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Remove duplicate period, fix typos

Nathan Lovato 5 years ago
parent
commit
10f0d0a8e0

+ 3 - 3
getting_started/workflow/best_practices/autoloads_versus_internal_nodes.rst

@@ -6,7 +6,7 @@ Autoloads versus regular nodes
 Godot offers a feature to automatically load nodes at the root of your project,
 Godot offers a feature to automatically load nodes at the root of your project,
 allowing you to access them globally, that can fulfill the role of a Singleton:
 allowing you to access them globally, that can fulfill the role of a Singleton:
 :ref:`doc_singletons_autoload`. These auto-loaded nodes are not freed when you
 :ref:`doc_singletons_autoload`. These auto-loaded nodes are not freed when you
-change the scene from code with :ref:`SceneTree.change_scene <class_SceneTree_method_change_scene>`..
+change the scene from code with :ref:`SceneTree.change_scene <class_SceneTree_method_change_scene>`.
 
 
 In this guide, you will learn when to use the Autoload feature, and techniques
 In this guide, you will learn when to use the Autoload feature, and techniques
 you can use to avoid it.
 you can use to avoid it.
@@ -46,7 +46,7 @@ solves the problem in the short term but causes more problems:
    data to the ``Sound`` autoload in our example. As a result, the domain to
    data to the ``Sound`` autoload in our example. As a result, the domain to
    explore to fix the bug spans the entire project.
    explore to fix the bug spans the entire project.
 
 
-   When you keep code inside a scene, only one one or two scripts may be
+   When you keep code inside a scene, only one or two scripts may be
    involved in audio.
    involved in audio.
 
 
 Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as it
 Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as it
@@ -96,7 +96,7 @@ Auto-loaded nodes can simplify your code in some cases:
 Until Godot 3.1, another use was just for convenience: autoloads have a global
 Until Godot 3.1, another use was just for convenience: autoloads have a global
 variable for their name generated in GDScript, allowing you to call them from
 variable for their name generated in GDScript, allowing you to call them from
 any script file in your project. But now, you can use the ``class_name`` keyword
 any script file in your project. But now, you can use the ``class_name`` keyword
-instead to get autocompletion for a type in your entire project.
+instead to get auto-completion for a type in your entire project.
 
 
 .. note::
 .. note::