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Fix mixup between translated and translated_local
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tutorials/math/matrices_and_transforms.rst

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@@ -222,11 +222,12 @@ to set its ``origin`` vector to (1, 2):
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.. image:: img/matrices_and_transforms/translate.png
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There is also a ``translated()`` method, which performs a different
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operation to adding or changing ``origin`` directly. The ``translated()``
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There is also a ``translated_local()`` method, which performs a different
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operation to adding or changing ``origin`` directly. The ``translated_local()``
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method will translate the object *relative to its own rotation*.
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For example, an object rotated 90 degrees clockwise will move to
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the right when ``translated()`` with ``Vector2.UP``.
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the right when ``translated_local()`` with ``Vector2.UP``. To translate
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*relative to the global/parent frame* use ``translated()`` instead.
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.. note:: Godot's 2D uses coordinates based on pixels, so in actual
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projects you will want to translate by hundreds of units.

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