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Update SFC to Godot Foundation, old URLs
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about/introduction.rst

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@@ -46,8 +46,8 @@ if you need a quick write-up about Godot Engine.
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license. No strings attached, no royalties, nothing. Users' games are
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theirs, down to the last line of engine code. Godot's development is fully
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independent and community-driven, empowering users to help shape their
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engine to match their expectations. It is supported by the `Software
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Freedom Conservancy <https://sfconservancy.org>`_ not-for-profit.
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engine to match their expectations. It is supported by the `Godot
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Foundation <https://godot.foundation/>`_ not-for-profit.
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For a more in-depth view of the engine, you are encouraged to read this
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documentation further, especially the :ref:`Getting Started <sec-learn>` series.
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This documentation is continuously written, corrected, edited, and revamped by
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members of the Godot Engine community. It is edited via text files in the
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`reStructuredText <http://www.sphinx-doc.org/en/stable/rest.html>`_ markup
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`reStructuredText <https://www.sphinx-doc.org/en/stable/rest.html>`_ markup
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language and then compiled into a static website/offline document using the
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open source `Sphinx <http://www.sphinx-doc.org>`_ and `ReadTheDocs
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open source `Sphinx <https://www.sphinx-doc.org>`_ and `ReadTheDocs
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<https://readthedocs.org/>`_ tools.
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.. note:: You can contribute to Godot's documentation by opening issue tickets

community/tutorials.rst

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@@ -48,7 +48,7 @@ Video tutorials
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Text tutorials
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--------------
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- `FinepointCGI website by Mitch <http://finepointcgi.io/>`__
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- `FinepointCGI website by Mitch <https://finepointcgi.io/>`__
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- `GDScript website by Andrew Wilkes <https://gdscript.com>`__
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- `Godot Recipes by KidsCanCode <https://kidscancode.org/godot_recipes/4.x/>`__
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- `Steincodes <https://steincodes.tumblr.com>`__

contributing/development/code_style_guidelines.rst

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@@ -15,7 +15,7 @@ C++ and Objective-C
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-------------------
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There are no written guidelines, but the code style agreed upon by the
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developers is enforced via the `clang-format <http://clang.llvm.org/docs/ClangFormat.html>`__
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developers is enforced via the `clang-format <https://clang.llvm.org/docs/ClangFormat.html>`__
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code beautifier, which takes care for you of all our conventions.
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To name a few:
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- Linux: It will usually be available out-of-the-box with the clang toolchain
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packaged by your distribution. If your distro version is not the required one,
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you can download a pre-compiled version from the
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`LLVM website <http://releases.llvm.org/download.html>`__, or if you are on
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a Debian derivative, use the `upstream repos <http://apt.llvm.org/>`__.
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`LLVM website <https://releases.llvm.org/download.html>`__, or if you are on
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a Debian derivative, use the `upstream repos <https://apt.llvm.org/>`__.
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- macOS and Windows: You can download precompiled binaries from the
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`LLVM website <http://releases.llvm.org/download.html>`__. You may need to add
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`LLVM website <https://releases.llvm.org/download.html>`__. You may need to add
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the path to the binary's folder to your system's ``PATH`` environment
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variable to be able to call ``clang-format`` out of the box.
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Here is a non-exhaustive list of beautifier plugins for some IDEs:
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- Qt Creator: `Beautifier plugin <http://doc.qt.io/qtcreator/creator-beautifier.html>`__
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- Qt Creator: `Beautifier plugin <https://doc.qt.io/qtcreator/creator-beautifier.html>`__
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- Visual Studio Code: `Clang-Format <https://marketplace.visualstudio.com/items?itemName=xaver.clang-format>`__
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- Visual Studio: `ClangFormat <https://marketplace.visualstudio.com/items?itemName=LLVMExtensions.ClangFormat>`__
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- vim: `vim-clang-format <https://github.com/rhysd/vim-clang-format>`__

contributing/development/compiling/compiling_for_windows.rst

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@@ -19,7 +19,7 @@ For compiling under Windows, the following is required:
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version 2017 or later. VS 2019 is recommended.
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**Make sure to read "Installing Visual Studio caveats" below or you
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will have to run/download the installer again.**
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- `MinGW-w64 <http://mingw-w64.org/>`_ with GCC can be used as an alternative to
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- `MinGW-w64 <https://mingw-w64.org/>`_ with GCC can be used as an alternative to
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Visual Studio. Be sure to install/configure it to use the ``posix`` thread model.
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**Important:** When using MinGW to compile the ``master`` branch, you need GCC 9 or later.
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- `Python 3.6+ <https://www.python.org/downloads/windows/>`_.

contributing/development/compiling/cross-compiling_for_ios_on_linux.rst

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While it is possible to compile for iOS on a Linux environment, Apple is
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very restrictive about the tools to be used (especially hardware-wise),
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allowing pretty much only their products to be used for development. So
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this is **not official**. However, a `statement from Apple in 2010
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<http://www.apple.com/pr/library/2010/09/09Statement-by-Apple-on-App-Store-Review-Guidelines.html>`__
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says they relaxed some of the `App Store review guidelines
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<https://developer.apple.com/app-store/review/guidelines/>`__
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this is **not official**. However, in 2010 Apple said they relaxed some of the
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`App Store review guidelines <https://developer.apple.com/app-store/review/guidelines/>`__
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to allow any tool to be used, as long as the resulting binary does not
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download any code, which means it should be OK to use the procedure
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described here and cross-compiling the binary.
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- `XCode with the iOS SDK <https://developer.apple.com/xcode/download>`__
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(a dmg image, for newer versions a **xip** file is going to be downloaded.)
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- `Clang >= 3.5 <http://clang.llvm.org>`__ for your development
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- `Clang >= 3.5 <https://clang.llvm.org>`__ for your development
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machine installed and in the ``PATH``. It has to be version >= 3.5
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to target ``arm64`` architecture.
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- `Fuse <https://github.com/libfuse/libfuse>`__ for mounting and unmounting

contributing/development/core_and_modules/binding_to_external_libraries.rst

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The Summator example in :ref:`doc_custom_modules_in_cpp` is great for small,
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custom modules, but what if you want to use a larger, external library?
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Let's look at an example using `Festival <http://www.cstr.ed.ac.uk/projects/festival/>`_,
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Let's look at an example using `Festival <https://www.cstr.ed.ac.uk/projects/festival/>`_,
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a speech synthesis (text-to-speech) library written in C++.
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To bind to an external library, set up a module directory similar to the Summator example:

contributing/development/core_and_modules/custom_resource_format_loaders.rst

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@@ -302,8 +302,8 @@ calls into ``std::istream``.
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References
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~~~~~~~~~~
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- `istream <http://www.cplusplus.com/reference/istream/istream/>`_
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- `streambuf <http://www.cplusplus.com/reference/streambuf/streambuf/?kw=streambuf>`_
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- `istream <https://cplusplus.com/reference/istream/istream/>`_
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- `streambuf <https://cplusplus.com/reference/streambuf/streambuf/?kw=streambuf>`_
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- `core/io/file_access.h <https://github.com/godotengine/godot/blob/master/core/os/file_access.h>`_
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Registering the new file format

contributing/documentation/contributing_to_the_documentation.rst

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Check Sphinx’s `reST Primer <https://www.sphinx-doc.org/en/stable/rest.html>`__
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and the `official reference <http://docutils.sourceforge.net/rst.html>`__ for
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and the `official reference <https://docutils.sourceforge.net/rst.html>`__ for
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details on the syntax.
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Sphinx uses specific reST comments to do specific operations, like defining the

make.bat

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echo.may add the Sphinx directory to PATH.
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echo.
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echo.If you don't have Sphinx installed, grab it from
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echo.http://sphinx-doc.org/
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echo.https://www.sphinx-doc.org/
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exit /b 1
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)
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tutorials/3d/3d_rendering_limitations.rst

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.. seealso::
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See `Banding in Games: A Noisy Rant <http://loopit.dk/banding_in_games.pdf>`__
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See `Banding in Games: A Noisy Rant (PDF) <https://loopit.dk/banding_in_games.pdf>`__
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for more details about banding and ways to combat it.
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Depth buffer precision

tutorials/performance/vertex_animation/animating_thousands_of_fish.rst

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.. image:: img/fish.png
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.. note:: The fish model in this tutorial is made by `QuaterniusDev <http://quaternius.com>`_ and is
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.. note:: The fish model in this tutorial is made by `QuaterniusDev <https://quaternius.com>`_ and is
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shared with a creative commons license. CC0 1.0 Universal (CC0 1.0) Public Domain
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Dedication https://creativecommons.org/publicdomain/zero/1.0/
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tutorials/platform/android/android_plugin.rst

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local=["local_dep1.aar", "local_dep2.aar"]
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remote=["example.plugin.android:remote-dep1:0.0.1", "example.plugin.android:remote-dep2:0.0.1"]
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custom_maven_repos=["http://repo.mycompany.com/maven2"]
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custom_maven_repos=["https://repo.mycompany.com/maven2"]
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The ``config`` section and fields are required and defined as follow:
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tutorials/platform/consoles.rst

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Following is the list of providers:
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- `Lone Wolf Technology <http://www.lonewolftechnology.com/>`_ offers
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- `Lone Wolf Technology <https://www.lonewolftechnology.com/>`_ offers
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Switch and PS4 porting and publishing of Godot games.
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- `Pineapple Works <https://pineapple.works/>`_ offers
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Switch, Xbox One & Xbox Series X/S (GDK) porting and publishing of Godot games (GDScript/C#).

tutorials/scripting/gdscript/gdscript_documentation_comments.rst

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##
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## A more detailed description of the script.
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##
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## @tutorial: http://the/tutorial1/url.com
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## @tutorial(Tutorial2): http://the/tutorial2/url.com
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## @tutorial: https://the/tutorial1/url.com
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## @tutorial(Tutorial2): https://the/tutorial2/url.com
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.. warning:: If there is any space in between the tag name and colon, for example
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``@tutorial :``, it won't be treated as a valid tag and will be ignored.
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## The description of the script, what it can do,
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## and any further detail.
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## @tutorial: http://the/tutorial1/url.com
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## @tutorial(Tutorial2): http://the/tutorial2/url.com
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## @tutorial: https://the/tutorial1/url.com
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## @tutorial(Tutorial2): https://the/tutorial2/url.com
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## The description of the variable v1.
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## @tutorial: https://the/tutorial/url.com
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class Inner:
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## Inner class variable v4.

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