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Merge pull request godotengine#9155 from AThousandShips/article_fix
Fix incorrect uses of a/an
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about/faq.rst

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@@ -275,7 +275,7 @@ data directory. This is usually a good approach, but this means configuration fi
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will not carry across machines if you copy the folder containing the Godot executable.
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See :ref:`doc_data_paths` for more information.
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If *true* portable operation is desired (e.g. for use on an USB stick),
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If *true* portable operation is desired (e.g. for use on a USB stick),
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follow the steps in :ref:`doc_data_paths_self_contained_mode`.
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Why does Godot prioritize Vulkan and OpenGL over Direct3D?
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developed with Godot on Windows will run out of the box on Linux, macOS, and
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more.
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While Vulkan and OpenGL remain our primary focus for their open standard and
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cross-platform benefits, Godot 4.3 introduced experimental support for Direct3D 12.
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This addition aims to enhance performance and compatibility on platforms where
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Direct3D 12 is prevalent, such as Windows and Xbox. However, Vulkan and OpenGL
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While Vulkan and OpenGL remain our primary focus for their open standard and
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cross-platform benefits, Godot 4.3 introduced experimental support for Direct3D 12.
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This addition aims to enhance performance and compatibility on platforms where
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Direct3D 12 is prevalent, such as Windows and Xbox. However, Vulkan and OpenGL
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will continue as the default rendering backends on all platforms, including Windows.
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Why does Godot aim to keep its core feature set small?

about/system_requirements.rst

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@@ -69,7 +69,7 @@ Desktop or laptop PC - Minimum
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Vulkan drivers for these Windows versions are known to have issues with
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memory leaks. As a result, it's recommended to stick to the Compatibility
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rendering method when running Godot on an Windows version older than 10.
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rendering method when running Godot on a Windows version older than 10.
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Mobile device (smartphone/tablet) - Minimum
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Vulkan drivers for these Windows versions are known to have issues with
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memory leaks. As a result, it's recommended to stick to the Compatibility
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rendering method when running Godot on an Windows version older than 10.
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rendering method when running Godot on a Windows version older than 10.
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Mobile device (smartphone/tablet) - Minimum
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

contributing/development/compiling/introduction_to_the_buildsystem.rst

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@@ -397,7 +397,7 @@ For the folders accelerated by this option, multiple ``.cpp`` files are
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compiled in each translation unit, so headers can be shared between multiple
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files, which can dramatically decrease build times.
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To make a SCU build, use the ``scu_build=yes`` SCons option.
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To peform an SCU build, use the ``scu_build=yes`` SCons option.
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.. note:: When developing a Pull Request using SCU builds, be sure to make a
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regular build prior to submitting the PR. This is because SCU builds

contributing/development/core_and_modules/binding_to_external_libraries.rst

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@@ -109,7 +109,7 @@ These files should contain the following:
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// Nothing to do here in this example.
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}
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Next, you need to create a ``SCsub`` file so the build system compiles
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Next, you need to create an ``SCsub`` file so the build system compiles
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this module:
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.. code-block:: python

contributing/development/core_and_modules/custom_modules_in_cpp.rst

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// Nothing to do here in this example.
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}
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Next, we need to create a ``SCsub`` file so the build system compiles
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Next, we need to create an ``SCsub`` file so the build system compiles
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this module:
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.. code-block:: python

contributing/development/core_and_modules/internal_rendering_architecture.rst

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The first important change in the mobile renderer is that the mobile renderer
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does not use the RGBA16F texture formats that the desktop renderer does.
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Instead, it is using a R10G10B10A2 UNORM texture format. This halves the bandwidth
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Instead, it is using an R10G10B10A2 UNORM texture format. This halves the bandwidth
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required and has further improvements as mobile hardware often further optimizes
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for 32-bit formats. The tradeoff is that the mobile renderer has limited HDR
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capabilities due to the reduced precision and maximum values in the color data.
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strips and vertex colors, which don't require MSAA to work.
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A 2D signed distance field representing LightOccluder2D nodes in the viewport is
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automatically generated if an user shader requests it. This can be used for
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automatically generated if a user shader requests it. This can be used for
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various effects in custom shaders, such as 2D global illumination. It is also
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used to calculate particle collisions in 2D.
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contributing/development/core_and_modules/unit_testing.rst

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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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output can be redirected to a XML file:
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output can be redirected to an XML file:
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.. code-block:: shell
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contributing/development/file_formats/tscn.rst

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@@ -54,7 +54,7 @@ If the file has no resources, ``load_steps`` is omitted. The engine will
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still load the file correctly if ``load_steps`` is incorrect, but this will affect
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loading bars and any other piece of code relying on that value.
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``uid`` is an unique string-based identifier representing the scene. This is
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``uid`` is a unique string-based identifier representing the scene. This is
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used by the engine to track files that are moved around, even while the editor
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is closed. Scripts can also load UID-based resources using the ``uid://`` path
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prefix to avoid relying on filesystem paths. This makes it possible to move
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~~~~~~~~~~~~~~~~~~
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External resources are links to resources not contained within the TSCN file
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itself. An external resource consists of a path, a type, an UID (used to map its
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filesystem location to an unique identifier) and an ID (used to refer to the
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itself. An external resource consists of a path, a type, a UID (used to map its
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filesystem location to a unique identifier) and an ID (used to refer to the
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resource in the scene file).
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Godot always generates absolute paths relative to the resource directory and

tutorials/3d/global_illumination/using_lightmap_gi.rst

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----------
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First of all, before the lightmapper can do anything, the objects to be baked need
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an UV2 layer and a texture size. An UV2 layer is a set of secondary texture coordinates
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a UV2 layer and a texture size. A UV2 layer is a set of secondary texture coordinates
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that ensures any face in the object has its own place in the UV map. Faces must
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not share pixels in the texture.
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tutorials/animation/creating_movies.rst

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@@ -359,7 +359,7 @@ others will require a conversion step beforehand. `HandBrake <https://handbrake.
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(GUI) and `FFmpeg <https://ffmpeg.org/>`__ (CLI) are popular open source tools
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for this purpose. FFmpeg has a steeper learning curve, but it's more powerful.
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The command below converts an AVI video to a MP4 (H.264) video with a Constant
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The command below converts an AVI video to an MP4 (H.264) video with a Constant
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Rate Factor (CRF) of 15. This results in a relatively large file, but is
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well-suited for platforms that will re-encode your videos to reduce their size
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(such as most video sharing websites):

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