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Fix grammar in step-by-step (#5958)

* Rewrote creating root node paragraph

I didn't like the sentence starting "It is equivalent" when it wasn't entirely clear what "It" was, so I edited. I'm not sure it's a great improvement!

* Changed reference to "disk" to "file"

* Fix grammar

"The example" sounds like it's referring to an example that has already been introduced

* Fix "like so" grammar

"Like so" is not used very often

* Remove "exactly"

"see how it works exactly" sounds odd, "see exactly how it works" is better, but to be honest it sounds best without "exactly" at all!

* Add missing "the"
John Veness 3 vuotta sitten
vanhempi
commit
0cbb6f7f1f

+ 5 - 5
getting_started/step_by_step/instancing.rst

@@ -8,12 +8,12 @@ a tree structure, with a single node as its root. You can split your project
 into any number of scenes. This feature helps you break down and organize your
 into any number of scenes. This feature helps you break down and organize your
 game's different components.
 game's different components.
 
 
-You can create as many scenes as you'd like and save them to the disk with the
+You can create as many scenes as you'd like and save them as files with the
 ``.tscn`` extension, which stands for "text scene". The ``Label.tscn`` file from
 ``.tscn`` extension, which stands for "text scene". The ``Label.tscn`` file from
 the previous lesson was an example. We call those files "Packed Scenes" as they
 the previous lesson was an example. We call those files "Packed Scenes" as they
 pack information about your scene's content.
 pack information about your scene's content.
 
 
-Here's the example of a ball. It's composed of a :ref:`RigidBody2D
+Here's an example of a ball. It's composed of a :ref:`RigidBody2D
 <class_RigidBody2D>` node as its root named Ball, which allows the ball to fall
 <class_RigidBody2D>` node as its root named Ball, which allows the ball to fall
 and bounce on walls, a :ref:`Sprite2D <class_Sprite2D>` node, and a
 and bounce on walls, a :ref:`Sprite2D <class_Sprite2D>` node, and a
 :ref:`CollisionShape2D <class_CollisionShape2D>`.
 :ref:`CollisionShape2D <class_CollisionShape2D>`.
@@ -22,7 +22,7 @@ and bounce on walls, a :ref:`Sprite2D <class_Sprite2D>` node, and a
 
 
 Once you saved a scene, it works as a blueprint: you can reproduce it in other
 Once you saved a scene, it works as a blueprint: you can reproduce it in other
 scenes as many times as you'd like. Replicating an object from a template like
 scenes as many times as you'd like. Replicating an object from a template like
-so is called **instancing**.
+this is called **instancing**.
 
 
 .. image:: img/instancing_ball_instances_example.png
 .. image:: img/instancing_ball_instances_example.png
 
 
@@ -38,7 +38,7 @@ scene.
 In practice
 In practice
 -----------
 -----------
 
 
-Let's use instancing in practice to see how it works exactly in Godot. We invite
+Let's use instancing in practice to see how it works in Godot. We invite
 you to download the ball's sample project we prepared for you:
 you to download the ball's sample project we prepared for you:
 :download:`instancing.zip <files/instancing.zip>`.
 :download:`instancing.zip <files/instancing.zip>`.
 
 
@@ -107,7 +107,7 @@ There is more to instances. With this feature, you can:
 
 
 1. Change the properties of one ball without affecting the others using the
 1. Change the properties of one ball without affecting the others using the
    Inspector.
    Inspector.
-2. Change the default properties of every Ball by opening ``Ball.tscn`` scene
+2. Change the default properties of every Ball by opening the ``Ball.tscn`` scene
    and making a change to the Ball node there. Upon saving, all instances of the
    and making a change to the Ball node there. Upon saving, all instances of the
    Ball in the project will see their values update.
    Ball in the project will see their values update.
 
 

+ 6 - 6
getting_started/step_by_step/nodes_and_scenes.rst

@@ -72,16 +72,16 @@ opening the project, you should see an empty editor.
 
 
 In an empty scene, the Scene dock on the left shows several options to add a
 In an empty scene, the Scene dock on the left shows several options to add a
 root node quickly. "2D Scene" adds a Node2D node, "3D Scene" adds a Spatial
 root node quickly. "2D Scene" adds a Node2D node, "3D Scene" adds a Spatial
-node, "User Interface" adds a Control node, and "Other Node" lets you select any
-node. It is equivalent to pressing the "Add Child Node" button. These presets
-are here for convenience; they are not mandatory.
+node, and "User Interface" adds a Control node. These presets
+are here for convenience; they are not mandatory. "Other Node" lets you select any
+node to be the root node. In an empty scene, "Other Node" is equivalent to pressing
+the "Add Child Node" button at the top-left of the Scene dock, which usually adds
+a new node as a child of the currently selected node.
 
 
 We're going to add a single Label node to our scene. Its function is to draw
 We're going to add a single Label node to our scene. Its function is to draw
 text on the screen.
 text on the screen.
 
 
-Press the "Add Child Node" button at the top left of the Scene dock to create a
-node. This button adds the chosen node as a child of the currently selected one
-or, in an empty scene, as the root.
+Press the "Add Child Node" button or "Other Node" to create a root node.
 
 
 .. image:: img/nodes_and_scenes_02_scene_dock.png
 .. image:: img/nodes_and_scenes_02_scene_dock.png