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Merge pull request #707 from Quenty/users/alex-y-z/docs
docs: Fix an assortment of minor issues
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docs/architecture/servicebag.md

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There are 3 methods in a service that are precoded in a `ServiceBag`.
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All three of these services are optional. However, if you want to have services
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All three of these methods are optional. However, if you want to have services
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bootstrapped that this service depends upon, then you should do this in `Init`.
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### `ServiceBag:Init(serviceBag)`
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Nevermore tries to be a collection of libraries that can be plugged together,
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and not exist as a set framework that forces specific design decisions. While
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there are certainly some design patterns these libraries will guide you to,
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you shouldn't necessarily feel forced to operate within these set of
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scenarios.
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you shouldn't necessarily feel forced to operate within this set of scenarios.
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That being said, in order to use certain services, like `CmdrService` or
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permission service, you need to be familiar with `ServiceBag`.

docs/build.md

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@@ -50,7 +50,7 @@ There are some additional ideas worth reviewing which are relatively unique to t
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In general, our CHANGELOG.md are generated by our commits, which also dictates our semantic versioning.
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## Get the repo setup to develop locally.
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## Get the repo setup to develop locally
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Unlike consuming Nevermore, building and changing Nevermore for general production is a little bit trickier. This is because:
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1. Unlike consuming, we want changes to show up immediately so we can test everything at once.

src/actionmanager/src/Client/BaseAction.lua

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BaseAction state for [ActionManager].
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:::info
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This is legacy code and probably shoudl not be used in new games.
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This is legacy code and probably should not be used in new games.
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:::
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@class BaseAction

src/adorneedata/src/Shared/AdorneeData.lua

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```lua
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local data = CombatConfiguration:Create(workspace)
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-- Can ready any data
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-- Can read any data
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print(data.EnableCombat.Value) --> true
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print(data.PunchDamage.Value) --> 15
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print(data.Value) --> { EnableCombat = true, PunchDamage = true }

src/animationgroup/src/Shared/AnimationGroupUtils.lua

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--!strict
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--[=[
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An animation group is a group of animations, such as the idle animations that Roblox plays.
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This utility functions are intended to help recreate a custom animation playback system with
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These utility functions are intended to help recreate a custom animation playback system with
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weighted values.
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@class AnimationGroupUtils
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]=]

src/attributeutils/src/Shared/AttributeValue.lua

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end
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--[=[
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Handles observing the value conditionalli
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Handles observing the value conditionally
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@param condition function | nil
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@return Observable<Brio<any>>
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end
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--[=[
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The current property of the Attribute. Can be assigned to to write
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The current property of the Attribute. Can be assigned to write
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the attribute.
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@prop Value T
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@within AttributeValue

src/basicpane/src/Shared/BasicPane.lua

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self._visible = self._maid:Add(ValueObject.new(false, "boolean"))
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--[=[
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Fires whenever visibility changes. FIres with isVisible, doNotAnimate, and a maid which
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Fires whenever visibility changes. Fires with isVisible, doNotAnimate, and a maid which
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has the lifetime of the visibility.
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:::info
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--[=[
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Returns an observable that observes visibility
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@param predicate function | nil -- Optional predicate. If not includeded returns the value.
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@param predicate function | nil -- Optional predicate. If not included returns the value.
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@return Observable<Brio<boolean>>
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]=]
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function BasicPane.ObserveVisibleBrio(

src/bindtocloseservice/package.json

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"repository": {
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"type": "git",
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"url": "https://github.com/Quenty/NevermoreEngine.git",
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"directory": "src/blend/"
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"directory": "src/bindtocloseservice/"
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},
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"funding": {
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"type": "patreon",

src/blend/src/Shared/Blend/Blend.lua

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```
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@param className string
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@return (props: { [string]: any; }) -> Observable<Instance>
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@return (props: { [string]: any }) -> Observable<Instance>
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]=]
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function Blend.New(className: string): (props: BlendProps) -> Observable.Observable<Instance>
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assert(type(className) == "string", "Bad className")
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end
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--[=[
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Similiar to Fusion's ComputedPairs, where the changes are cached, and the lifetime limited.
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Similar to Fusion's ComputedPairs, where the changes are cached, and the lifetime limited.
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@param source Observable<T> | any
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@param compute (key: any, value: any, innerMaid: Maid) -> Instance | Observable<Instance>
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@return Observable<Brio<Instance>>
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}))
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```
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:::tip
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:::
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@param className string
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@return function
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]=]
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of multiple. Used in conjunction with [Blend.Children] and [Blend.Computed].
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:::warning
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In general, cosntructing new instances like this is a bad idea, so it's recommended against it.
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In general, constructing new instances like this is a bad idea, so it's recommended against it.
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:::
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```
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```lua
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local render = Blend.New "ScreenGui" {
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Parent = game.Players.LocalPlayer.PlayerGui;
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[Blend.Children] = {
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Size = UDim2.fromScale(1, 1);
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BackgroundTransparency = 0.5;
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};
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end)
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end))
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};
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};
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src/blend/src/Shared/Blend/SpringObject.lua

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end
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Alias for [ObserveRenderStepped]
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Alias for [SpringObject:ObserveRenderStepped]
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@return Observable<T>
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end
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Promises that the spring is done, based upon the animating property
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Promises that the spring is done, based upon the animating property.
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Relatively expensive.
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@param signal RBXScriptSignal | nil
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Sets the damper for the spring
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Sets the speed for the spring
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@param speed number | Observable<number>
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]=]

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