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Merge pull request godotengine#9260 from melquiadess/fix-typos
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Fix various minor typos
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mhilbrunner authored Apr 20, 2024
2 parents 9328a32 + dbe3a88 commit 9237eb8
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -44,7 +44,7 @@ Here are some quick links to the areas you might be interested in:

## License

At the exception of the `classes/` folder, all the content of this repository is licensed under the Creative Commons Attribution 3.0 Unported license ([CC BY 3.0](https://creativecommons.org/licenses/by/3.0/)) and is to be attributed to "Juan Linietsky, Ariel Manzur and the Godot community".
With the exception of the `classes/` folder, all the content of this repository is licensed under the Creative Commons Attribution 3.0 Unported license ([CC BY 3.0](https://creativecommons.org/licenses/by/3.0/)) and is to be attributed to "Juan Linietsky, Ariel Manzur and the Godot community".
See [LICENSE.txt](/LICENSE.txt) for details.

The files in the `classes/` folder are derived from [Godot's main source repository](https://github.com/godotengine/godot) and are distributed under the MIT license, with the same authors as above.
10 changes: 5 additions & 5 deletions _tools/redirects/README.md
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Expand Up @@ -17,21 +17,21 @@ For more information on the scripts themselves, see their help output.
To install requirements: `pip3 install -r requirements.txt`.
Git is also required and needs to be available in the `PATH`.
To interact with the Read the Docs API, a valid API key must be set as
`RTD_AUTH_TOKEN` (either as a environment variable or in a [.env file](https://pypi.org/project/python-dotenv/)).
`RTD_AUTH_TOKEN` (either as an environment variable or in a [.env file](https://pypi.org/project/python-dotenv/)).

## Usage

Lets say we recently renamed some files in the Git branch `3.4` (compared to the `stable` branch), and now we want to create redirects for these.
Let's say we recently renamed some files in the Git branch `3.4` (compared to the `stable` branch), and now we want to create redirects for these.
For this, we would (after setting up the API token and requirements, see Setup above):

> python convert_git_renames_to_csv.py stable 3.4
This should output a list of the redirects to create. Lets append these to the redirects file:
This should output a list of the redirects to create. Let's append these to the redirects file:

> python convert_git_renames_to_csv.py stable 3.4 >> redirects.csv
After this, redirects for renamed files should have been appended to `redirects.csv`. You may want to double check that!
Now lets submit these to ReadTheDocs and create redirects there:
After this, redirects for renamed files should have been appended to `redirects.csv`. You may want to double-check that!
Now let's submit these to ReadTheDocs and create redirects there:

> python create_redirects.py
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Expand Up @@ -141,5 +141,5 @@ effects of each of them.
- **SubViewportContainer shrink transform**
:ref:`stretch <class_SubViewportContainer_property_stretch>` together with
:ref:`stretch_shrink <class_SubViewportContainer_property_stretch_shrink>` declare for a
*SubViewportContaner* if and by what integer factor the contained *SubViewport* should be
*SubViewportContainer* if and by what integer factor the contained *SubViewport* should be
scaled in comparison to the container's size.
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Expand Up @@ -139,7 +139,7 @@ Write your titles like plain sentences, without capitalizing each word:
- **Good:** Understanding signals in Godot
- **Bad:** Understanding Signals In Godot

Only propers nouns, projects, people, and node class names should have their
Only proper nouns, projects, people, and node class names should have their
first letter capitalized.

Sphinx and reStructuredText syntax
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4 changes: 2 additions & 2 deletions contributing/documentation/docs_image_guidelines.rst
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Expand Up @@ -47,7 +47,7 @@ editing, such as precise cropping or adding outlines, Squoosh can be used.
source, and doesn't give Google any image rights by using it. When choosing
compression if you can get an image that's under 300KB in size use lossless
compression. If it's over 300KB, use just enough lossy compression to get it
under that size. If this results in noticable compression artifacts using less
under that size. If this results in noticeable compression artifacts using less
compression is fine, even if the file size is bigger.

If you already have an image editor such as GIMP, Krita or Photoshop installed
Expand Down Expand Up @@ -110,7 +110,7 @@ means the image will not lose detail and will be as small as possible.

If the image is over 300KB in size try compressing it losslessly using `Squoosh <https://squoosh.app/>`_.
If it's still over 300KB change to lossy compression and slowly increase the compression until it's under
300KB. If this results in noticable compression artifacts using less compression is fine, even if the file
300KB. If this results in noticeable compression artifacts using less compression is fine, even if the file
size is bigger.

Outlines, arrows and text
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2 changes: 1 addition & 1 deletion contributing/workflow/bug_triage_guidelines.rst
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Expand Up @@ -165,7 +165,7 @@ use the following labels:
- *Discussion*: the issue is not consensual and needs further
discussion to define what exactly should be done to address the
topic.
- *Enhancememnt*: new information to be added in an existing page.
- *Enhancement*: new information to be added in an existing page.
- *Good first issue*: the issue is *assumed* to be an easy one to fix, which makes
it a great fit for new contributors who want to become familiar with
the code base. It should be removed while an active PR is available, that
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2 changes: 1 addition & 1 deletion contributing/workflow/testing_pull_requests.rst
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Expand Up @@ -61,7 +61,7 @@ to generate a universal download link.
.. image:: img/testing_pull_requests_access_fork.png

- Now that you are on the fork's branch page, click the ``.github`` folder at the top of the file list.
Then, click on the ``workflows`` folder (whicb is inside the ``.github`` folder).
Then, click on the ``workflows`` folder (which is inside the ``.github`` folder).
Click the workflow file for the platform you wish to download artifacts for.
*After* clicking on the file (which opens the file view), copy the page URL from your browser's address bar.

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2 changes: 1 addition & 1 deletion tutorials/3d/occlusion_culling.rst
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Expand Up @@ -85,7 +85,7 @@ In Godot, occlusion culling works by rasterizing the scene's occluder geometry
to a low-resolution buffer on the CPU. This is done using
the software raytracing library `Embree <https://github.com/embree/embree>`__.

The engine then uses this low-resolution buffer to test occludees'
The engine then uses this low-resolution buffer to test the occludee's
:abbr:`AABB (Axis-Aligned Bounding Box)` against the occluder shapes.
The occludee's :abbr:`AABB (Axis-Aligned Bounding Box)` must be *fully occluded*
by the occluder shape to be culled.
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2 changes: 1 addition & 1 deletion tutorials/3d/particles/properties.rst
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Expand Up @@ -19,7 +19,7 @@ value to spawn more particles at the cost of performance.
The ``Amount Ratio`` property is the ratio of particles compared to the amount that will be emitted.
If it's less than ``1.0``, the amount of particles emitted through the lifetime will be the ``Amount`` *
``Amount Ratio``. Changing this value while emitted doesn't affect already created particles and doesn't
cause the particle system to restart. It's useful for making effects where the number of emitted particels
cause the particle system to restart. It's useful for making effects where the number of emitted particles
varies over time.

You can set another particle node as a ``Sub Emitter``, which will be spawned as a child of each
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2 changes: 1 addition & 1 deletion tutorials/3d/visibility_ranges.rst
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Expand Up @@ -111,7 +111,7 @@ choose from:
- **Disabled:** Uses hysteresis to switch between LOD levels instantly. This
prevents situations where LOD levels are switched back and forth quickly when
the player moves forward and then backward at the LOD transition point. The
hystereis distance is determined by **Visibility Range > Begin Margin** and
hysteresis distance is determined by **Visibility Range > Begin Margin** and
**Visibility Range > End Margin**. This mode provides the best performance as
it doesn't force rendering to become transparent during the fade transition.
- **Self:** Uses alpha blending to smoothly fade between LOD levels. The node
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2 changes: 1 addition & 1 deletion tutorials/assets_pipeline/escn_exporter/animation.rst
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Expand Up @@ -62,7 +62,7 @@ Animation Mode
---------------------------
Godot and Blender have different structure to store animation data.
In Godot animation data is stored in an AnimationPlayer node, instead
of in each animated node. In order to fix this inconsistence and still
of in each animated node. In order to fix this inconsistency and still
make the animation play versatile, this add-on has three animation exporting
modes.

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2 changes: 1 addition & 1 deletion tutorials/best_practices/scene_organization.rst
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Expand Up @@ -231,7 +231,7 @@ in another context without any extra changes to its API.
satisfied? Other programmers, and especially designers and writers, will need
clear instructions in the messages telling them what to do to configure it.

So, why does all this complex switcharoo work? Well, because scenes operate
So, why does all this complex switcheroo work? Well, because scenes operate
best when they operate alone. If unable to work alone, then working with
others anonymously (with minimal hard dependencies, i.e. loose coupling)
is the next best thing. Inevitably, changes may need to be made to a class and
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2 changes: 1 addition & 1 deletion tutorials/export/one-click_deploy.rst
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Expand Up @@ -51,7 +51,7 @@ Supported platforms
the project should be exported to.

- **Desktop platforms:** Exports the project with debugging enabled and runs it
on the remove computer via SSH.
on the remote computer via SSH.

- **Web:** Starts a local web server and runs the exported project by opening
the default web browser. This is only accessible on ``localhost`` by default.
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Expand Up @@ -14,8 +14,8 @@ or crawling actors so they can find paths through those narrow sections in your
When an actor changes locomotion state, e.g. stands up, starts
crouching or crawling, query the appropriate map for a path.

If the avoidance behavior should also change with the locomotion e.g. only avoid while standing or only avoid
other agents in the same locomotion state, switch the actors's avoidance agent to another avoidance map with each locomotion change.
If the avoidance behavior should also change with the locomotion e.g. only avoid while standing or only avoid
other agents in the same locomotion state, switch the actor's avoidance agent to another avoidance map with each locomotion change.

.. tabs::
.. code-tab:: gdscript GDScript
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2 changes: 1 addition & 1 deletion tutorials/navigation/navigation_introduction_2d.rst
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Expand Up @@ -94,7 +94,7 @@ It uses the NavigationServer2D and a NavigationAgent2D for path movement.

.. image:: img/nav_2d_min_setup_step1.png

#. Define the moveable navigation area with the NavigationPolygon draw tool. Then click
#. Define the movable navigation area with the NavigationPolygon draw tool. Then click
the `Bake NavigationPolygon`` button on the toolbar.

.. image:: img/nav_2d_min_setup_step2.png
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4 changes: 2 additions & 2 deletions tutorials/navigation/navigation_using_navigationobstacles.rst
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Expand Up @@ -49,8 +49,8 @@ Ideally when an obstacle is moving the static vertices are removed and instead t
Similar to agents the obstacles can make use of the ``avoidance_layers`` bitmask.
All agents with a matching bit on their own avoidance mask will avoid the obstacle.

Procedual obstacles
~~~~~~~~~~~~~~~~~~~
Procedural obstacles
~~~~~~~~~~~~~~~~~~~~

New obstacles can be created without a Node directly on the NavigationServer.

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Expand Up @@ -17,7 +17,7 @@ for the query and a ``NavigationPathQueryResult`` that receives (regular) update
:ref:`NavigationPathQueryParameters3D<class_NavigationPathQueryParameters3D>` respectively.

2D and 3D versions of ``NavigationPathQueryResult`` are available as
:ref:`NavigationPathQuerResult2D<class_NavigationPathQueryResult2D>` and
:ref:`NavigationPathQueryResult2D<class_NavigationPathQueryResult2D>` and
:ref:`NavigationPathQueryResult3D<class_NavigationPathQueryResult3D>` respectively.

Both parameters and result are used as a pair with the ``NavigationServer.query_path()`` function.
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2 changes: 1 addition & 1 deletion tutorials/physics/large_world_coordinates.rst
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Expand Up @@ -51,7 +51,7 @@ This is the range where individual integer values can be represented in a
floating-point number:

- **Single-precision float range (represent all integers):** Between -16,777,216 and 16,777,216
- **Double-precision float range (represent all integers):** Between -9 quadrillon and 9 quadrillon
- **Double-precision float range (represent all integers):** Between -9 quadrillion and 9 quadrillion

+----------------------+-----------------------+-----------------------+-----------------------------------------------------------------------------+
| Range | Single step | Double step | Comment |
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2 changes: 1 addition & 1 deletion tutorials/platform/android/android_plugin.rst
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Expand Up @@ -312,7 +312,7 @@ Using a v2 Android plugin as an Android library

Since they are also Android libraries, Godot v2 Android plugins can be stripped from their ``EditorExportPlugin`` packaging and provided as raw ``AAR`` binaries for use as libraries alongside the :ref:`Godot Android library <doc_android_library>` by Android apps.

If targetting this use-case, make sure to include additional instructions for how the ``AAR`` binaries should be included (e.g: custom additions to the Android app's manifest).
If targeting this use-case, make sure to include additional instructions for how the ``AAR`` binaries should be included (e.g: custom additions to the Android app's manifest).

Reference implementations
-------------------------
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2 changes: 1 addition & 1 deletion tutorials/rendering/jitter_stutter.rst
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Expand Up @@ -167,7 +167,7 @@ default ``60``, or set ``Engine.physics_ticks_per_second`` at run-time in a
script. Values that are a multiple of the monitor refresh rate (typically
``60``) work best when physics interpolation is disabled, as they will avoid
jitter. This means values such as ``120``, ``180`` and ``240`` are good starting
points. As a bonus, higher physics FPSes make tunneling and physics unstability
points. As a bonus, higher physics FPSes make tunneling and physics instability
issues less likely to occur.

The downside of increasing physics FPS is that CPU usage will increase, which
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6 changes: 3 additions & 3 deletions tutorials/xr/openxr_settings.rst
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Expand Up @@ -203,12 +203,12 @@ The XR runtime can use this for improved reprojection.
Startup Alert
-------------

If enabled this will result in an alert message presented to the user if OpenXR fails to start.
We don't always receive feedback from the XR system as to why starting fails. If we do we log this to the console.
If enabled, this will result in an alert message presented to the user if OpenXR fails to start.
We don't always receive feedback from the XR system as to why starting fails. If we do, we log this to the console.
Common failure reasons are:

- No OpenXR runtime is installed on the host system.
- Microsofts WMR OpenXR runtime is currently active, this only supports DirectX and will fail if OpenGL or Vulkan is used.
- Microsoft's WMR OpenXR runtime is currently active, this only supports DirectX and will fail if OpenGL or Vulkan is used.
- SteamVR is used but no headset is connected/turned on.

Disable this if you support a fallback mode in your game so it can be played in desktop mode when no VR headset is connected,
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2 changes: 1 addition & 1 deletion tutorials/xr/xr_action_map.rst
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Expand Up @@ -201,7 +201,7 @@ OpenXR defines a number of bindable input poses that are commonly available for
There are no rules for which poses are supported for different controllers.
The poses OpenXR currently defines are:

* The aim pose on most controllers is positioned slightly infront of the controller and aims forward.
* The aim pose on most controllers is positioned slightly in front of the controller and aims forward.
This is a great pose to use for laser pointers or to align the muzzle of a weapon with.
* The grip pose on most controllers is positioned where the grip button is placed on the controller.
The orientation of this pose differs between controllers and can differ for the same controller on different XR runtimes.
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