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Merge pull request #12326 from okpom-contribute/random-typo-fixes-1
Documentation typo fixes
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@@ -477,7 +477,7 @@ own place in the hierarchy as a sibling or some other relation.
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If building a networked game, keep in mind which nodes and gameplay systems
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are relevant to all players versus those just pertinent to the authoritative
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server. For example, users do not all need to have a copy of every players'
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server. For example, users do not all need to have a copy of every player's
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"PlayerController" logic - they only need their own. Keeping them in a
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separate branch from the "world" can help simplify the management of game
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connections and the like.
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@@ -115,7 +115,7 @@ Visual shader nodes have input and output ports. The input ports are located on
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.. figure:: img/vs_node.webp
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These ports are colored to differentiate type of port:
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These ports are colored to differentiate the type of port:
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.. |scalar| image:: img/vs_scalar.webp
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.. |vector| image:: img/vs_vector.webp
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@@ -203,7 +203,7 @@ Fresnel node
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The ``Fresnel`` node is designed to accept normal and view vectors and produces
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a scalar which is the saturated dot product between them. Additionally, you can
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setup the inversion and the power of equation. The ``Fresnel`` node is great for
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set up the inversion and the power of equation. The ``Fresnel`` node is great for
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adding a rim-like lighting effect to objects.
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.. image:: img/vs_fresnel.webp
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@@ -220,7 +220,7 @@ can be used to enable or disable some effect parts with one click.
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If node
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~~~~~~~
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The ``If`` node allows you to setup a vector which will be returned the result
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The ``If`` node allows you to set up a vector which will be returned the result
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of the comparison between ``a`` and ``b``. There are three vectors which can be
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returned: ``a == b`` (in that case the tolerance parameter is provided as a
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comparison threshold – by default it is equal to the minimal value, i.e.
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@@ -243,7 +243,7 @@ Mesh Emitter
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The ``Mesh Emitter`` node is used for emitting particles from mesh vertices. This is
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only available for shaders that are in ``Particles`` mode.
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Keep in mind that not all 3D objects are mesh files. a glTF file can't be dragged
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Keep in mind that not all 3D objects are mesh files. A glTF file can't be dragged
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and dropped into the graph. However, you can create an inherited scene from it,
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save the mesh in that scene as its own file, and use that.
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