</Alert>
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To access the Data Stores Manager:
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<img src="./../../assets/data/data-store/Data-Stores-Manager-Page.png" alt="Overview of Data Stores Manager page displaying the Summary section, the Data Stores list, and the Keys list." />
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<br/>
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<br/>
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The **Summary** section of the Data Stores Manager page includes the **Total Size** and the **Storage Limit** of your data stores. The Total Size is calculated by adding the number of bytes consumed by all existing keys in your experience, and the Storage Limit is calculated based on your experience's lifetime user count. For more information about storage limits, see [Limits](./error-codes-and-limits.md#limits).
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## View data stores and keys
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- Select a key entry, select a version under **Version History**, and click **Compare Version** to compare the current key entry version with the version you selected.
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<img src="./../../assets/data/data-store/Data-Stores-Manager-Compare-Versions.png" alt="Comparison of two key entries in a data store." />
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## Delete data stores and keys
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<Alert severity="info">
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When you schedule a data store for permanent deletion, that data store immediately becomes inaccessible. Any attempts to read or write to its entries will fail.
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</Alert>
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To schedule a data store or key for permanent deletion:
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1. Go to Creations and select an experience.
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2. Go to **Configure** > **Data Stores Manager**.
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3. Click the **Action** menu next to the item you want to delete.
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4. Click **Mark for Deletion**.
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There is a cooldown period between when you delete a data store or key and when that item is actually deleted. During this cooldown period, you can undo the deletion and restore the item to its normal state.
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To restore a data store, click the **Action** menu next to the data store you want to restore and then click **Restore**, or call the [`UndeleteDataStore`](/cloud/reference/DataStore#Cloud_UndeleteDataStore) method from the Open Cloud API.
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To restore a key, call the `Class.GlobalDataStore.UpdateAsync|UpdateAsync` method from the Engine API or the [`UpdateDataStoreEntry`](/cloud/reference/DataStoreEntry#Cloud_UpdateDataStoreEntry__Using_Universes_DataStores) method from the Open Cloud API.

content/en-us/cloud/guides/data-stores/throttling.md

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</ul>
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</td>
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</tr>
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<tr>
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<td>Delete</td>
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<td>
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<ul>
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<li>Delete Data Store</li>
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<li>Undelete Data Store</li>
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</ul>
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</td>
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<td>
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<ul>
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<li>300 requests/minute/universe</li>
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</ul>
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</td>
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</tr>
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</tbody>
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</table>
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content/en-us/effects/particle-emitters.md

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**keypoint** that determines the color value of the property at that point in
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the particle's lifetime.
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<img src="../assets/studio/general/ColorSequence-White-Keypoints-Labeled.png" width="640" alt="Keypoints labeled in color sequence popup" />
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<img src="../assets/studio/general/ColorSequence-White-Keypoints-Labeled.png" width="640" alt="Keypoints labeled in color sequence popup" />
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1. Click the keypoint at the start of the color sequence, click the
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small square next to **Color**, and select a color from the popup window.
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<img src="../assets/studio/general/ColorSequence-Red-White.png" width="640" alt="Color sequence popup from red to white" />
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<img src="../assets/studio/general/ColorSequence-Red-White.png" width="640" alt="Color sequence popup from red to white" />
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1. If you want particles to change their color near the end of their
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lifetime, click the keypoint at the end of the color sequence, click the small square next to **Color**, and select a color from the popup window.
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<video src="../assets/lighting-and-effects/particle-emitter/Flipbook.mp4" controls width="800" alt="Flipbook looping over the four particles in its texture"></video>
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To use particle flipbooks, the flipbook texture must be of pixel dimensions 8×8, 16×16, 32×32, 64×64, 128×128, 256×256, 512×512, or 1024×1024. If the texture isn't a square with one of these dimensions, you can't set flipbook's properties in the [Properties](../studio/properties.md) window.
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To use particle flipbooks, the texture's dimensions must be divisible by the number of frames in the layout grid. If the texture's dimensions are not compatible with the layout grid size, a warning appears next to the `Class.ParticleEmitter.FlipbookLayout|FlipbookLayout` property in the [Properties](../studio/properties.md) window.
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The flipbook texture can have a frame layout of 2×2, 4×4, or 8×8. For example, the following 1024×1024 image has an 8×8 layout, so it's suitable for a 64‑frame animation.
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<GridContainer numColumns="2">
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<figure>
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<figcaption>
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<Alert severity = 'success'>Valid flipbook texture size</Alert>
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</figcaption>
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A 1024&times;1024 texture with a `Enum.ParticleFlipbookLayout.Grid4x4|Grid4x4` layout. The texture's dimensions are divisible by 4, so each frame is 256&times;256. Similarly, a 1024&times;512 texture with a custom layout of 8&times;4 is compatible because 1024 is divisible by 8 and 512 is divisible by 4.
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</figure>
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<figure>
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<figcaption>
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<Alert severity = 'error'>Incompatible flipbook texture size</Alert>
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</figcaption>
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A 100&times;100 texture with a `Enum.ParticleFlipbookLayout.Grid8x8|Grid8x8` layout. The texture's dimensions are not divisible by 8, so the frames cannot be divided evenly. Similarly, a 1024&times;1024 texture with a custom layout of 10&times;10 is incompatible because 1024 is not divisible by 10.
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</figure>
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</GridContainer>
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The flipbook texture can have a frame layout of 2×2, 4×4, 8×8 or custom. For example, the following 1024×1024 image has an 8×8 layout, so it's suitable for a 64‑frame animation.
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<img src="../assets/lighting-and-effects/particle-emitter/8x8-Explosion.png" width="512" alt="Sample texture for particle flipbooks" />
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- **Grid2x2** &mdash; 2&times;2 frames for a 4-frame animation.
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- **Grid8x8** &mdash; 8&times;8 frames for a 64-frame animation.
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- **Custom** &ndash; A custom grid size defined by `Class.ParticleEmitter.FlipbookSizeX|FlipbookSizeX` and `Class.ParticleEmitter.FlipbookSizeY|FlipbookSizeY`.
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- **OneShot** &mdash; Play through the animation only once across the particle's lifetime. With this setting, the `Class.ParticleEmitter.FlipbookFramerate|FlipbookFramerate` property doesn't apply; instead, the framerate is determined by the particle's `Class.ParticleEmitter.Lifetime|Lifetime` divided evenly by the number of frames in the animation. **OneShot** animations are useful for clear non-repeating animations, such as an explosion that creates a puff of smoke and then fades out.
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- **PingPong** &mdash; Play from the first to the last frame, then in reverse from the last to the first, repeating throughout the `Class.ParticleEmitter.Lifetime|Lifetime` of the particle.
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- **Random** &mdash; Play the frames in a random order, blending/crossfading from one frame to the next. This can be useful for organic particle textures at low framerates, such as stars slowly twinkling between subtly different shapes.
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</TabItem>
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<TabItem label="FlipbookStartRandom">
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The `Class.ParticleEmitter.FlipbookStartRandom|FlipbookStartRandom` property determines whether each particle begins at a random frame of the animation instead of always starting at the first frame. One use case is to enable this property and also set `Class.ParticleEmitter.FlipbookFramerate|FlipbookFramerate` to zero, causing each emitted particle to be a static frame chosen randomly from the flipbook texture.
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</TabItem>

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