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Remove trailing whitespace and irregular whitespace
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@@ -69,7 +69,7 @@ Building the documentation requires at least 8 GB of RAM to be done without swap
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# On Linux/macOS
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make html SPHINXOPTS=-j2
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# On Windows
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# On Windows
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set SPHINXOPTS=-j2 && make html
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```
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@@ -62,7 +62,7 @@ optimized before being added to the engine, to do so:
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svgcleaner --multipass svg_source.svg svg_optimized.svg
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The ``--multipass`` switch improves compression, so make sure to include it.
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The ``--multipass`` switch improves compression, so make sure to include it.
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The optimized icon will be saved to ``svg_optimized.svg``. You can also change
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the destination parameter to any relative or absolute path you'd like.
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@@ -9,5 +9,3 @@ C#
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c_sharp_features
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c_sharp_differences
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c_sharp_style_guide
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@@ -53,7 +53,7 @@ to issues at runtime, but lets you decide whether or not you want to
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leave the code as it is. More on that in a moment.
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Static types also give you better code completion options. Below, you
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can see the difference between a dynamic and a static typed completion
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can see the difference between a dynamic and a static typed completion
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options for a class called ``PlayerController``.
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You've probably stored a node in a variable before, and typed a dot to
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@@ -299,7 +299,7 @@ And the same callback, with type hints:
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func _on_area_entered(area: CollisionObject2D) -> void:
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pass
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You're free to replace, e.g. the ``CollisionObject2D``, with your own type,
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You're free to replace, e.g. the ``CollisionObject2D``, with your own type,
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to cast parameters automatically:
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::
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@@ -24,4 +24,3 @@ There are some things to note:
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The exporter attempts to make them similar, but it doesn't always look the
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same.
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- There is no difference between buffer shadow and ray shadow in the export.
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@@ -683,4 +683,3 @@ We're also going to add joypad support, so we can play with wired Xbox 360 contr
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.. warning:: If you ever get lost, be sure to read over the code again!
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You can download the finished project for this part here: :download:`Godot_FPS_Part_3.zip <files/Godot_FPS_Part_3.zip>`
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@@ -9,5 +9,3 @@ Audio
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audio_streams
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sync_with_audio
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recording_with_microphone
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@@ -7,4 +7,3 @@ Creating content
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procedural_geometry/index
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making_trees
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@@ -6,4 +6,3 @@ Debug
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:name: toc-learn-features-debug
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overview_of_debugging_tools
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@@ -10,5 +10,3 @@ GUI
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size_and_anchors
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gui_containers
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bbcode_in_richtextlabel
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@@ -254,4 +254,3 @@ player, which is a :ref:`KinematicBody2D <class_KinematicBody2D>`.
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Now the player has utilized the state design pattern to implement its two different states. The nice part of this
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pattern is that if one wanted to add another state, then it would involve creating another class that need only
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focus on itself and how it changes to another state. Each state is functionally separated and instantiated dynamically.
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@@ -65,5 +65,3 @@ Play the scene and the cloak should simulate correctly.
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.. image:: img/softbody_cloak_finish.png
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This covers the basic settings of softbody, experiment with the parameters to achieve the effect you are aiming for when making your game.
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@@ -98,7 +98,7 @@ controller relative to the :ref:`ARVROrigin <class_ARVROrigin>` node. All of the
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An :ref:`ARVRController <class_ARVRController>` node with an ``ID`` of ``1`` represents the left VR controller, while an :ref:`ARVRController <class_ARVRController>` controller with an
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``ID`` of ``2`` represents the right VR controller.
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To summerize:
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To summarize:
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- The :ref:`ARVROrigin <class_ARVROrigin>` node is the center of the VR tracking system and is positioned on the floor.
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