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Merge pull request #10409 from tetrapod00/no-simply
Simply remove some words
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contributing/development/handling_compatibility_breakages.rst

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@@ -100,7 +100,7 @@ like ``core/math/a_star_grid_2d.compat.inc`` in this case:
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#endif // DISABLE_DEPRECATED
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Unless the change in compatibility is complex, the compatibility method should simply call the modified method directly,
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Unless the change in compatibility is complex, the compatibility method should call the modified method directly,
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instead of duplicating that method. Make sure to match the default arguments for that method (in the example above this would be ``false``).
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This file should always be placed next to the original file, and have ``.compat.inc`` at the end instead of ``.cpp`` or ``.h``.

tutorials/assets_pipeline/import_process.rst

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@@ -47,7 +47,7 @@ be discarded. After clicking **Reimport**, the chosen parameters will only be
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used for this asset and on future reimports.
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Changing the import parameters of several assets at the same time is also
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possible. Simply select all of them together in the resources dock and the
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possible. Select all of them together in the FileSystem dock and the
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exposed parameters will apply to all of them when reimporting.
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Reimporting multiple assets

tutorials/performance/general_optimization.rst

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@@ -226,7 +226,7 @@ algorithms and data structures are the best they can be. Data access should be
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local (to make best use of CPU cache), and it can often be better to use compact
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storage of data (again, always profile to test results). Often, you precalculate
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heavy computations ahead of time. This can be done by performing the computation
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when loading a level, by loading a file containing precalculated data or simply
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when loading a level, by loading a file containing precalculated data, or
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by storing the results of complex calculations into a script constant and
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reading its value.
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tutorials/platform/web/javascript_bridge.rst

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@@ -136,7 +136,7 @@ Can I use my favorite library?
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------------------------------
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You most likely can. First, you have to
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include your library in the page. You can simply customize the
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include your library in the page. You can customize the
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:ref:`Head Include <doc_javascript_export_options>` during export (see below),
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or even :ref:`write your own template <doc_customizing_html5_shell>`.
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tutorials/rendering/compositor.rst

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@@ -12,8 +12,7 @@ a :ref:`Camera3D <class_Camera3D>` and apply only to
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the Viewport using that camera.
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The :ref:`Compositor <class_Compositor>` resource is used to configure
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the compositor. To get started, simply create a new compositor on
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the appropriate node:
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the compositor. To get started, create a new compositor on the appropriate node:
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.. image:: img/new_compositor.webp
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tutorials/scripting/gdextension/gdextension_cpp_example.rst

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@@ -96,8 +96,8 @@ Now that we've downloaded our prerequisites, it is time to build the C++
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bindings.
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The repository contains a copy of the metadata for the current Godot release,
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but if you need to build these bindings for a newer version of Godot, simply
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call the Godot executable:
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but if you need to build these bindings for a newer version of Godot, call
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the Godot executable:
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.. code-block:: none
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tutorials/scripting/gdscript/gdscript_advanced.rst

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@@ -525,5 +525,4 @@ exists is desirable:
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if object.has_method("smash"):
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object.smash()
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Then, simply define that method and anything the rock touches can be
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smashed.
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Then, define that method and anything the rock touches can be smashed.

tutorials/shaders/shader_reference/shader_functions.rst

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@@ -3645,7 +3645,7 @@ Bitwise function descriptions
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The returned value will have bits [offset, offset + bits + 1] taken from [0, bits - 1] of ``insert`` and
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all other bits taken directly from the corresponding bits of base.
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.. note:: If bits is zero, the result will simply be the original value of base.
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.. note:: If bits is zero, the result will be the original value of base.
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.. warning::
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The result will be undefined if:

tutorials/ui/bbcode_in_richtextlabel.rst

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@@ -1052,7 +1052,7 @@ the Inspector by adding it to the **Markup > Custom Effects** array, or in code
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tag will be left as-is.
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There is only one function that you need to extend: ``_process_custom_fx(char_fx)``.
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Optionally, you can also provide a custom BBCode identifier simply by adding a member
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Optionally, you can also provide a custom BBCode identifier by adding a member
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name ``bbcode``. The code will check the ``bbcode`` property automatically or will
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use the name of the file to determine what the BBCode tag should be.
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tutorials/ui/custom_gui_controls.rst

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This function is
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:ref:`Control._gui_input() <class_Control_private_method__gui_input>`.
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Simply override it in your control. No processing needs to be set.
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To use it, override it in your control. No processing needs to be set.
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.. tabs::
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.. code-tab:: gdscript GDScript

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