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various engine manual page tweaks
fix image sizes
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docs/guide/camera.mdx

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# Camera
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![Camera bounds preview](../../static/img/image-3.png)
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<img
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src={require("../../static/img/image-3.png").default}
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alt="Camera bounds preview"
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width="250"
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/>
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The **Camera** entity controls what the player sees.
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A white box shows its “guaranteed-visible” area—everything inside that box is on-screen no matter the monitor's aspect ratio.
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docs/guide/entities.mdx

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Entities are usually added from the editor's right-click menu:
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![Spawn entity menu](../../static/img/image-2.png)
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<img
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src={require("../../static/img/image-2.png").default}
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alt="Spawn entity menu"
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width="550"
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/>
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---
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docs/guide/logging.mdx

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# Logging
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When you use `console.log()`, logs will be captured on both the client and server and displayed in the UI.
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`console.log()` (and friends) are automatically **captured on both the server and the client** and streamed into the in-game Log panel—no setup required.
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For example, this code in a behavior:
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## Example
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```ts
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if (this.game.isServer()) {
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console.log("hello from server!");
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}
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if (this.game.isClient()) {
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console.log("hello from client!");
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}
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```
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will result in logs being displayed like this:
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Produces:
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![logs](../../static/img/image.png)
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<img
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src={require("../../static/img/image.png").default}
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alt="Example of the in-game log panel showing client/server messages"
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width="500"
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/>
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On the server, all logging is captured from STDOUT and STDERR and forwarded to the client. On the client, only
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`console.log` is captured. If you want to print to your standard browser console instead, you can use `console.info` or
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any other console methods to bypass the log capturing and get regular debug output.
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On the server, all logging is captured from STDOUT and STDERR and forwarded to the client. On the client, only console.log is captured. If you want to print to your standard browser console instead, you can use console.info or any other console methods to bypass the log capturing and get regular debug output.

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