Ver código fonte

tidying up proj-org and assetlib tuts

Will Nations 6 anos atrás
pai
commit
21faf38343

+ 11 - 11
getting_started/workflow/project_setup/project_organization.rst

@@ -6,14 +6,14 @@ Project organization
 Introduction
 Introduction
 ------------
 ------------
 
 
-This tutorial is aimed to propose a simple workflow on how to organize
+This tutorial aims to propose a simple workflow on how to organize
 projects. Since Godot allows the programmer to use the file-system as
 projects. Since Godot allows the programmer to use the file-system as
-they please, figuring out a way to organize the projects when
-starting to use the engine can be a little challenging. Because of this,
-a simple workflow will be described, which can be used or not, but
-should work as a starting point.
+they please, figuring out a way to organize projects when starting
+to use the engine can be a little challenging. Because of this, the
+tutorial describes simple workflow which should work as a starting
+point regardless of whether it is used.
 
 
-Additionally, using version control can be challenging so this
+Additionally, using version control can be challenging, so this
 proposition will include that too.
 proposition will include that too.
 
 
 Organization
 Organization
@@ -22,16 +22,16 @@ Organization
 Godot is scene-based in nature, and uses the filesystem as-is,
 Godot is scene-based in nature, and uses the filesystem as-is,
 without metadata or an asset database.
 without metadata or an asset database.
 
 
-Unlike other engines, a lot of resource are contained within the scene
+Unlike other engines, a lot of resources are contained within the scene
 itself, so the amount of files in the filesystem is considerably lower.
 itself, so the amount of files in the filesystem is considerably lower.
 
 
 Considering that, the most common approach is to group assets as close
 Considering that, the most common approach is to group assets as close
 to scenes as possible; when a project grows, it makes it more
 to scenes as possible; when a project grows, it makes it more
 maintainable.
 maintainable.
 
 
-As example, base sprite images, 3D model scenes or meshes, materials, etc.
-can usually be organized in a place, while a separate folder is used
-to store built levels that use them.
+As an example, one can usually place into a single folder their basic assets
+such as sprite images, 3D model meshes, materials, and music, etc.
+They can then use a separate folder to store built levels that use them.
 
 
 ::
 ::
 
 
@@ -52,7 +52,7 @@ to store built levels that use them.
 Importing
 Importing
 ---------
 ---------
 
 
-Godot version previous to 3.0 did the import process from files outside
+Godot versions prior to 3.0 did the import process from files outside
 the project. While this can be useful in large projects, it
 the project. While this can be useful in large projects, it
 resulted in an organization hassle for most developers.
 resulted in an organization hassle for most developers.
 
 

+ 9 - 9
tutorials/assetlib/uploading_to_assetlib.rst

@@ -42,35 +42,35 @@ is required in the submission form here as well.
     when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x.
     when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x.
 * **Version**: 
 * **Version**: 
     The version number of the asset. While you are free to choose
     The version number of the asset. While you are free to choose
-    and use any  versioning scheme that you like, you may want to look into
+    and use any versioning scheme that you like, you may want to look into
     something such as `SemVer <https://semver.org>`_ if you want your asset's
     something such as `SemVer <https://semver.org>`_ if you want your asset's
     versioning scheme to be clear and consistent. Note that there is also an
     versioning scheme to be clear and consistent. Note that there is also an
     internal version number, incremented every time the asset download URL is
     internal version number, incremented every time the asset download URL is
-    changed/updated. 
+    changed or updated. 
 * **Repository host**: 
 * **Repository host**: 
     Assets uploaded to the AssetLib are not hosted on it
     Assets uploaded to the AssetLib are not hosted on it
-    directly, and instead point to repositories hosted on third-party Git providers,
+    directly. Instead, they point to repositories hosted on third-party Git providers
     such as GitHub, GitLab or Bitbucket. This is where you choose which provider
     such as GitHub, GitLab or Bitbucket. This is where you choose which provider
-    your asset uses, so the final download link can be computed.
+    your asset uses, so the site can compute the final download link.
 * **Repository URL**: 
 * **Repository URL**: 
     The URL to your asset's files/webpage. This will vary
     The URL to your asset's files/webpage. This will vary
     based on your choice of provider, but it should look similar to `https://github.com/<user>/<project>`.
     based on your choice of provider, but it should look similar to `https://github.com/<user>/<project>`.
 * **Issues URL**: 
 * **Issues URL**: 
     The URL to your asset's issue tracker. Again, this will differ
     The URL to your asset's issue tracker. Again, this will differ
     from repository host to repository host, but will likely look similar to
     from repository host to repository host, but will likely look similar to
-    `https://github.cmo/<user>/<project>/issues`. You may leave this field empty
+    `https://github.com/<user>/<project>/issues`. You may leave this field empty
     if you use your provider's issue tracker, and it's part of the same repository.
     if you use your provider's issue tracker, and it's part of the same repository.
 * **Download Commit/Tag**:
 * **Download Commit/Tag**:
     The commit or tag of the asset. For example,
     The commit or tag of the asset. For example,
-    `b1d3172f89b86e52465a74f63a74ac84c491d3e1` or `v1.0`. From this, the actual
-    download URL will be computed.
+    `b1d3172f89b86e52465a74f63a74ac84c491d3e1` or `v1.0`. The site computes
+    the actual download URL from this.
 * **Icon URL**:
 * **Icon URL**:
     The URL to your asset's icon (which will be used as a thumbnail
     The URL to your asset's icon (which will be used as a thumbnail
-    in the AssetLib search results, and on the asset's page). Should be an image
+    in the AssetLib search results and on the asset's page). Should be an image
     in either the PNG or JPG format.
     in either the PNG or JPG format.
 * **License**:
 * **License**:
     The license under which you are distributing the asset. The list
     The license under which you are distributing the asset. The list
-    includes a variety of free and open-source software liceses, such as GPL
+    includes a variety of free and open-source software licenses, such as GPL
     (v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_  
     (v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_  
     for a detailed description of each of the listed licenses.
     for a detailed description of each of the listed licenses.
 * **Description**:
 * **Description**: