updated documentation
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@@ -37,6 +37,7 @@ The documentation completion is still pending....
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1. Server
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2. Client
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10. Input Handling
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11. ResourceManager
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## Introduction and usage
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Scripting in Wicked Engine is powered by Lua, meaning that the user can make use of the
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@@ -321,23 +322,71 @@ Emitter particlesystem.
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### Renderable Components
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A RenderableComponent describes a scene wich can render itself.
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- [constructor]RenderableComponent()
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- GetContent() : Resource result
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- Initialize()
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- Load()
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- Unload()
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- Start()
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- Stop()
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- Update()
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- Render()
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- Compose()
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#### Renderable2DComponent
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It can hold Sprites and Fonts and can sort them by layers, update and render them.
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- [constructor]Renderable2DComponent()
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- AddSprite(Sprite sprite, opt string layer)
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- AddFont(Font font, opt string layer)
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- RemoveFont(Font font)
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- ClearSprites()
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- ClearFonts()
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- GetSpriteOrder(Sprite sprite) : int? result
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- GetFontOrder(Font font) : int? result
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- AddLayer(string name)
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- GetLayers() : string? result
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- SetLayerOrder(string name, int order)
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- SetSpriteOrder(Sprite sprite, int order)
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- SetFontOrder(Font font, int order)
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#### Renderable3DComponent
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A 3D scene can either be rendered by a Forward or Deferred render path.
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- [void-constructor]Renderable3DComponent()
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- SetSSAOEnabled(bool value)
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- SetSSREnabled(bool value)
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- SetShadowsEnabled(bool value)
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- SetReflectionsEnabled(bool value)
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- SetFXAAEnabled(bool value)
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- SetBloomEnabled(bool value)
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- SetColorGradingEnabled(bool value)
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- SetEmitterParticlesEnabled(bool value)
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- SetHairParticlesEnabled(bool value)
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- SetHairParticlesReflectionEnabled(bool value)
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- SetVolumeLightsEnabled(bool value)
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- SetLightShaftsEnabled(bool value)
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- SetLensFlareEnabled(bool value)
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- SetMotionBlurEnabled(bool value)
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- SetSSSEnabled(bool value)
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- SetDepthOfFieldEnabled(bool value)
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- SetDepthOfFieldFocus(float value)
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- SetDepthOfFieldStrength(float value)
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- SetPreferredThreadingCount(int value)
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##### ForwardRenderableComponent
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It renders the scene contained by the Renderer in a forward render path. The component does not hold the scene information,
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only the effects to render the scene. The scene is managed and ultimately rendered by the Renderer.
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- [constructor]ForwardRenderableComponent()
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##### DeferredRenderableComponent
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It renders the scene contained by the Renderer in a deferred render path. The component does not hold the scene information,
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only the effects to render the scene. The scene is managed and ultimately rendered by the Renderer.
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- [constructor]DeferredRenderableComponent()
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#### LoadingScreenComponent
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It is a Renderable2DComponent but one that internally manages resource loading and can display information about the process.
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- [constructor]LoadingScreenComponent()
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- AddLoadingComponent(RenderableComponent component)
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### Network
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Here are the network communication features.
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@@ -375,4 +424,12 @@ These provide functions to check the state of the input devices.
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#### Mouse Key Codes
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- [outer]VK_LBUTTON : int
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- [outer]VK_MBUTTON : int
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- [outer]VK_RBUTTON : int
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- [outer]VK_RBUTTON : int
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### ResourceManager
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Stores and manages resources such as textures, sounds and shaders.
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- [void-constructor]Resource()
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- Get(string name)
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- Add(string name)
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- Del(string name)
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- List() : string result
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