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Merge pull request #10222 from tetrapod00/run-time-runtime
Change all usages of "run-time" to "runtime"
2 parents c181d61 + 5994348 commit 47455be

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about/faq.rst

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@@ -567,7 +567,7 @@ resulted in better usability while still being fast enough for most use cases.
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That said, nothing prevents you from making use of composition in your project
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by creating child Nodes with individual scripts. These nodes can then be added and
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removed at run-time to dynamically add and remove behaviors.
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removed at runtime to dynamically add and remove behaviors.
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More information about Godot's design choices can be found in
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`this article <https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine>`__.

about/list_of_features.rst

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@@ -239,7 +239,7 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
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**Global illumination with indirect lighting:**
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- :ref:`Baked lightmaps <doc_using_lightmap_gi>` (fast, but can't be updated at run-time).
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- :ref:`Baked lightmaps <doc_using_lightmap_gi>` (fast, but can't be updated at runtime).
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- Supports baking indirect light only or baking both direct and indirect lighting.
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The bake mode can be adjusted on a per-light basis to allow for hybrid light
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- :ref:`Voxel-based GI probes <doc_using_voxel_gi>`. Supports
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dynamic lights *and* dynamic occluders, while also supporting reflections.
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Requires a fast baking step which can be performed in the editor or at
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run-time (including from an exported project).
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runtime (including from an exported project).
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- :ref:`Signed-distance field GI <doc_using_sdfgi>` designed for large open worlds.
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Supports dynamic lights, but not dynamic occluders. Supports reflections.
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No baking required.
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- Texture channels are smoothly overlaid on top of the underlying material,
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with support for normal/ORM-only decals.
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- Support for normal fade to fade the decal depending on its incidence angle.
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- Does not rely on run-time mesh generation. This means decals can be used on
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- Does not rely on runtime mesh generation. This means decals can be used on
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complex skinned meshes with no performance penalty, even if the decal moves every frame.
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- Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally).
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- Optional distance fade system to fade distant decals, improving performance.
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- :ref:`3D geometry helper class <class_Geometry3D>`.
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- Support for exporting the current scene as a glTF 2.0 file, both from the editor
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and at run-time from an exported project.
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and at runtime from an exported project.
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3D physics
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----------
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- Collada (.dae).
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- Wavefront OBJ (static scenes only, can be loaded directly as a mesh or imported as a 3D scene).
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- Support for loading glTF 2.0 scenes at run-time, including from an exported project.
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- Support for loading glTF 2.0 scenes at runtime, including from an exported project.
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- 3D meshes use `Mikktspace <http://www.mikktspace.com/>`__ to generate tangents
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on import, which ensures consistency with other 3D applications such as Blender.
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- A* algorithm in :ref:`2D <class_AStar2D>` and :ref:`3D <class_AStar3D>`.
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- Navigation meshes with dynamic obstacle avoidance in
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:ref:`2D <doc_navigation_overview_2d>` and :ref:`3D <doc_navigation_overview_3d>`.
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- Generate navigation meshes from the editor or at run-time (including from an exported project).
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- Generate navigation meshes from the editor or at runtime (including from an exported project).
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Networking
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----------

contributing/development/core_and_modules/common_engine_methods_and_macros.rst

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@@ -85,7 +85,7 @@ There are two types of internationalization in Godot's codebase:
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editor. If a user uses the same text in one of their projects, it won't be
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translated if they provide a translation for it. When contributing to the
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engine, this is generally the macro you should use for localizable strings.
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- ``RTR()``: **Run-time translations** will be automatically localized in
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- ``RTR()``: **Runtime translations** will be automatically localized in
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projects if they provide a translation for the given string. This kind of
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translation shouldn't be used in editor-only code.
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contributing/development/core_and_modules/custom_modules_in_cpp.rst

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ScriptServer::init_languages();
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Our ``Summator`` class is initialized during the ``register_module_types()``
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call. Imagine that we need to satisfy some common module run-time dependency
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call. Imagine that we need to satisfy some common module runtime dependency
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(like singletons), or allow us to override existing engine method callbacks
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before they can be assigned by the engine itself. In that case, we want to
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ensure that our module classes are registered *before* any other built-in type.

contributing/development/core_and_modules/custom_platform_ports.rst

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If the target platform doesn't support running Vulkan, Direct3D 12, OpenGL 3.3,
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or OpenGL ES 3.0, you have two options:
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- Use a library at run-time to translate Vulkan or OpenGL calls to another graphics API.
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- Use a library at runtime to translate Vulkan or OpenGL calls to another graphics API.
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For example, `MoltenVK <https://moltengl.com/moltenvk/>`__ is used on macOS
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to translate Vulkan to Metal at run-time.
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to translate Vulkan to Metal at runtime.
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- Create a new renderer from scratch. This is a large undertaking, especially if
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you want to support both 2D and 3D rendering with advanced features.
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contributing/development/core_and_modules/internal_rendering_architecture.rst

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`Embree <https://github.com/embree/embree>`__. The buffer's resolution depends
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on the number of CPU threads on the system, as this is done in parallel.
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This buffer includes occluder shapes that were baked in the editor or created at
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run-time.
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runtime.
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As complex occluders can introduce a lot of strain on the CPU, baked occluders
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can be simplified automatically when generated in the editor.
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Godot's occlusion culling doesn't support dynamic occluders yet, but
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OccluderInstance3D nodes can still have their visibility toggled or be moved.
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However, this will be slow when updating complex occluders this way. Therefore,
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updating occluders at run-time is best done only on simple occluder shapes such
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updating occluders at runtime is best done only on simple occluder shapes such
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as quads or cuboids.
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This CPU-based approach has a few advantages over other solutions, such as

contributing/development/core_and_modules/unit_testing.rst

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Test cases are created using ``TEST_CASE`` function-like macro. Each test case
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must have a brief description written in parentheses, optionally including
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custom tags which allow to filter the tests at run-time, such as ``[String]``,
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custom tags which allow to filter the tests at runtime, such as ``[String]``,
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``[Stress]`` etc.
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Test cases are written in a dedicated namespace. This is not required, but
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| ``FAIL`` | Fails the test immediately. Can be wrapped in conditionals for complex checks. |
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+----------------+-----------------------------------------------------------------------------------------------------------+
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Different reporters can be chosen at run-time. For instance, here's how the
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Different reporters can be chosen at runtime. For instance, here's how the
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output can be redirected to an XML file:
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.. code-block:: shell

getting_started/first_3d_game/index.rst

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- Use physics layers and a group to detect interactions with specific entities.
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- Code basic procedural gameplay by instancing monsters at regular time
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intervals.
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- Design a movement animation and change its speed at run-time.
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- Design a movement animation and change its speed at runtime.
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- Draw a user interface on a 3D game.
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And more.

tutorials/3d/global_illumination/introduction_to_global_illumination.rst

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- **LightmapGI:** |bad| Baked, and therefore not real-time.
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- Both indirect lighting and SH reflections are baked and can't be changed at
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run-time. Real-time GI must be
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runtime. Real-time GI must be
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:ref:`simulated via other means <doc_faking_global_illumination>`,
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such as real-time positional lights. Dynamic objects receive indirect lighting
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via light probes, which can be placed automatically or manually by the user
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is set to **Always** (which is expensive).
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- Indirect lighting must be configured manually by the user, but can be changed
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at run-time without causing an expensive computation to happen behind the scenes.
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at runtime without causing an expensive computation to happen behind the scenes.
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This makes ReflectionProbes viable for procedurally generated levels.
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User work needed

tutorials/3d/global_illumination/using_lightmap_gi.rst

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Baked lightmaps are a workflow for adding indirect (or fully baked)
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lighting to a scene. Unlike the :ref:`VoxelGI <doc_using_voxel_gi>` and
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:ref:`SDFGI <doc_using_sdfgi>` approaches, baked lightmaps work fine on low-end PCs
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and mobile devices, as they consume almost no resources at run-time. Also unlike
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and mobile devices, as they consume almost no resources at runtime. Also unlike
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VoxelGI and SDFGI, baked lightmaps can optionally be used to store direct
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lighting, which provides even further performance gains.
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