diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/audio.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/audio.html
index 9273b5497..2e6e17a35 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/audio.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/audio.html
@@ -180,8 +180,12 @@ A sound engineer can create a custom com.jme3.audio.Environment
You can find more info about OpenAL and its advanced features here:
-
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/bullet_multithreading.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/bullet_multithreading.html
index c47709931..c44358f00 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/bullet_multithreading.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/bullet_multithreading.html
@@ -36,8 +36,12 @@ stateManager.attach(bulletAppState);
The physics update happens in parallel to rendering, after the users changes have been made in the update() call. This way the loop logic is still maintained: the user can set and change values in physics and scenegraph objects before render() and physicsUpdate() are called in parallel. More physics spaces can simply be added by using multiple bulletAppStates.
-
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/headless_server.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/headless_server.html
index a1b2efeb9..ba6e7a596 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/headless_server.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/headless_server.html
@@ -83,7 +83,6 @@ Okay, so you can now start your game in a headless 'server mode', wher
- intermediate,
server,
spidermonkey,
headless,
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/hinges_and_joints.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/hinges_and_joints.html
index 6720b3fe7..cff6c257e 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/hinges_and_joints.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/hinges_and_joints.html
@@ -219,6 +219,11 @@ When you disable the motor, the chained nodes are exposed to gravity again:
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diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/networking.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/networking.html
index 969cf77cd..a5a93da2a 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/networking.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/networking.html
@@ -436,7 +436,8 @@ Learn more about documentation,
- network
+ network,
+ spidermonkey
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui.html
index 781fc02a9..98048262d 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui.html
@@ -254,9 +254,10 @@ Next, learn how to lay out your graphical user interface. Typically, you start w
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_overlay.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_overlay.html
index 0daf44d6d..b8deaf613 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_overlay.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_overlay.html
@@ -79,8 +79,10 @@ Now that you have layed out and integrated the gui,
documentation,
- gui
+ nifty,
+ hud
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_projection.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_projection.html
index 745808907..5e9145120 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_projection.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_projection.html
@@ -97,8 +97,10 @@ Now that you have layed out and integrated the documentation,
gui,
+ documentation,
+ nifty,
+ hud,
texture
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_xml_layout.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_xml_layout.html
index 54e3f2b94..39dcf5198 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_xml_layout.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_xml_layout.html
@@ -370,9 +370,10 @@ Integrate the GUI into the g
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics.html
index 7e8a8967e..71101321f 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics.html
@@ -523,9 +523,14 @@ removeCollideWithGroup(COLLISION_GROUP_01)
Collision Groups are integer
-
For large static meshes like shooter levels or terrain its best to divide the mesh into multiple physics objects to allow the less CPU intense broadphase to filter out most collision items.
+
For large static meshes like shooter levels or terrain it is best to divide the scene model into multiple physics objects, with each its own CollisionShape. A huge city level should not be one huge mesh (model) of pavement and streets and buildings. Instead, you make individual models for buildings, for pieces of pavement, for pieces of streets, etc. Position them next to one another to form the whole city, and give each piece its own optimal CollisionShape. E.g. streets can use a fast PlaneCollisionShape if you keep them separate for buildings. Breaking the level into manageable pieces helps the engine improve performance: The less CPU-intensive can now filter out parts of the scene that are behind you or out of reach, and it only calculates the details of collisions for parts that are actually close to the action.
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics_listeners.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics_listeners.html
index 0a1e38589..03c6384e8 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics_listeners.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics_listeners.html
@@ -165,6 +165,13 @@ getObjectB()
The two participants in the collision. You cannot kno
Note that after the collision method has been called the object is not valid anymore so you should copy any data you want to keep into local variables.
+
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/update_loop.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/update_loop.html
index 2c9cc500b..d58135914 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/update_loop.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/update_loop.html
@@ -61,7 +61,7 @@ There are two strategies how advanced developers can spread out their init and u
basegame,
- controller,
+ control,
input,
init,
keyinput,
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/vehicles.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/vehicles.html
index 2a2df156d..721b9205e 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/vehicles.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/vehicles.html
@@ -326,6 +326,12 @@ This example shows a very simple but functional vehicle. For a game you would im
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diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_animation.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_animation.html
index c165106e3..a8e588f79 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_animation.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_animation.html
@@ -315,7 +315,6 @@ See also: