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Fix various minor typos
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README.md

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## License
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At the exception of the `classes/` folder, all the content of this repository is licensed under the Creative Commons Attribution 3.0 Unported license ([CC BY 3.0](https://creativecommons.org/licenses/by/3.0/)) and is to be attributed to "Juan Linietsky, Ariel Manzur and the Godot community".
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With the exception of the `classes/` folder, all the content of this repository is licensed under the Creative Commons Attribution 3.0 Unported license ([CC BY 3.0](https://creativecommons.org/licenses/by/3.0/)) and is to be attributed to "Juan Linietsky, Ariel Manzur and the Godot community".
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See [LICENSE.txt](/LICENSE.txt) for details.
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The files in the `classes/` folder are derived from [Godot's main source repository](https://github.com/godotengine/godot) and are distributed under the MIT license, with the same authors as above.

_tools/redirects/README.md

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To install requirements: `pip3 install -r requirements.txt`.
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Git is also required and needs to be available in the `PATH`.
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To interact with the Read the Docs API, a valid API key must be set as
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`RTD_AUTH_TOKEN` (either as a environment variable or in a [.env file](https://pypi.org/project/python-dotenv/)).
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`RTD_AUTH_TOKEN` (either as an environment variable or in a [.env file](https://pypi.org/project/python-dotenv/)).
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## Usage
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Lets say we recently renamed some files in the Git branch `3.4` (compared to the `stable` branch), and now we want to create redirects for these.
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Let's say we recently renamed some files in the Git branch `3.4` (compared to the `stable` branch), and now we want to create redirects for these.
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For this, we would (after setting up the API token and requirements, see Setup above):
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> python convert_git_renames_to_csv.py stable 3.4
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This should output a list of the redirects to create. Lets append these to the redirects file:
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This should output a list of the redirects to create. Let's append these to the redirects file:
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> python convert_git_renames_to_csv.py stable 3.4 >> redirects.csv
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After this, redirects for renamed files should have been appended to `redirects.csv`. You may want to double check that!
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Now lets submit these to ReadTheDocs and create redirects there:
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After this, redirects for renamed files should have been appended to `redirects.csv`. You may want to double-check that!
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Now let's submit these to ReadTheDocs and create redirects there:
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> python create_redirects.py
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contributing/development/core_and_modules/2d_coordinate_systems.rst

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- **SubViewportContainer shrink transform**
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:ref:`stretch <class_SubViewportContainer_property_stretch>` together with
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:ref:`stretch_shrink <class_SubViewportContainer_property_stretch_shrink>` declare for a
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*SubViewportContaner* if and by what integer factor the contained *SubViewport* should be
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*SubViewportContainer* if and by what integer factor the contained *SubViewport* should be
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scaled in comparison to the container's size.

contributing/documentation/contributing_to_the_documentation.rst

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- **Good:** Understanding signals in Godot
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- **Bad:** Understanding Signals In Godot
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Only propers nouns, projects, people, and node class names should have their
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Only proper nouns, projects, people, and node class names should have their
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first letter capitalized.
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Sphinx and reStructuredText syntax

contributing/documentation/docs_image_guidelines.rst

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source, and doesn't give Google any image rights by using it. When choosing
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compression if you can get an image that's under 300KB in size use lossless
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compression. If it's over 300KB, use just enough lossy compression to get it
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under that size. If this results in noticable compression artifacts using less
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under that size. If this results in noticeable compression artifacts using less
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compression is fine, even if the file size is bigger.
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If you already have an image editor such as GIMP, Krita or Photoshop installed
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If the image is over 300KB in size try compressing it losslessly using `Squoosh <https://squoosh.app/>`_.
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If it's still over 300KB change to lossy compression and slowly increase the compression until it's under
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300KB. If this results in noticable compression artifacts using less compression is fine, even if the file
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300KB. If this results in noticeable compression artifacts using less compression is fine, even if the file
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size is bigger.
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Outlines, arrows and text

contributing/workflow/bug_triage_guidelines.rst

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- *Discussion*: the issue is not consensual and needs further
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discussion to define what exactly should be done to address the
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topic.
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- *Enhancememnt*: new information to be added in an existing page.
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- *Enhancement*: new information to be added in an existing page.
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- *Good first issue*: the issue is *assumed* to be an easy one to fix, which makes
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it a great fit for new contributors who want to become familiar with
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the code base. It should be removed while an active PR is available, that

contributing/workflow/testing_pull_requests.rst

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.. image:: img/testing_pull_requests_access_fork.png
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- Now that you are on the fork's branch page, click the ``.github`` folder at the top of the file list.
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Then, click on the ``workflows`` folder (whicb is inside the ``.github`` folder).
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Then, click on the ``workflows`` folder (which is inside the ``.github`` folder).
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Click the workflow file for the platform you wish to download artifacts for.
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*After* clicking on the file (which opens the file view), copy the page URL from your browser's address bar.
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tutorials/3d/occlusion_culling.rst

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to a low-resolution buffer on the CPU. This is done using
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the software raytracing library `Embree <https://github.com/embree/embree>`__.
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The engine then uses this low-resolution buffer to test occludees'
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The engine then uses this low-resolution buffer to test the occludee's
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:abbr:`AABB (Axis-Aligned Bounding Box)` against the occluder shapes.
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The occludee's :abbr:`AABB (Axis-Aligned Bounding Box)` must be *fully occluded*
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by the occluder shape to be culled.

tutorials/3d/particles/properties.rst

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The ``Amount Ratio`` property is the ratio of particles compared to the amount that will be emitted.
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If it's less than ``1.0``, the amount of particles emitted through the lifetime will be the ``Amount`` *
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``Amount Ratio``. Changing this value while emitted doesn't affect already created particles and doesn't
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cause the particle system to restart. It's useful for making effects where the number of emitted particels
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cause the particle system to restart. It's useful for making effects where the number of emitted particles
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varies over time.
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You can set another particle node as a ``Sub Emitter``, which will be spawned as a child of each

tutorials/3d/visibility_ranges.rst

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- **Disabled:** Uses hysteresis to switch between LOD levels instantly. This
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prevents situations where LOD levels are switched back and forth quickly when
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the player moves forward and then backward at the LOD transition point. The
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hystereis distance is determined by **Visibility Range > Begin Margin** and
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hysteresis distance is determined by **Visibility Range > Begin Margin** and
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**Visibility Range > End Margin**. This mode provides the best performance as
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it doesn't force rendering to become transparent during the fade transition.
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- **Self:** Uses alpha blending to smoothly fade between LOD levels. The node

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