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+ 2 - 2
community/contributing/pr_workflow.rst

@@ -31,7 +31,7 @@ The `repository on GitHub <https://github.com/godotengine/godot>`_ is a
 issue tracker and PR system.
 
 The Git version control system is the tool used to keep track of successive
-edits to the source code - to contibute efficiently to Godot, learning the
+edits to the source code - to contribute efficiently to Godot, learning the
 basics of the Git command line is *highly* recommended. There exist some
 graphical interfaces for Git, but they usually encourage users to take bad
 habits regarding the Git and PR workflow, and we therefore recommend not to
@@ -274,7 +274,7 @@ remote branch to share them with the world. The syntax for this is:
 
     $ git push <remote> <local branch>[:<remote branch>]
 
-The part about the remote branch can be ommitted if you want it to have the
+The part about the remote branch can be omitted if you want it to have the
 same name as the local branch, which is our case in this example, so we will
 do:
 

+ 1 - 1
community/contributing/ways_to_contribute.rst

@@ -68,7 +68,7 @@ Contributing code changes upstream has two big advantages:
 -  Your own code will be reviewed and improved by other developers, and will be
    further maintained directly in the upstream project, so you won't have to
    reapply your own changes every time you move to a newer version. On the
-   other hand it comes with a responsability, as your changes have to be
+   other hand it comes with a responsibility, as your changes have to be
    generic enough to be beneficial to all users, and not just your project; so
    in some cases it might still be relevant to keep your changes only for your
    own project, if they are too specific.

+ 1 - 1
community/tutorials/gdnative/gdnative-c-example.rst

@@ -133,7 +133,7 @@ Next up is ``gdnative_terminate`` which is called before the library is unloaded
 
 Finally we have ``nativescript_init`` which is the most important function we'll need today. This function will be called by Godot as part of loading a GDNative library and communicates back to Godot what objects we make available to Godot.
 
-We first tell Godot which classes are implemented by calling ``nativescript_register_class``. The first parameter here is the handle pointer given to us. The second is the name of our object class. The third is the type of object in Godot that we 'inherit' from, this is not true inheritence but it's close enough. Finally, our fourth and fifth parameters are descriptions for our constructor and destructor.
+We first tell Godot which classes are implemented by calling ``nativescript_register_class``. The first parameter here is the handle pointer given to us. The second is the name of our object class. The third is the type of object in Godot that we 'inherit' from, this is not true inheritance but it's close enough. Finally, our fourth and fifth parameters are descriptions for our constructor and destructor.
 
 We then tell Godot about our methods (well our one method in this case), by calling ``nativescript_register_method`` for each method of our class. In our case, that is just ``get_data``. Our first parameter is yet again our handle pointer. The second is again the name of the object class we're registering. The third is the name of our function as it will be known to GDScript. The fourth is our attributes setting. The fifth and final parameter is a description of which function to call when the method gets called.
 

+ 2 - 2
community/tutorials/vr/vr_primer.rst

@@ -27,7 +27,7 @@ This code finds the interface we wish to use, initializes it and if that is succ
 
 For our mobile vr interface, and any interface where the main input is directly displayed on screen, the main viewport needs to be the viewport where arvr is set to true. But for interfaces that render on an externally attached device you can use a secondary viewport. In this later case a viewport that shows its output on screen will show an undistorted version of the left eye while showing the fully processed stereo scopic output on the device.
 
-Finally you should only intialize an interface once, switching scenes and reinitializing interfaces will just introduce a lot of overhead. If you want to turn the headset off temporarily just disable the viewport or set arvr to false on the viewport. In most scenarios though you wouldn't disable the headset once you're in VR, this can be very disconcerting to the gamer.
+Finally you should only initialize an interface once, switching scenes and reinitializing interfaces will just introduce a lot of overhead. If you want to turn the headset off temporarily just disable the viewport or set arvr to false on the viewport. In most scenarios though you wouldn't disable the headset once you're in VR, this can be very disconcerting to the gamer.
 
 New AR/VR Nodes
 ---------------
@@ -59,7 +59,7 @@ Other things to consider
 ------------------------
 There are a few other subjects that we need to briefly touch upon in this primer that are important to know.
 
-The first are our units. In normal 3D games you don't have to think alot about units. As long as everything is at the same scale a box sized 1 unit by 1 unit by 1 unit can be any size from a cube you can hold in your hand to something the size of a building. 
+The first are our units. In normal 3D games you don't have to think a lot about units. As long as everything is at the same scale a box sized 1 unit by 1 unit by 1 unit can be any size from a cube you can hold in your hand to something the size of a building. 
 In AR and VR this changes because things in your virtual world are mapped to things in the real world. If you step 1 meter forward in the real world, but you only move 1 cm forward in your virtual world, you have a problem. The same with the position of your controllers, if they don't appear in the right relative space it breaks the immersion for the player. 
 Most VR platforms including our AR/VR Server assumes that 1 unit = 1 meter. The AR/VR server however has a property that for convenience is also exposed on the ARVROrigin node called world scale. For instance setting this to a value of 10 it changes our coordinate system so 10 units = 1 meter. 
 

+ 1 - 1
development/compiling/compiling_for_osx.rst

@@ -46,7 +46,7 @@ Compiling for 32 and 64-bit
 All macOS versions after 10.6 are 64-bit exclusive, so the executable
 will be a ".64" file by default for most users. If you would like to 
 compile a ".fat" executable which contains both 32 and 64-bit code, 
-you can do so by specifiying the bits in the scons command like so:
+you can do so by specifying the bits in the scons command like so:
 
 ::
 

+ 5 - 5
learning/features/3d/environment_and_post_processing.rst

@@ -28,7 +28,7 @@ The WorldEnvironment node can be added to any scene, but only one can exist per
 
 .. image:: img/environment_world.png
 
-Any Environment added has higher priority than the default Environment (explained below). This means it can be overriden on a per-scene basis, which makes it quite useful.
+Any Environment added has higher priority than the default Environment (explained below). This means it can be overridden on a per-scene basis, which makes it quite useful.
 
 
 Default Environment
@@ -81,7 +81,7 @@ Here is a comparison of how different ambient light affects a scene:
 Finally there is a **Energy** setting, which is just a multiplier, useful when working with HDR.
 
 In general, ambient light should only be used for simple scenes, large exteriors or for performance reasons (ambient light is cheap), as it does not provide the best lighting quality. It's better to generate
-ambient light from ReflectionProbe or GIProbe, which will more faithfully simulate how indirect light propagates. Below is a comparision in quality between using a flat ambient color and a GIProbe:
+ambient light from ReflectionProbe or GIProbe, which will more faithfully simulate how indirect light propagates. Below is a comparison in quality between using a flat ambient color and a GIProbe:
 
 .. image:: img/environment_ambient_comparison.png
 
@@ -103,7 +103,7 @@ Two properties can be tweaked to make the fog effect more interesting:
 
 The first is **Sun Amount**, which makes use of the Sun Color property of the fog. When looking towards a directional light (usually a sun), the color of the fog will be changed, simulating the sunlight passing through the fog.
 
-The second is **Transmit Enabled** wich simulates more realistic light transmittance. In practice, it makes light stand out more across the fog.
+The second is **Transmit Enabled** which simulates more realistic light transmittance. In practice, it makes light stand out more across the fog.
 
 .. image:: img/environment_fog_transmission.png
 
@@ -233,7 +233,7 @@ the **Glow** effect.
 
 By default, even if the effect is enabled, it will be very weak or invisible. One of two conditions need to happen for it to actually show:
 
-- 1) The light in a pixel surpasses the **HDR Treshold** (where 0 is all light surpasses it, and 1.0 is light over the tonemapper **White** value). Normally this value is expected to be at 1.0, but it can be lowered to allow more light to bleed. There is also an extra parameter, **HDR Scale** that allows scaling (making brighter or darker) the light surpasing the threshold.
+- 1) The light in a pixel surpasses the **HDR Threshold** (where 0 is all light surpasses it, and 1.0 is light over the tonemapper **White** value). Normally this value is expected to be at 1.0, but it can be lowered to allow more light to bleed. There is also an extra parameter, **HDR Scale** that allows scaling (making brighter or darker) the light surpasing the threshold.
 
 .. image:: img/environment_glow_threshold.png
 
@@ -252,7 +252,7 @@ The **Blend Mode** of the effect can also be changed:
 
 - **Additive** is the strongest one, as it just adds the glow effect over the image with no blending involved. In general, it's too strong to be used, but can look good with low intensity Bloom (produces a dream-like effect).
 - **Screen** is the default one. It ensures glow never brights more than itself, and works great as an all around.
-- **Softlight** is the weakest one, producing only a subtle color disturbance arround the objects. This mode works best on dark scenes.
+- **Softlight** is the weakest one, producing only a subtle color disturbance around the objects. This mode works best on dark scenes.
 - **Replace** can be used to blur the whole screen or debug the effect. It just shows the glow effect without the image below.
 
 To change the glow effect size and shape, Godot provides **Levels**. Smaller levels are strong glows that appear around objects, while large levels are hazy glows covering the whole screen:

+ 2 - 2
learning/features/3d/lights_and_shadows.rst

@@ -54,7 +54,7 @@ Below is an image of how tweaking bias looks like. Default values work for most
 
 .. image:: img/shadow_bias.png
 
-Finally, if gaps cant be solved, the **Contact** option can help:
+Finally, if gaps can't be solved, the **Contact** option can help:
 
 .. image:: img/shadow_contact.png
 
@@ -183,7 +183,7 @@ Spot lights share the same **Range** and **Attenuation** as **OmniLight**, and a
 Spot Shadow Mapping
 ^^^^^^^^^^^^^^^^^^^
 
-Spots dont need any parameters for shadow mapping, they should just work. Keep in mind that, at more than 89 degrees of aperture, shadows
+Spots don't need any parameters for shadow mapping, they should just work. Keep in mind that, at more than 89 degrees of aperture, shadows
 stop functioning for spots, and you should consider using an Omni light.
 
 Shadow Atlas

+ 4 - 4
learning/features/3d/spatial_material.rst

@@ -60,7 +60,7 @@ by running the lighting shader on every pixel.
 As these calculations are costly, performance can be brought down considerably in some corner cases such as drawing
 several layers of transparency (common in particle systems). Switching to per vertex lighting may help these cases.
 
-Additionaly, on very low end devices such as mobile, switching to vertex lighting can considerably increase rendering performance.
+Additionally, on very low end devices such as mobile, switching to vertex lighting can considerably increase rendering performance.
 
 
 .. image:: img/spatial_material2.png
@@ -157,7 +157,7 @@ Controls the blend mode for the material. Keep in mind that any mode other than
 
 * Mix: Default blend mode, alpha controls how much the object is visible.
 * Add: Object is blended additively, nice for flares or some fire-like effects.
-* Sub: Object is substracted.
+* Sub: Object is subtracted.
 * Mul: Object is multiplied.
 
 .. image:: img/spatial_material8.png
@@ -224,7 +224,7 @@ add some grow:
 Use Alpha Scissor
 ~~~~~~~~~~~~~~~~~
 
-When transparency other than 0 or 1 is not needed, it's possible to set a treshold to avoid the object from rendering these pixels.
+When transparency other than 0 or 1 is not needed, it's possible to set a threshold to avoid the object from rendering these pixels.
 
 .. image:: img/spatial_material12.png
 
@@ -339,7 +339,7 @@ This effect emulates light that goes beneath an object's surface, is scattered,
 Transmission
 ~~~~~~~~~~~~
 
-Controls how much light from the lit side (visible to light) is transfered to the dark side (opposite side to light). This works very well for thin objects such as tree/plant leaves,
+Controls how much light from the lit side (visible to light) is transferred to the dark side (opposite side to light). This works very well for thin objects such as tree/plant leaves,
 grass, human ears, etc.
 
 .. image:: img/spatial_material22.png

+ 1 - 1
learning/features/animation/introduction_2d.rst

@@ -158,7 +158,7 @@ Deselect rotation, because we are only interested in the location of our
 sprite for this tutorial and click on the key button.
 
 As we don't have a track already set up for the transform/location
-property, Godot asks, wether it should set it up for us. Click on
+property, Godot asks, whether it should set it up for us. Click on
 "Create".
 
 This creates a new track and our very first keyframe at the beginning of

+ 1 - 1
learning/features/inputs/inputevent.rst

@@ -47,7 +47,7 @@ received input, in order:
    of mouse events via :ref:`Control._gui_input() <class_Control__gui_input>`
    callback, and whether these events are propagated further.
 3. If so far no one consumed the event, the unhandled input callback
-   will be called if overriden (and not disabled with 
+   will be called if overridden (and not disabled with 
    :ref:`Node.set_process_unhandled_input() <class_Node_set_process_unhandled_input>`).
    If any function consumes the event, it can call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_set_input_as_handled>`, and the
    event will not spread any more. The unhandled input callback is ideal for full-screen gameplay events, so they are not received when a GUI is active.

+ 1 - 1
learning/features/networking/high_level_multiplayer.rst

@@ -26,7 +26,7 @@ Because of the large difference in performance it often makes sense to re-build
 In summary you can use the low-level networking API for maximum control and implement everything on top of bare network protocols or use the high-level API based on :ref:`SceneTree <class_SceneTree>` that does most of the heavy lifting behind the scenes in a generally optimized way.
 
 .. note:: Most of Godot's supported platforms offer all or most of the mentioned high- and low-level networking
-	  features. As networking is always largely hardware and operating system dependant, however,
+	  features. As networking is always largely hardware and operating system dependent, however,
 	  some features may change or not be available on some target platforms. Most notably,
 	  the HTML5 platform currently only offers WebSocket support and lacks some of the higher level features as
 	  well as raw access to low-level protocols like TCP and UDP.

+ 1 - 1
learning/scripting/c_sharp/c_sharp_basics.rst

@@ -45,7 +45,7 @@ and on that page choose your external editor of choice.
 Creating a C# script
 --------------------
 
-After you sucessfully setup C# for Godot, you should see the following option when selecting ``Attach script`` in the context menu of a node in your scene:
+After you successfully setup C# for Godot, you should see the following option when selecting ``Attach script`` in the context menu of a node in your scene:
 
 .. image:: img/attachcsharpscript.png
 

+ 3 - 3
learning/scripting/visual_script/nodes_purposes.rst

@@ -280,7 +280,7 @@ from the scene tree to the canvas (this will create it and configure it).
 Self
 ^^^^
 
-In some rare ocassions, it may be desired to pass this Scene Node as argument. 
+In some rare occasions, it may be desired to pass this Scene Node as argument. 
 It can be used to call functions and set/get properties, or just drag nodes (or event the node itself that has the script) from the Scene Tree to the canvas for this.
 
 
@@ -405,7 +405,7 @@ at some point.
 By Type
 ^^^^^^^
 
-Those are the methods available to basic types. For example, if you want a dot-product, you can search for "dot" intead of the Vector3 category.
+Those are the methods available to basic types. For example, if you want a dot-product, you can search for "dot" instead of the Vector3 category.
 In most cases just search the list of nodes, it should be faster.
 
 
@@ -453,7 +453,7 @@ Default nodes allow you to wait for a frame to pass, a fixed frame or a given am
 Yield
 ^^^^^
 
-This node completely suspends the execution of the script, and it wil make the function return a value that can be used to resume execution.
+This node completely suspends the execution of the script, and it will make the function return a value that can be used to resume execution.
 
 
 Yield Signal

+ 0 - 0
learning/step_by_step/img/groups_in_nodes.PNG → learning/step_by_step/img/groups_in_nodes.png


+ 1 - 1
learning/step_by_step/scripting.rst

@@ -39,7 +39,7 @@ typed languages), go for GDScript!
 VisualScript
 ~~~~~~~~~~~~~
 
-Begining 3.0, Godot offers :ref:`visualscript<Visual Scripting>`. This is a
+Beginning 3.0, Godot offers :ref:`visualscript<Visual Scripting>`. This is a
 somewhat typical implementation of blocks and connections language, but
 adapted to how Godot works. 
 

+ 1 - 1
learning/step_by_step/scripting_continued.rst

@@ -65,7 +65,7 @@ Nodes can be added to groups (as many as desired per node). This is a
 simple yet useful feature for organizing large scenes. There are two
 ways to do this: the first is from the UI, from the Groups button under the Node panel:
 
-.. image:: img/groups_in_nodes.PNG
+.. image:: img/groups_in_nodes.png
 
 And the second from code. One useful example would be to tag scenes
 which are enemies.

+ 2 - 2
learning/step_by_step/ui_game_user_interface.rst

@@ -435,7 +435,7 @@ to ``EnergyBar``. We need to replace the HP texture with EP one, and to
 change the textures on the gauge.
 
 Head to the FileSystem dock on the left, select the ``Title`` node in
-the Scene tree and drag and drop the ``label_EP.PNG`` file onto the
+the Scene tree and drag and drop the ``label_EP.png`` file onto the
 texture slot. Select the ``Number`` node and change the ``Text``
 property to a different value like ``14``.
 
@@ -521,7 +521,7 @@ as ``BombCounter`` too. That's all for this scene.
 Go to ``Scene -> New Inherited Scene`` again and select ``Counter.tscn``
 once more. Save the scene as ``RupeeCounter.tscn``. Rename the root node
 ``RupeeCounter``. For this one, we mainly need to replace the bomb icon
-with the rupee icon. In the FileSystem tab, drag the ``rupees_icon.PNG``
+with the rupee icon. In the FileSystem tab, drag the ``rupees_icon.png``
 onto the ``Icon`` node's ``Texture`` slot. ``Icon`` already anchors to
 the right edge of the ``Background`` node so we can change its position
 and it will scale and reposition with the ``RupeeCounter`` container.

+ 2 - 2
learning/workflow/assets/import_process.rst

@@ -6,7 +6,7 @@ Import process
 Importing assets in Godot 3.0+
 ------------------------------
 
-Previously, importing assets in Godot 2.x required manual maintainance
+Previously, importing assets in Godot 2.x required manual maintenance
 of a separate directory with source assets. Without doing this, it was
 impossible to specify how to convert and change import flags for
 textures, audios, scenes, etc.
@@ -55,7 +55,7 @@ Additionally, extra assets will be presset in the hidden res://.import folder:
 .. image:: img/asset_workflow5.png
 
 If any of the files present in this folder is erased (or the whole folder), the
-asset or asssets will be reimported automatically. As such, Commiting this folder
+asset or asssets will be reimported automatically. As such, committing this folder
 to the version control system is optional. It can save time on
 reimporting time when checking out in another computer, but it takes considerably
 more space and transfer time. Pick your poison!

+ 1 - 1
learning/workflow/assets/importing_images.rst

@@ -70,7 +70,7 @@ HDR Mode
 ~~~~~~~~
 
 Godot supports high dynamic range textures (as .HDR or .EXR). These are mostly useful as high dynamic range equirectancular panorama skys (the internet 
-has plenty of if you look for them), which replace Cubemaps in Godot 2.x. Modern PCs suport the BC6H VRAM format, but there are still plenty that do not.
+has plenty of if you look for them), which replace Cubemaps in Godot 2.x. Modern PCs support the BC6H VRAM format, but there are still plenty that do not.
 
 If you want Godot to ensure full compatibility in for kind of textures, enable the "Force RGBE" option.
 

+ 1 - 1
learning/workflow/assets/importing_scenes.rst

@@ -9,7 +9,7 @@ Godot Scene Importer
 When dealing with 3D assets, Godot has a very flexible and configurable importer.
 
 Godot works with *scenes*. This means that the entire scene being worked on in your favorite 3D DCC will be
-transfered as close as possible.
+transferred as close as possible.
 
 Godot supports the following 3D *scene file fomats*: 
 

+ 2 - 2
learning/workflow/export/exporting_for_web.rst

@@ -21,7 +21,7 @@ Exported ``.html`` file must not be reused
 
 On export, several text placeholders are replaced in the **generated HTML
 file** specifically for the given export options. It must not be reused in
-futher exports.
+further exports.
 
 Using cookies for data persistence
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -112,7 +112,7 @@ The ``.pck`` file is binary, usually delivered with the MIME-type
 
 Delivering the files with server-side compression is recommended especially for
 the ``.pck`` and ``.wasm`` files, which are usually large in size.
-The WebAssembly module compresses particularily well, down to around a quarter
+The WebAssembly module compresses particularly well, down to around a quarter
 of its original size with GZip.
 
 Export options

+ 1 - 1
learning/workflow/project_setup/project_organization.rst

@@ -53,7 +53,7 @@ Importing
 
 Godot version previous to 3.0 did the import process from files outside
 the project. While this can be useful in very large projects, it
-resulted in an organization hazzle for most developers.
+resulted in an organization hassle for most developers.
 
 Because of this, assets are now imported from within the project
 folder transparently.