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Fix more broken links.
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documentation/class_reference.rst

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@@ -5,11 +5,11 @@ Contributing to the class reference
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.. highlight:: shell
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The :ref:`Class reference <doc_class_reference>` is a set of articles describing
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the public API of the engine. This includes descriptions for various classes,
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methods, properties, and global objects, available for scripting. The class reference
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is available online, from the documentation sidebar, and in the Godot editor, from
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the help menu.
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The `Class reference <https://docs.godotengine.org/en/stable/classes/index.html>`__
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is a set of articles describing the public API of the engine. This includes descriptions
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for various classes, methods, properties, and global objects, available for scripting.
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The class reference is available online, from the documentation sidebar, and in the Godot
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editor, from the help menu.
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.. seealso::
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based on reviews.
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It also doesn't allow you to test your changes in the engine or with validation
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scripts as described in :ref:`doc_class_reference_editing_xml`.
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scripts as described in the `class reference documentation <https://docs.godotengine.org/en/latest/engine_details/class_reference/index.html>`__.
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Updating class reference when working on the engine
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When you create a new class or modify an existing engine's API, you need to re-generate
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the XML files in ``doc/classes/``.
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To do so, you first need to compile Godot. See the :ref:`doc_introduction_to_the_buildsystem`
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To do so, you first need to compile Godot. See the `Introduction to the buildsystem <https://docs.godotengine.org/en/latest/engine_details/development/compiling/introduction_to_the_buildsystem.html>`__
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page to learn how. Then, execute the compiled Godot binary from the Godot root directory
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with the ``--doctool`` option. For example, if you're on 64-bit Linux, the command might be:
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documentation/guidelines/docs_image_guidelines.rst

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.. note::
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Godot's :ref:`Movie Maker mode <doc_creating_movies>` can be used to record
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the output of a running project, including its audio. This doesn't require
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installing any third-party software and avoids any frame drops (even when
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recording on a slow device), but it's less flexible.
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Godot's `Movie Maker mode <https://docs.godotengine.org/en/stable/tutorials/animation/creating_movies.html>`__
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can be used to record the output of a running project, including its audio.
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This doesn't require installing any third-party software and avoids any frame
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drops (even when recording on a slow device), but it's less flexible.
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Compressing the captured video
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

documentation/guidelines/docs_writing_guidelines.rst

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Make sure to mention shortcuts that differ on macOS compared to other platforms.
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You can find a list of all shortcuts, including what they are on macOS, on
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:ref:`this page <doc_default_key_mapping>`.
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`this documentation page <https://docs.godotengine.org/en/stable/tutorials/editor/default_key_mapping.html>`__.
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Try to integrate the shortcut into sentences the best you can. Here are some
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examples with the ``:kbd:`` tag left as-is for better visibility:
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link. Since long links are not split into multiple lines when the page is
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rendered, prefer splitting the setting name and the section when the link is long.
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- Set the :ref:`Application > Run > Max FPS<class_ProjectSettings_property_application/run/max_fps>` setting to ``60``.
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- In the project settings under **Application > Run**, set :ref:`Max FPS<class_ProjectSettings_property_application/run/max_fps>` to ``60``.
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- In **Project Settings > Application > Run**, set :ref:`Max FPS<class_ProjectSettings_property_application/run/max_fps>` to ``60``.
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- Set the `Application > Run > Max FPS setting to ``60``.
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- In the project settings under **Application > Run**, set Max FPS to ``60``.
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- In **Project Settings > Application > Run**, set Max FPS to ``60``.
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Code blocks and adominitions
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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In the :ui:`Scene` dock, click :button:`2D Scene` to create a new scene.
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Add a new :ref:`Sprite2D <class_Sprite2D>` to the scene by right-clicking on the
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Add a new `Sprite2D <https://docs.godotengine.org/en/latest/classes/class_sprite2d.html>`__ to the scene by right-clicking on the
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root node and choosing :button:`Add Child Node...`. In the :ui:`Create New Node`
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window, search for "Sprite2D", select it, and then click :button:`Create`.
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^^^^^^^^^^^^^^^^^^^^^^^^
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Go to :menu:`Project > Project Settings`, then select the
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:ref:`Max FPS <class_ProjectSettings_property_application/run/max_fps>`
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setting under :ui:`Application > Run`. Don't forget to click the
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Max FPS setting under :ui:`Application > Run`. Don't forget to click the
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:button:`Advanced Settings` toggle. Then, in :ui:`Filter Settings`, search for
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"physics". Under :ui:`Physics > 3D > Solver`, set
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:inspector:`Solver Iterations` to ``16``.
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.. All the inline roles which are used in the docs. External links don't work in a substitution.
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.. |styleroles| replace:: Built-in styles: ``code``, **bold**, and *italics*.
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Built-in roles: :kbd:`kbd`, :ref:`ref <doc_about_intro>`, :ref:`ref <class_node>`.
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Built-in roles: :kbd:`kbd`, `ref <https://docs.godotengine.org/en/stable/about/introduction.html>`__, `ref <https://docs.godotengine.org/en/stable/classes/class_node.html>`__.
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Custom roles: :button:`button`, :menu:`menu > submenu`, :inspector:`inspector`, :ui:`ui`.

documentation/manual/contributing_to_the_manual.rst

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.. warning:: The class reference's source files are in the `Godot engine
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repository <https://github.com/godotengine/godot>`_. We generate
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the :ref:`Class Reference <doc_class_reference>` section of this documentation
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the :ref:`Class reference <doc_updating_the_class_reference>`
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from them. If you want to update the description of a class, its
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methods, or properties, read
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:ref:`doc_updating_the_class_reference`.

documentation/overview.rst

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the manual. Below, you can find our content and writing guidelines and
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concrete guides to make changes to the documentation.
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Be sure to also check the :ref:`workflow guidelines <doc_contributing_workflow>`,
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Be sure to also check the :ref:`workflow guidelines <doc_contributing_to_the_documentation>`,
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especially if you're new to using Git or GitHub.
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There are two separate resources referred to as "documentation" in Godot:
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- **The class reference.** This is the documentation for the complete Godot API
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as exposed to GDScript and the other scripting languages. It can be consulted
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offline, directly in Godot's code editor, or online at Godot :ref:`Class Reference
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<doc_class_reference>`. To contribute to the class reference, you have to edit the
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XML file corresponding to the class and make a pull request.
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See :ref:`doc_updating_the_class_reference` and :ref:`doc_class_reference_primer`
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offline, directly in Godot's code editor, or online at Godot `Class Reference
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<https://docs.godotengine.org/en/stable/classes/index.html>`__.
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To contribute to the class reference, you have to edit the XML file
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corresponding to the class and make a pull request.
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See :ref:`doc_updating_the_class_reference` and `Class reference primer <https://docs.godotengine.org/en/latest/engine_details/class_reference/index.html>`__
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for more details.
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- **The tutorials and engine documentation and its translations.**

documentation/translation/index.rst

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same source string location while comparing with the online version of that
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page in English. An example of source string location could be
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``getting_started/step_by_step/nodes_and_scenes.rst`` for the
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page :ref:`doc_nodes_and_scenes`.
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page `Nodes and scenes <https://docs.godotengine.org/en/stable/getting_started/step_by_step/nodes_and_scenes.html>`__.
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- The class reference's translation template is generated from the source XML
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files in **alphabetical order**, which is also the same as the order of the
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table of contents for the online version. You can therefore locate the source
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string corresponding to the brief description of a given class to find the
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first string to translate and all other descriptions from that class should be
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in the subsequent strings on Weblate. For example, the descriptions for the
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:ref:`class_Node2D` class would have the source string location
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``doc/classes/Node2D.xml``.
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`Node2D <https://docs.godotengine.org/en/stable/classes/class_node2d.html>`__
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class would have the source string location ``doc/classes/Node2D.xml``.
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A handy tool to locate specific pages/classes is to use Weblate's advanced
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search feature, and especially the "Location strings" query (which can also be
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.. seealso::
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See our documentation for class reference writers for the :ref:`list of
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BBCode-like tags <doc_class_reference_bbcode>` which are used
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throughout the class reference.
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See our documentation for class reference writers for the `list of
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BBCode-like tags <https://docs.godotengine.org/en/latest/engine_details/class_reference/index.html>`__
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which are used throughout the class reference.
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Offline translation and testing
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-------------------------------
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version.
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If you want to test changes locally (especially for the editor translation), you
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can use the downloaded PO file and :ref:`compile Godot from source <toc-devel-compiling>`.
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can use the downloaded PO file and `compile Godot from source <https://docs.godotengine.org/en/latest/engine_details/development/compiling/index.html>`.
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Esperanto) and place it in the ``editor/translations/`` folder
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To translate an image, you should first locate it in the original English
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documentation. To do so, browse the relevant page in the docs, e.g.
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:ref:`doc_intro_to_the_editor_interface`. Click the "Edit on GitHub" link in the
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`Introduction to editor development <https://docs.godotengine.org/en/latest/engine_details/editor/introduction_to_editor_development.html>`__. Click the "Edit on GitHub" link in the
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.. image:: img/l10n_08_edit_on_github.png

engine/guidelines/cpp_usage_guidelines.rst

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We don't allow using the `STL <https://en.wikipedia.org/wiki/Standard_Template_Library>`__
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as Godot provides its own data types (among other things).
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See :ref:`doc_faq_why_not_stl` for more information.
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See `Why does Godot not use STL? <https://docs.godotengine.org/en/stable/about/faq.html#why-does-godot-not-use-stl-standard-template-library>`__ for more information.
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This means that pull requests should **not** use ``std::string``,
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``std::vector`` and the like. Instead, use Godot's datatypes as described in
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the :ref:`doc_core_types` documentation.
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A 📜 icon denotes the type is part of :ref:`Variant <doc_variant_class>`. This
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means it can be used as a parameter or return value of a method exposed to the
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scripting API.
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the `Core types <https://docs.godotengine.org/en/latest/engine_details/architecture/core_types>`__ documentation.
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``auto`` keyword
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C++ style exception handling using ``try`` and ``catch`` blocks is forbidden.
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This restriction is in place for several reasons, including performance, binary
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Use :ref:`doc_common_engine_methods_and_macros_error_macros` instead.
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Use `Common engine methods and macros <https://docs.godotengine.org/en/latest/engine_details/architecture/common_engine_methods_and_macros.html>`__ instead.
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.. seealso::

engine/guidelines/editor_style_guide.rst

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There are some valid exceptions for this, such as material features in
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:ref:`class_StandardMaterial3D`.
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`StandardMaterial3D <https://docs.godotengine.org/en/stable/classes/class_standardmaterial3d.html>`__.
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This advice also applies to the Project Settings and Editor Settings.
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engine/introduction.rst

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.. _doc_intro_to_engine_contributions:
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Introduction to engine contributions
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====================================
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organization/how_to_contribute.rst

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The engine development is mainly coordinated on our `Contributor RocketChat <https://chat.godotengine.org/>`_,
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so if you are serious about making PRs you should join us there!
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Read more about the **technical submission process**: :ref:`doc_first_steps`
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Read more about the **technical submission process**: :ref:`doc_intro_to_engine_contributions`
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For each subject area of the engine, there is a corresponding team to coordinate the work.
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Join the linked chat to get more eyes on your related PR, learn about open todos, or partake in meetings.

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