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Fix some typos in 4.3 release post with codespell
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@@ -303,7 +303,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
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<div class="c-content">
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<p>
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Physics interpolation is used to decouple physics ticks and display
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frame rates. It creates additional frames inbetween the last
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frame rates. It creates additional frames between the last
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physics position and the current one. This reduces jitter, effectively
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making for a smoother appearance overall.
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</p>
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@@ -454,7 +454,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
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we are adding back the option to export single-threaded applications.
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</p>
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<p>
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By doing so, we achive better browser compatibility, making it easier and
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By doing so, we achieve better browser compatibility, making it easier and
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faster to upload your games to the Web platform. This also removes the
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need for complicated server-side configurations and other limitations
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users experienced before.
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@@ -495,7 +495,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
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<p>
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By reducing the chance for edge cases causing deadlocks,
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loading resources is now much more reliable overall.
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This effect is noticable even during runtime, no matter
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This effect is noticeable even during runtime, no matter
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the complexity of resources and dependencies!
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</p>
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</div>
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@@ -664,7 +664,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
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<div class="c-content">
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<p>
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If you're working on a project with large game worlds, you might want to consider
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splitting your navigation meshes in more managable chunks. This helps with memory
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splitting your navigation meshes in more manageable chunks. This helps with memory
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allocation and therefore performance.
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</p>
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<p>
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@@ -734,7 +734,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
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or roofs.
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</p>
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<p>
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Shoutout to the game developement streamers in our community, since they were the ones to
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Shoutout to the game development streamers in our community, since they were the ones to
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raise this issue first!
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</p>
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</div>
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@@ -1173,7 +1173,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
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<p>
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<code class="highlight"><span class="basetype">RenderingDevice</span></code>,
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the part of the engine that powers the <em>Forward+</em>
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and <em>Mobile</em> renderering backends, was improved by the introduction of a directed
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and <em>Mobile</em> rendering backends, was improved by the introduction of a directed
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acyclic render graph.
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</p>
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<p>
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@@ -1403,7 +1403,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
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</p>
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<p>
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On top of that, we introduced brand-new systems for body and face tracking, that are built in the
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same standartized way, but currently only supported in OpenXR on Meta Quest headsets.
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same standardized way, but currently only supported in OpenXR on Meta Quest headsets.
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</p>
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</div>
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<div class="c-link"
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@@ -2010,7 +2010,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
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Circular dependencies (also known as cyclic dependencies) happen when
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two scripts call upon one another. While this might be considered an
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anti-pattern in software engineering, in reality it is a rather common
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occurence.
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occurrence.
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</p>
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<p>
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We fixed some known issues in GDScript that would show up in connection
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@@ -2053,7 +2053,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
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</h4>
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<div class="c-content">
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<p>
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This feature is particulary interesting for those of you that use GDExtensions
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This feature is particularly interesting for those of you that use GDExtensions
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to code game logic.
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</p>
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<p>
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