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Merge pull request #11050 from AThousandShips/fix_spelling
Various grammar and spelling fixes
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contributing/development/best_practices_for_engine_contributors.rst

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@@ -60,7 +60,7 @@ order to achieve greater productivity. In this case, *a solution is needed*.
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Believing that problems may arise in the future and that the software needs to
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be ready to solve them by the time they appear is called *"Future proofing"* and
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its characterized by lines of thought such as:
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it's characterized by lines of thought such as:
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- I think it would be useful for users to...
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- I think users will eventually need to...

contributing/development/compiling/compiling_for_macos.rst

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runs without any dependencies. Executing it will bring up the Project
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Manager.
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.. note:: Using a standalone editor executable is not recommended, it should be always packaged into an
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.. note:: Using a standalone editor executable is not recommended, it should be always packaged into a
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``.app`` bundle to avoid UI activation issues.
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.. note:: If you want to use separate editor settings for your own Godot builds
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Automatic ``.app`` bundle creation
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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To automatically create an ``.app`` bundle like in the official builds, use the ``generate_bundle=yes`` option on the *last*
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To automatically create a ``.app`` bundle like in the official builds, use the ``generate_bundle=yes`` option on the *last*
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SCons command used to build editor:
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::
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lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
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To create an ``.app`` bundle, you need to use the template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
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To create a ``.app`` bundle, you need to use the template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
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editor binary built with ``dev_build=yes``::
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cp -r misc/dist/macos_tools.app ./bin/Godot.app
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scons platform=macos target=template_debug arch=arm64
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scons platform=macos target=template_release arch=arm64 generate_bundle=yes
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To create an ``.app`` bundle like in the official builds, you need to use the
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To create a ``.app`` bundle like in the official builds, you need to use the
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template located in ``misc/dist/macos_template.app``. This process can be automated by using
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the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates
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(so that all binaries can be included). This option also takes care of calling ``lipo`` to create
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an *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
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a *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
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.. note::
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contributing/development/compiling/index.rst

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.. highlight:: shell
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Godot prides itself on being very easy to build, by C++ projects' standards.
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Godot prides itself on being very easy to build, by C++ project standards.
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:ref:`Godot uses the SCons build system <doc_faq_why_scons>`, and after the initial
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setup compiling the engine for your current platform should be as easy as running:
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contributing/development/core_and_modules/2d_coordinate_systems.rst

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built in. The basic concepts are covered in :ref:`doc_viewport_and_canvas_transforms`.
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:ref:`Transform2D <class_Transform2D>` are matrices that convert coordinates from one coordinate
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system to an other. In order to use them, it is beneficial to know which coordinate systems are
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system to another. In order to use them, it is beneficial to know which coordinate systems are
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available in Godot. For a deeper understanding, the :ref:`doc_matrices_and_transforms` tutorial
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offers insights to the underlying functionality.
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viewport. This transform is used for :ref:`Windows <class_Window>` as described in
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:ref:`doc_multiple_resolutions`, but can also be manually set on *SubViewports* by means of
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:ref:`size <class_SubViewport_property_size>` and
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:ref:`size_2d_override <class_SubViewport_property_size_2d_override>`. It's
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:ref:`size_2d_override <class_SubViewport_property_size_2d_override>`. Its
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:ref:`translation <class_Transform2D_method_get_origin>`,
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:ref:`rotation <class_Transform2D_method_get_rotation>` and
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:ref:`skew <class_Transform2D_method_get_skew>` are the default values and it can only have

contributing/development/core_and_modules/binding_to_external_libraries.rst

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# This is an absolute path where your .a libraries reside.
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# If using a relative path, you must convert it to a
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# full path using an utility function, such as `Dir('...').abspath`.
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# full path using a utility function, such as `Dir('...').abspath`.
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env.Append(LIBPATH=[Dir('libpath').abspath])
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# Check with the documentation of the external library to see which library

contributing/development/handling_compatibility_breakages.rst

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static void _bind_compatibility_methods();
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#endif
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They should start with a ``_`` to indicate that they are internal, and end with ``_bind_compat_`` followed by the PR number
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They should start with an ``_`` to indicate that they are internal, and end with ``_bind_compat_`` followed by the PR number
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that introduced the change (``88047`` in this example). These compatibility methods need to be implemented in a dedicated file,
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like ``core/math/a_star_grid_2d.compat.inc`` in this case:
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contributing/documentation/docs_image_guidelines.rst

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To take a picture of the entire screen press :kbd:`Shift + Command + 4`.
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All screenshots taken will be saved to the desktop.
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Each Linux desktop environment has it's own screenshot tool. For example,
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Each Linux desktop environment has its own screenshot tool. For example,
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on KDE Plasma the program Spectacle is used for taking screenshots. If your
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distribution doesn't come with one by default try searching its package
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repository, or Flathub if that's supported.

contributing/documentation/updating_the_class_reference.rst

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worry. Leave it for now, and list the methods you skipped when you open a pull request
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with your changes. Another writer will take care of it.
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You can still look at the methods' implementation in Godot's source code on GitHub.
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You can still look at the method's implementation in Godot's source code on GitHub.
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If you have doubts, feel free to ask on the `Godot Forum <https://forum.godotengine.org/>`_
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and `Godot Contributors Chat <https://chat.godotengine.org/>`_.
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getting_started/step_by_step/scripting_player_input.rst

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every frame, and ``_unhandled_input()``, to receive input events like key and
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button presses from the users. There are quite a few more.
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The ``Input`` singleton allows you to react to the players' input anywhere in
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The ``Input`` singleton allows you to react to the player's input anywhere in
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your code. In particular, you'll get to use it in the ``_process()`` loop.
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In the next lesson, :ref:`doc_signals`, we'll build upon the relationship between

tutorials/3d/lights_and_shadows.rst

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stay dark. Unlike most other light types, directional lights don't have specific
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The directional light also offers a **Angular Distance** property, which
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The directional light also offers an **Angular Distance** property, which
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determines the light's angular size in degrees. Increasing this above ``0.0``
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will make shadows softer at greater distances from the caster, while also
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affecting the sun's appearance in procedural sky materials. This is called a

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