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Merge pull request #12223 from godotengine/subsurface-scattering-ci-test
Update codespell to include many more checks
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@@ -147,9 +147,9 @@ Understanding caching is also crucial to CPU optimization. If you have an
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algorithm (routine) that loads small bits of data from randomly spread out areas
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of main memory, this can result in a lot of cache misses, a lot of the time, the
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CPU will be waiting around for data instead of doing any work. Instead, if you
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can make your data accesses localised, or even better, access memory in a linear
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fashion (like a continuous list), then the cache will work optimally and the CPU
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will be able to work as fast as possible.
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can make your data accesses localized, or even better, access memory in a linear
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fashion (like a continuous list), then the cache, and therefore the CPU,
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will be able to work as efficiently as possible.
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Godot usually takes care of such low-level details for you. For example, the
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Server APIs make sure data is optimized for caching already for things like
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@@ -175,9 +175,9 @@ Large worlds may need to be built in tiles that can be loaded on demand as you
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move around the world. This can prevent memory use from getting out of hand, and
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also limit the processing needed to the local area.
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There may also be rendering and physics glitches due to floating point error in
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There may also be rendering and physics bugs due to floating-point errors in
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large worlds. This can be resolved using :ref:`doc_large_world_coordinates`.
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If using large world coordinates is not an option, you may be able to use techniques
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such as orienting the world around the player (rather than the other way
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around), or shifting the origin periodically to keep things centred around
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If using large world coordinates is not an option, other common techniques include
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orienting the world around the player (rather than the other way
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around), or shifting the origin periodically to keep things centered around
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``Vector3(0, 0, 0)``.
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@@ -165,8 +165,8 @@ the changes are applied.
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a time to perform precompilation.
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- **Reflection Probes**: Enabled when a ReflectionProbe node is placed on the
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scene.
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- **Separate Specular**: Enabled when using effects like sub-surface scattering
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or a compositor effect that relies on sampling the specularity directly off
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- **Separate Specular**: Enabled when using effects like subsurface scattering
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or a compositor effect that relies on sampling the specularity directly from
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the screen.
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- **Motion Vectors**: Enabled when using effects such as TAA, FSR2 or a
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compositor effect that requires motion vectors (such as motion blur).
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