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Fix typos with codespell

Poommetee Ketson 7 년 전
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2cf560bc8a

+ 1 - 1
development/cpp/custom_resource_format_loaders.rst

@@ -48,7 +48,7 @@ Creating a ResourceFormatLoader
 Each file format consist of a data container and a ``ResourceFormatLoader``. 
 
 ResourceFormatLoaders are usually simple classes which return all the 
-necessary metadata for supporting new extentions in Godot. The 
+necessary metadata for supporting new extensions in Godot. The 
 class must the return the format name and the extension string.
 
 In addition, ResourceFormatLoaders must convert file paths into 

+ 2 - 2
getting_started/workflow/export/changing_application_icon_for_windows.rst

@@ -47,7 +47,7 @@ Now you have everything ready for changing the file icon. To do that, you will n
 Testing the result
 ------------------
 
-You can now export the game and see whether you have change the icons sucessfully or not.
+You can now export the game and see whether you have change the icons successfully or not.
 If everything works fine, you will see this.
 
 .. image:: img/icon_result.png
@@ -60,7 +60,7 @@ Regardless of which program you use to create your ICO file, there are some requ
 This is a bit tricky, as can be seen in the following StackOverflow threads: `one <https://stackoverflow.com/questions/3236115/which-icon-sizes-should-my-windows-applications-icon-include>`__, `two <https://stackoverflow.com/questions/40749785/windows-10-all-icon-resolutions-on-all-dpi-settings-format-pixel-art-as-icon>`__.
 
 Your ICO file should at least contain icons in the following resolutions: 16x16, 48x48 and 256x256.
-They should also be uncompressed. The 256x256 icon *can* be compressed, but this breaks backwards compability with Windows XP.
+They should also be uncompressed. The 256x256 icon *can* be compressed, but this breaks backwards compatibility with Windows XP.
 
 If you want to fully support high-DPI screens, this is the full list of supported icon sizes on Windows 10:
 16, 20, 24, 28, 30, 31, 32, 40, 42, 47, 48, 56, 60, 63, 84 and one larger than 255px. (I.e. 256 or 512 or 1024)

+ 3 - 3
tutorials/2d/particle_systems_2d.rst

@@ -128,7 +128,7 @@ This can be used to turn Fract Delta on or off.
 Drawing Parameters 
 ------------------
 
-Visability Rect
+Visibility Rect
 ~~~~~~~~~~~~~~~
  
 The ``W`` and ``H`` values control width and height of the visibility
@@ -202,7 +202,7 @@ accelerations (as described further below).
 Angular Velocity
 ~~~~~~~~~~~~~~~~
 
-Angular velocity is the inital angular velocity applied to particles.
+Angular velocity is the initial angular velocity applied to particles.
 
 Spin Velocity
 ~~~~~~~~~~~~~
@@ -272,6 +272,6 @@ Used to change the color of the particles being emitted.
 Hue variation
 ~~~~~~~~~~~~~
 
-The variation value sets the inital hue variation applied to each 
+The variation value sets the initial hue variation applied to each 
 particle. The Variation rand value controls the hue variation
 randomness ratio.

+ 1 - 1
tutorials/3d/fps_tutorial/part_four.rst

@@ -972,7 +972,7 @@ and we set ``changing_weapon_name`` to a empty string.
 Adding ``process_reloading``
 ____________________________
 
-Let's finish up our new modular weapon system and add ``process_reloading``. Make a new funciton called ``process_reloading`` and add the following:
+Let's finish up our new modular weapon system and add ``process_reloading``. Make a new function called ``process_reloading`` and add the following:
 
 ::
     

+ 1 - 1
tutorials/3d/fps_tutorial/part_two.rst

@@ -377,7 +377,7 @@ because they generally bounce around the world before exploding.
 
           - Halo (Rocket launchers, fragment grenades, sniper rifles, brute shot, and more)
           - Destiny (Rocket launchers, grenades, fusion rifles, sniper rifles, super moves, and more)
-          - Call of Duty (Rocket launchers, grenades, ballistic knifes, crossbows, and more)
+          - Call of Duty (Rocket launchers, grenades, ballistic knives, crossbows, and more)
           - Battlefield (Rocket launchers, grenades, claymores, mortars, and more)
 
 Another disadvantage with bullet objects is networking. Bullet objects have to sync the positions (at least) with however many clients are connected

+ 1 - 1
tutorials/assetlib/uploading_to_assetlib.rst

@@ -37,7 +37,7 @@ is required in the submission form here as well.
 * **Godot version**: 
     The version of the engine that the asset works with.
     Currently it's not possible to have a single asset entry contain downloads for
-    multiple engine versions, so you may need to re-submit the asset mulitple times,
+    multiple engine versions, so you may need to re-submit the asset multiple times,
     with an entry for each Godot version it supports. This is particularly important
     when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x.
 * **Version**: 

+ 1 - 1
tutorials/physics/kinematic_character_2d.rst

@@ -208,7 +208,7 @@ This adds simple walking support by pressing left and right:
         else:
             velocity.x = 0
         
-        # We don't need to multiply velocity by delta becuase MoveAndSlide already takes delta time into account.
+        # We don't need to multiply velocity by delta because MoveAndSlide already takes delta time into account.
 
         # The second parameter of move_and_slide is the normal pointing up.
         # In the case of a 2d platformer, in Godot upward is negative y, which translates to -1 as a normal.