Pārlūkot izejas kodu

Fix various typos and grammar issues in tutorial articles

frido 5 gadi atpakaļ
vecāks
revīzija
6a6464aea1

+ 1 - 1
tutorials/2d/particle_systems_2d.rst

@@ -260,7 +260,7 @@ high linear velocity and then stop as they fade.
 Angle
 ~~~~~
 
-Determines the initial angle of the particle (in degress). This parameter
+Determines the initial angle of the particle (in degrees). This parameter
 is mostly useful randomized.
 
 .. image:: img/paranim11.gif

+ 1 - 1
tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst

@@ -69,7 +69,7 @@ From a high level, this looks like:
 
   void vertex() {
     if (RESTART) {
-      //Initialition code goes here
+      //Initialization code goes here
     } else {
       //per-frame code goes here
     }

+ 1 - 1
tutorials/animation/2d_skeletons.rst

@@ -102,7 +102,7 @@ This is normal for bones without children. The length of *tip* bones can be chan
 
 .. image:: img/skel2d12.png
 
-In this case, we don't need to rotate the bone (coincidentially the jaw points right in the sprite), but in case you need to, feel free to do it.
+In this case, we don't need to rotate the bone (coincidentally the jaw points right in the sprite), but in case you need to, feel free to do it.
 Again, this is only really needed for tip bones as nodes with children don't usually need a length or a specific rotation.
 
 Keep going and build the whole skeleton:

+ 1 - 1
tutorials/animation/animation_tree.rst

@@ -149,7 +149,7 @@ There are many types of transitions:
 
 .. image:: img/animtree12.png
 
-* *Immeditate*: Will switch to the next state immediately. The current state will end and blend into the beginning of the new one.
+* *Immediate*: Will switch to the next state immediately. The current state will end and blend into the beginning of the new one.
 * *Sync*: Will switch to the next state immediately, but will seek the new state to the playback position of the old state.
 * *At End*: Will wait for the current state playback to end, then switch to the beginning of the next state animation.
 

+ 1 - 1
tutorials/audio/audio_buses.rst

@@ -115,7 +115,7 @@ Chorus
 
 The Chorus effect duplicates the incoming audio, delays the duplicate slightly
 and uses an LFO to continuously modulate the pitch of the duplicated signal
-before mixing the duplicatated signal(s) and the original together again. This
+before mixing the duplicated signal(s) and the original together again. This
 creates a shimmering effect and adds stereo width to the sound.
 
 Compressor

+ 1 - 1
tutorials/audio/sync_with_audio.rst

@@ -82,7 +82,7 @@ Adding the return value from this function to *get_playback_position()* increase
 
     var time = $Player.get_playback_position() + AudioServer.get_time_since_last_mix()
 
-To increase precision, substract the latency information (how much it takes for the audio to be heard after it was mixed):
+To increase precision, subtract the latency information (how much it takes for the audio to be heard after it was mixed):
 
 .. tabs::
  .. code-tab:: gdscript GDScript

+ 1 - 1
tutorials/content/making_trees.rst

@@ -41,7 +41,7 @@ This is a simple example of a shader for leaves:
     shader_type spatial;
     render_mode depth_draw_alpha_prepass, cull_disabled, world_vertex_coords;
 
-This is a spatial shader. There is no front/back culling (so leaves can be seen from both sides), and alpha prepass is used, so there are less depth arctifacts that result from using transparency (and leaves cast shadow). Finally, for the sway effect, world coordinates are recommended, so the tree can be duplicated, moved, etc. and it will still work together with other trees.
+This is a spatial shader. There is no front/back culling (so leaves can be seen from both sides), and alpha prepass is used, so there are less depth artifacts that result from using transparency (and leaves cast shadow). Finally, for the sway effect, world coordinates are recommended, so the tree can be duplicated, moved, etc. and it will still work together with other trees.
 
 .. code-block:: glsl
 

+ 2 - 2
tutorials/gui/gui_containers.rst

@@ -106,7 +106,7 @@ Changing the *current* one is done via tabs located at the top of the container,
 
    .. image:: img/containers_tab_click.gif
 
-The titles are generated from the node names by default (although they can be overriden via *TabContainer* API).
+The titles are generated from the node names by default (although they can be overridden via *TabContainer* API).
 
 Settings such as tab placement and *StyleBox* can be modified in the *TabContainer* theme overrides.
 
@@ -177,5 +177,5 @@ to its rect size:
                 fit_child_in_rect( c, Rect2( Vector2(), rect_size ) )
 	
     func set_some_setting():
-        # Some setting changed, ask for childre re-sort
+        # Some setting changed, ask for children re-sort
         queue_sort()

+ 1 - 1
tutorials/misc/handling_quit_requests.rst

@@ -7,7 +7,7 @@ Quitting
 --------
 
 Most platforms have the option to request the application to quit. On
-desktops, this is usually done with the "x" icon on the window titlebar.
+desktops, this is usually done with the "x" icon on the window title bar.
 On Android, the back button is used to quit when on the main screen (and
 to go back otherwise).
 

+ 1 - 1
tutorials/misc/jitter_stutter.rst

@@ -59,7 +59,7 @@ stutter.
 
 Eliminating this completely requires giving your game full privileges to become "time critical", which is not advised.
 Some games may do it, but it is advised to learn to live with this problem, as it is common for Windows games and most users
-won't play games windowed (games that are played in a window, e.g. puzzle games, will usaully not exhibit this problem anyway).
+won't play games windowed (games that are played in a window, e.g. puzzle games, will usually not exhibit this problem anyway).
 
 For fullscreen, Windows gives special priority to the game so stutter is no longer visible and very rare.
 This is how most games are played.

+ 1 - 1
tutorials/networking/webrtc.rst

@@ -35,7 +35,7 @@ Using WebRTC in Godot
 
 WebRTC is implemented in Godot via two main classes :ref:`WebRTCPeerConnection <class_WebRTCPeerConnection>` and :ref:`WebRTCDataChannel <class_WebRTCDataChannel>`, plus the multiplayer API implementation :ref:`WebRTCMultiplayer <class_WebRTCMultiplayer>`. See section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more details.
 
-.. note:: These classes are available automatically in HTML5, but **require an external GDNative plugin on native (non-HTML5) plaftorms**. Check out the `webrtc-native plugin repository <https://github.com/godotengine/webrtc-native>`__ for instructions and to get the latest `release <https://github.com/godotengine/webrtc-native/releases>`__.
+.. note:: These classes are available automatically in HTML5, but **require an external GDNative plugin on native (non-HTML5) platforms**. Check out the `webrtc-native plugin repository <https://github.com/godotengine/webrtc-native>`__ for instructions and to get the latest `release <https://github.com/godotengine/webrtc-native/releases>`__.
 
 Minimal connection example
 ^^^^^^^^^^^^^^^^^^^^^^^^^^

+ 2 - 2
tutorials/networking/websocket.rst

@@ -7,7 +7,7 @@ HTML5 and WebSocket
 -------------------
 
 The WebSocket protocol was standardized in 2011 with the original goal of allowing browsers to create stable and bidirectional connections with a server.
-Before that, browsers used to only suppport HTTPRequests, which is not well suited for bidirectional communication.
+Before that, browsers used to only support HTTPRequests, which is not well suited for bidirectional communication.
 
 The protocol is quite simple, message based, and a very powerful tool to send push notifications to browsers, and has been used to implement chats, turn-based games, etc. It still uses a TCP connection, which is good for reliability but not for latency, so not good for real-time applications like VoIP and fast-paced games (see :ref:`WebRTC <doc_webrtc>` for those use cases).
 
@@ -18,7 +18,7 @@ Godot supports WebSocket in both native and HTML5 exports.
 Using WebSocket in Godot
 ------------------------
 
-WebSocket is implemented in Godot via three main classes :ref:`WebSocketClient <class_WebSocketClient>`, :ref:`WebSocketServer <class_WebSocketServer>`, and :ref:`WebSocketPeer <class_WebSocketPeer>`. The WebSocket implementation is compatibile with the High Level Multiplayer. See section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more details.
+WebSocket is implemented in Godot via three main classes :ref:`WebSocketClient <class_WebSocketClient>`, :ref:`WebSocketServer <class_WebSocketServer>`, and :ref:`WebSocketPeer <class_WebSocketPeer>`. The WebSocket implementation is compatible with the High Level Multiplayer. See section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more details.
 
 Minimal client example
 ^^^^^^^^^^^^^^^^^^^^^^

+ 1 - 1
tutorials/optimization/using_servers.rst

@@ -52,7 +52,7 @@ Most Godot nodes and resources contain these RIDs from the servers internally, a
 be obtained with different functions. In fact, anything that inherits :ref:`Resource <class_Resource>`
 can be directly casted to an RID (not all resources contain an RID, though, in such cases
 the RID will be empty). In fact, resources can be passed to server APIs as RIDs. Just make
-sure to keep references to the resources ouside the server, because if the resource is erased,
+sure to keep references to the resources outside the server, because if the resource is erased,
 the internal RID is erased too.
 
 For nodes, there are many functions available:

+ 2 - 2
tutorials/plugins/android/android_plugin.rst

@@ -42,7 +42,7 @@ Maybe REST
 ----------
 
 Most of these APIs allow communication via REST/JSON APIs. If the API is relatively simple and does not require
-complex authenthication, this may be a better idea than writing a specific Android plugin.
+complex authentication, this may be a better idea than writing a specific Android plugin.
 
 Godot has great support for HTTP, HTTPS and JSON, so an API implemented this way
 will work on every platform, too. 
@@ -52,7 +52,7 @@ Of course, in most of the cases, it's easier to just write an Android plugin, so
 Android plugin
 --------------
 
-Writing an Android plugin is now possible begining Godot 3.2. It's also pretty easy! Re-compiling the engine is no longer needed.
+Writing an Android plugin is now possible, beginning with Godot 3.2. It's also pretty easy! Re-compiling the engine is no longer needed.
 
 Before anything, make sure you understand how to set up a :ref:`custom build environment<doc_android_custom_build>` for Android.
 

+ 1 - 1
tutorials/plugins/editor/making_plugins.rst

@@ -302,7 +302,7 @@ The script could look like this:
     tool
     extends EditorPlugin
 
-    # A class member to hold the dock during the plugin lifecycle
+    # A class member to hold the dock during the plugin life cycle
     var dock
 
     func _enter_tree():

+ 1 - 1
tutorials/plugins/gdnative/gdnative-cpp-example.rst

@@ -761,7 +761,7 @@ as follows:
 
 Here we see a nice improvement in the latest version of godot-cpp where our
 ``register_signal`` method can be a single call first taking the signals name,
-then having pairs of values specificying the parameter name and type of each
+then having pairs of values specifying the parameter name and type of each
 parameter we'll send along with this signal.
 
 For NativeScript 1.0 we first build a dictionary in which we tell Godot about

+ 2 - 2
tutorials/shading/migrating_to_godot_shader_language.rst

@@ -151,8 +151,8 @@ In order to make writing fragment shaders straightforward and easy, Shadertoy ha
 of helpful information from the main program into the fragment shader for you. A few of these
 have no equivalents in Godot because Godot has chosen not to make them available by default.
 This is okay because Godot gives you the ability to make your own uniforms. For variables whose
-equivalents are listed as "Provide with Uniform", the user is responsible for creating that
-uniform themself. The description gives the reader a hint about what they can pass in as a substitute.
+equivalents are listed as "Provide with Uniform", users are responsible for creating that
+uniform themselves. The description gives the reader a hint about what they can pass in as a substitute.
 
 +---------------------+---------+------------------------+-----------------------------------------------------+
 |Variable             |Type     |Equivalent              |Description                                          |

+ 2 - 2
tutorials/shading/your_first_shader/your_first_spatial_shader.rst

@@ -91,7 +91,7 @@ Shader magic
 
 Notice how there is already error? This is because the shader editor reloads shaders on
 the fly. The first thing Godot shaders need is a declaration of what type of shader they are.
-We set the variable ``shader_type`` to ``spatial`` becuase this is a spatial shader.
+We set the variable ``shader_type`` to ``spatial`` because this is a spatial shader.
 
 .. code-block:: glsl
 
@@ -273,7 +273,7 @@ off "As Normalmap".
 
 .. image:: img/normal-set.png
 
-Now, becuase this is a normalmap and not a per-vertex normal. We are going to assign it in the ``fragment()``
+Now, because this is a normalmap and not a per-vertex normal, we are going to assign it in the ``fragment()``
 function. The ``fragment()`` function will be explained in more detail in the next part of this tutorial.
 
 .. code-block:: glsl