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Merge pull request #2738 from YeldhamDev/more_corrections
Fix mistakes in some recent tutorials changes
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@@ -25,7 +25,7 @@ in the game engine; there is only a potentially infinitely wide range of intensi
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values generated per frame of rendering.
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This means that some transformation of the scene light intensity, also known
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as _scene referred_ light ratios, need to be transformed and mapped to fit
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as scene-referred light ratios, need to be transformed and mapped to fit
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within the particular output range of the chosen display. This can be most
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easily understood if we consider virtually photographing our game engine scene
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through a virtual camera. Here, our virtual camera would apply a particular
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@@ -378,7 +378,7 @@ click the "Insert Key" option. This will bring up a list of methods
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that can be called for the AudioStreamPlayer node. Select the first
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one.
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.. image:: img/animation_method_list.png
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.. image:: img/animation_method_options.png
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When Godot reaches the keyframe, Godot calls the
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:ref:`class_AnimationPlayer` node's "play" function and the stream
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@@ -387,7 +387,7 @@ plays.
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You can change its position by dragging it on the timeline, you can also
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click on the keyframe and use the keyframe settings in the inspector.
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.. img:: img/animation_call_method_keyframe.png
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.. image:: img/animation_call_method_keyframe.png
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.. |Play from beginning| image:: img/animation_play_from_beginning.png
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.. |Add Animation| image:: img/animation_add.png
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