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Fix Build issue
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tutorials/3d/using_transforms.rst

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@@ -310,7 +310,7 @@ Setting information
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There are, of course, cases where you want to set information to a transform. Imagine a first person controller or orbiting camera. Those are definitely done using angles, because you *do want* the transforms to happen in a specific order.
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For such cases, keep the angles and rotations *outside* the transform and set them every frame. Don't try to retrieve and re-use them because the transform is not meant to be used this way.
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For such cases, keep the angles and rotations *outside* the transform and set them every frame. Don't try to retrieve and reuse them because the transform is not meant to be used this way.
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Example of looking around, FPS style:
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tutorials/best_practices/scene_organization.rst

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GetNode(TargetPath); // Use parent-defined NodePath.
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These options hide the points of access from the child node. This in turn
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keeps the child **loosely coupled** to its environment. One can re-use it
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keeps the child **loosely coupled** to its environment. One can reuse it
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in another context without any extra changes to its API.
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.. note::

tutorials/networking/high_level_multiplayer.rst

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@@ -251,7 +251,7 @@ Channels are also useful when used with the unreliable ordered transfer mode. Se
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cause packet loss, since packets which are slower to arrive are ignored. Separating them into multiple streams of homogeneous packets
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by using channels allows ordered transfer with little packet loss, and without the latency penalty caused by reliable mode.
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The default channel with index 0 is actually three different channels - one for each tansfer mode.
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The default channel with index 0 is actually three different channels - one for each transfer mode.
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Example lobby implementation
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----------------------------

tutorials/performance/gpu_optimization.rst

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@@ -90,7 +90,7 @@ possible. Godot's priorities are:
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scene, the faster the rendering will be. If a scene has a huge amount
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of objects (in the hundreds or thousands), try reusing the materials.
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In the worst case, use atlases to decrease the amount of texture changes.
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- **Reusing Shaders:** If materials can't be reused, at least try to re-use
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- **Reusing Shaders:** If materials can't be reused, at least try to reuse
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shaders. Note: shaders are automatically reused between
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StandardMaterial3Ds that share the same configuration (features
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that are enabled or disabled with a check box) even if they have different

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