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Merge pull request #1953 from corrigentia/patch-9
Update godot_design_philosophy.rst
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@@ -36,11 +36,11 @@ BrokenLanterns in the city will update instantly.
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On top of that, you can **inherit** from any scene.
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A Godot scene could be a Weapon, a Character, an Item, a Door, a Level,
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part of a level… anything you’d like. It works like a class in pure code
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part of a level… anything you’d like. It works like a class in pure code,
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except you’re free to design it by using the editor, using only the
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code, or mixing and matching the two.
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It’s different from prefabs you find in several 3D engines as you can
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It’s different from prefabs you find in several 3D engines, as you can
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then inherit from and extend those scenes. You may create a Magician
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that extends your Character. Modify the Character in the editor and the Magician
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will update as well. It helps you build your projects so that their
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@@ -118,7 +118,7 @@ Google AdMob, or an FBX model importer. Any of these can come as
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third-party plugins instead.
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On the other hand, an open codebase means you can **learn from and extend
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the engine** to your heart’s content. You can also debug games easily
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the engine** to your heart’s content. You can also debug games easily,
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as Godot will print errors with a stack trace, even if they come from the engine itself.
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.. note::
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@@ -148,7 +148,7 @@ system, it can hot-reload code and scenes when you test your projects,
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or run game code in the editor. This means you can **use the same code**
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and scenes for your games, or **build plugins and extend the editor.**
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This leads to a reliable and flexible UI system as it powers the editor
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This leads to a reliable and flexible UI system, as it powers the editor
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itself. With the ``tool`` keyword, you can run any game code in the editor.
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