From 3e729736480cf4e3e0be6dabdf49d5e28a94576e Mon Sep 17 00:00:00 2001
From: johnshaughnessy <johnfshaughnessy@gmail.com>
Date: Wed, 31 Oct 2018 06:16:17 -0700
Subject: [PATCH] Remove generated table of contents

---
 src/systems/userinput/userinput.md | 17 +----------------
 1 file changed, 1 insertion(+), 16 deletions(-)

diff --git a/src/systems/userinput/userinput.md b/src/systems/userinput/userinput.md
index d3701d5c9..f3d646a61 100644
--- a/src/systems/userinput/userinput.md
+++ b/src/systems/userinput/userinput.md
@@ -1,19 +1,4 @@
 
-# Table of Contents
-
-1.  [The userinput system](#org6030eab)
-    1.  [Overview](#org2da9acd)
-    2.  [Terms and Conventions](#org4721ce9)
-        1.  [path](#orgd62cc68)
-        2.  [action](#orgb8066a6)
-        3.  [frame](#org15eafde)
-        4.  [device](#orgea2f123)
-        5.  [binding](#org47c9c20)
-        6.  [xforms](#org876e7b0)
-        7.  [set](#orgbe4669b)
-        8.  [priority and root](#orgdd3c0c5)
-
-
 <a id="org6030eab"></a>
 
 # The userinput system
@@ -25,7 +10,7 @@ The userinput system is a module that manages mappings from device state changes
 
 ## Overview
 
-The userinput system happens to be an `aframe` `system`; its `tick` is called once a frame within the `aframe` `scene`'s `tick`. When the userinput system `tick` happens, it is responsible for creating a map called the frame. The keys of the frame are called "paths". The values stored in the frame can be any type, but are usually one of: bool, number, vec2, vec3, vec4, pose. On each tick, each connected `device` writes "raw" input values to known "device paths" within the frame. Configuration units called `bindings` are then applied to transform "raw" input values to app-specific "actions". The userinput system exposes the state of a given `action` in the current frame via `readFrameValueAtPath`. The `bindings` that are applied to transform input to "actions" must be `available`, `active`, and `prioritized`.
+The userinput system happens to be an `aframe` `system`; its `tick` is called once per `aframe` `scene` `tick`. The userinput system `tick` creates a map we call the frame object. The keys of the frame are called "paths". The values stored in the frame can be any type, but are usually one of: bool, number, vec2, vec3, vec4, pose. On each tick, each connected `device` writes "raw" input values to known "device paths" within the frame. Configuration units called `bindings` are then applied to transform "raw" input values to app-specific "actions". The userinput system exposes the state of a given `action` in the current frame via `get(path)`. The `bindings` that are applied to transform input to "actions" must be `available`, `active`, and `prioritized`.
 
 1.  A `binding` is made `available` when the userinput system detects a change to the user's device configuration that matches certain criteria. A touchscreen user only has `availableBindings` related to touchscreen input. A mouse-and-keyboard user only has `availableBindings` related to mouse-and-keyboard input. An oculus/vive user has `bindings` related to mouse, keyboard, and oculus/vive controllers.
 
-- 
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