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Improve codespell setup for direct usage and CI
Running `codespell` directly in a terminal at the project root now acts identical to CI, making local runs faster and easier. This also removes the redundant `codespell-ignore-lines.txt` which had no effect anymore, as the original image it was referencing was renamed or removed. Some redundant ignore entries were also removed.
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@@ -6,7 +6,6 @@ repos:
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rev: v2.3.0
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hooks:
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- id: codespell
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files: ^(about|community|engine_details|getting_started|tutorials)/.*\.rst$
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additional_dependencies: [tomli]
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- repo: https://github.com/pre-commit/pre-commit-hooks
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@@ -1 +0,0 @@
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.. image:: img/expres.png
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@@ -1,8 +1,5 @@
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doubleclick
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dof
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lod
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que
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raison
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uint
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implementors
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thirdparty
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@@ -4,5 +4,13 @@ line-length = 120
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[tool.codespell]
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dictionary = ["_tools/codespell-dict.txt", "-"]
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ignore-words = "_tools/codespell-ignore.txt"
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exclude-file = "_tools/codespell-ignore-lines.txt"
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skip = "tutorials/i18n/locales.rst"
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skip = [
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"_build/*",
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"_static/*",
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"_styleguides/*",
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"classes/*",
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".github/*",
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"tutorials/i18n/locales.rst",
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"AUTHORS.md",
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"LICENSE.txt",
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]
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@@ -125,7 +125,7 @@ their UV2 maps properly generated.
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.. warning::
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When reusing a mesh within a scene, keep in mind that UVs will be generated
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for the first instance found. If the mesh is re-used with different scales
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for the first instance found. If the mesh is reused with different scales
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(and the scales are wildly different, more than half or twice), this will
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result in inefficient lightmaps. To avoid this, adjust the **Lightmap
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Scale** property in the GeometryInstance3D section of a MeshInstance3D node.
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@@ -14,7 +14,7 @@ for certain mesh algorithms. If you do not need this extra information then it m
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.. note:: MeshDataTool can only be used on Meshes that use the PrimitiveType ``Mesh.PRIMITIVE_TRIANGLES``.
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We initialize the MeshDataTool from an ArrayMesh by calling :ref:`create_from_surface() <class_meshdatatool_method_create_from_surface>`. If there is already data initialized in the MeshDataTool,
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calling ``create_from_surface()`` will clear it for you. Alternatively, you can call :ref:`clear() <class_meshdatatool_method_clear>` yourself before re-using the MeshDataTool.
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calling ``create_from_surface()`` will clear it for you. Alternatively, you can call :ref:`clear() <class_meshdatatool_method_clear>` yourself before reusing the MeshDataTool.
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In the examples below, assume an ArrayMesh called ``mesh`` has already been created. See :ref:`ArrayMesh tutorial <doc_arraymesh>` for an example of mesh generation.
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@@ -17,7 +17,7 @@ They create their first scene and fill it with content only to eventually end
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up saving branches of their scene into separate scenes as the nagging feeling
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that they should split things up starts to accumulate. However, they then
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notice that the hard references they were able to rely on before are no longer
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possible. Re-using the scene in multiple places creates issues because the
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possible. Reusing the scene in multiple places creates issues because the
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node paths do not find their targets and signal connections established in the
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editor break.
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@@ -196,7 +196,7 @@ Conclusion
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In the end, the best approach is to consider the following:
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- If one wishes to create a basic tool that is going to be re-used in several
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- If one wishes to create a basic tool that is going to be reused in several
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different projects and which people of all skill levels will likely use
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(including those who don't label themselves as "programmers"), then chances
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are that it should probably be a script, likely one with a custom name/icon.
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@@ -246,7 +246,7 @@ Not matching the physics update rate will cause stuttering as frames are rendere
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# Now match our physics rate
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Engine.physics_ticks_per_second = current_refresh_rate
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...
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.. code-tab:: csharp
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@@ -342,7 +342,7 @@ If you haven't, you can connect a method to the signal that performs additional
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get_tree().paused = true
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emit_signal("focus_lost")
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...
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.. code-tab:: csharp
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@@ -506,6 +506,6 @@ Often it is enough to call :ref:`center_on_hmd() <class_XRServer_method_center_o
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}
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}
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And that finished our script. It was written so that it can be re-used over multiple projects.
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And that finished our script. It was written so that it can be reused over multiple projects.
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Just add it as the script on your main node (and extend it if needed)
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or add it on a child node specific for this script.
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