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Fixes various typos in the documentation (#321)
## Description This MR improves the documentation: - fix typo: "For completion" with "For completeness" - fix typo: reset - fix typo: blocks - fix typo: remove "is" Fixes #302, #303, #304 ## Type of change - This change requires a documentation update ## Checklist - [x] I have run the [`pre-commit` checks](https://pre-commit.com/) with `./orbit.sh --format` - [x] I have made corresponding changes to the documentation - [x] My changes generate no new warnings - [ ] I have added tests that prove my fix is effective or that my feature works - [ ] I have run all the tests with `./orbit.sh --test` and they pass - [ ] I have updated the changelog and the corresponding version in the extension's `config/extension.toml` file - [x] I have added my name to the `CONTRIBUTORS.md` or my name already exists there
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CONTRIBUTORS.md

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* Ritvik Singh
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* Rosario Scalise
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* Shafeef Omar
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* Vladimir Fokow
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## Acknowledgements
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docs/source/setup/developer.rst

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if __name__ == "__main__":
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# get simulation context
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simulation_context = SimulationContext()
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# rest and play simulation
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# reset and play simulation
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simulation_context.reset()
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# step simulation
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simulation_context.step()

docs/source/tutorials/00_sim/launch_app.rst

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as we will demonstrate later in this tutorial.
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These arguments can be used with any script that starts the simulation using :class:`~app.AppLauncher`,
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with one exception, ``--offscreen_render``. This setting is sets the rendering pipeline to use the
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with one exception, ``--offscreen_render``. This setting sets the rendering pipeline to use the
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offscreen renderer. However, this setting is only compatible with the :class:`omni.isaac.orbit.sim.SimulationContext`.
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It will not work with Isaac Sim's :class:`omni.isaac.core.simulation_context.SimulationContext` class.
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For more information on this flag, please see the :class:`~app.AppLauncher` API documentation.

docs/source/tutorials/00_sim/spawn_prims.rst

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It allows describing 3D scenes in a hierarchical manner, similar to a file system. Since USD is a comprehensive framework,
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we recommend reading the `USD documentation`_ to learn more about it.
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For completion, we introduce the must know concepts of USD in this tutorial.
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For completeness, we introduce the must know concepts of USD in this tutorial.
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* **Primitives (Prims)**: These are the basic building block of a USD scene. They can be thought of as nodes in a scene
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* **Primitives (Prims)**: These are the basic building blocks of a USD scene. They can be thought of as nodes in a scene
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graph. Each node can be a mesh, a light, a camera, or a transform. It can also be a group of other prims under it.
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* **Attributes**: These are the properties of a prim. They can be thought of as key-value pairs. For example, a prim can
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have an attribute called ``color`` with a value of ``red``.

docs/source/tutorials/03_envs/create_base_env.rst

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In this tutorial, we learned about the different managers that help define a base environment. We
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include more examples of defining the base environment in the ``orbit/source/standalone/tutorials/03_envs``
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directory. For completion, they can be run using the following commands:
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directory. For completeness, they can be run using the following commands:
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.. code-block:: bash
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docs/source/tutorials/04_sensors/add_sensors_on_robot.rst

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While in this tutorial, we went over creating and using different sensors, there are many more sensors
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available in the :mod:`sensors` module. We include minimal examples of using these sensors in the
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``source/standalone/tutorials/04_sensors`` directory. For completion, these scripts can be run using the
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``source/standalone/tutorials/04_sensors`` directory. For completeness, these scripts can be run using the
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following commands:
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.. code-block:: bash

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