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Merge pull request #10285 from tetrapod00/low-level-hyphen

Use "low-level" and "high-level" instead of "low level" and "high level"
Max Hilbrunner hai 8 meses
pai
achega
9ca59bdc2b

+ 1 - 1
contributing/development/best_practices_for_engine_contributors.rst

@@ -179,7 +179,7 @@ they'll need to do* in the future?
 .. image:: img/best_practices6.png
 .. image:: img/best_practices6.png
 
 
 The answer to this question is that, to ensure users still can do what they want
 The answer to this question is that, to ensure users still can do what they want
-to do, we need to give them access to a *low level API* that they can use to
+to do, we need to give them access to a *low-level API* that they can use to
 achieve what they want, even if it's more work for them because it means
 achieve what they want, even if it's more work for them because it means
 reimplementing some logic that already exists.
 reimplementing some logic that already exists.
 
 

+ 1 - 1
contributing/workflow/bug_triage_guidelines.rst

@@ -114,7 +114,7 @@ describe an issue or pull request.
 -  *3D*: relates to 3D-specific issues. Should be coupled with one of the labels below, and should not be coupled with *2D*.
 -  *3D*: relates to 3D-specific issues. Should be coupled with one of the labels below, and should not be coupled with *2D*.
 -  *Animation*: relates to the Animation system, editors and importers.
 -  *Animation*: relates to the Animation system, editors and importers.
 -  *Assetlib*: relates to issues with the asset library.
 -  *Assetlib*: relates to issues with the asset library.
--  *Audio*: relates to the audio features (low and high level).
+-  *Audio*: relates to the audio features (low- and high-level).
 -  *Buildsystem*: relates to building issues, either linked to the SCons
 -  *Buildsystem*: relates to building issues, either linked to the SCons
    buildsystem or to compiler peculiarities.
    buildsystem or to compiler peculiarities.
 -  *Codestyle*: relates to the programming style used within the codebase.
 -  *Codestyle*: relates to the programming style used within the codebase.

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

@@ -8,7 +8,7 @@ Introduction
 
 
 This is an overview of the 2D transforms going on for nodes from the
 This is an overview of the 2D transforms going on for nodes from the
 moment they draw their content locally to the time they are drawn onto
 moment they draw their content locally to the time they are drawn onto
-the screen. This overview discusses very low level details of the engine.
+the screen. This overview discusses very low-level details of the engine.
 
 
 The goal of this tutorial is to teach a way for feeding input events to the
 The goal of this tutorial is to teach a way for feeding input events to the
 Input with a position in the correct coordinate system.
 Input with a position in the correct coordinate system.

+ 2 - 2
tutorials/2d/custom_drawing_in_2d.rst

@@ -613,7 +613,7 @@ Drawing text
 ^^^^^^^^^^^^
 ^^^^^^^^^^^^
 
 
 While using the :ref:`Label <class_Label>` Node is the most common way to add
 While using the :ref:`Label <class_Label>` Node is the most common way to add
-text to your application, the low level `_draw` function includes functionality
+text to your application, the low-level `_draw` function includes functionality
 to add text to your custom Node drawing. We will use it to add the name "GODOT"
 to add text to your custom Node drawing. We will use it to add the name "GODOT"
 under the robot head.
 under the robot head.
 
 
@@ -844,7 +844,7 @@ It will look somewhat like this when run:
 
 
 Please note that ``_mouth_width`` is a user defined property like any other
 Please note that ``_mouth_width`` is a user defined property like any other
 and it or any other used as a drawing argument can be animated using more
 and it or any other used as a drawing argument can be animated using more
-standard and high level methods such as a :ref:`Tween<class_Tween>` or an
+standard and high-level methods such as a :ref:`Tween<class_Tween>` or an
 :ref:`AnimationPlayer<class_AnimationPlayer>` Node. The only difference is
 :ref:`AnimationPlayer<class_AnimationPlayer>` Node. The only difference is
 that a ``queue_redraw()`` call is needed to apply those changes so they get
 that a ``queue_redraw()`` call is needed to apply those changes so they get
 shown on screen.
 shown on screen.

+ 2 - 2
tutorials/export/exporting_for_web.rst

@@ -235,10 +235,10 @@ player to click, tap or press a key/button to enable audio, for instance when di
 Networking
 Networking
 ~~~~~~~~~~
 ~~~~~~~~~~
 
 
-.. UPDATE: Not implemented. When low level networking is implemented, remove
+.. UPDATE: Not implemented. When low-level networking is implemented, remove
 .. this paragraph.
 .. this paragraph.
 
 
-Low level networking is not implemented due to lacking support in browsers.
+Low-level networking is not implemented due to lacking support in browsers.
 
 
 Currently, only :ref:`HTTP client <doc_http_client_class>`,
 Currently, only :ref:`HTTP client <doc_http_client_class>`,
 :ref:`HTTP requests <doc_http_request_class>`,
 :ref:`HTTP requests <doc_http_request_class>`,

+ 1 - 1
tutorials/networking/high_level_multiplayer.rst

@@ -97,7 +97,7 @@ for full IPv6 support.
 Initializing the network
 Initializing the network
 ------------------------
 ------------------------
 
 
-High level networking in Godot is managed by the :ref:`SceneTree <class_SceneTree>`.
+High-level networking in Godot is managed by the :ref:`SceneTree <class_SceneTree>`.
 
 
 Each node has a ``multiplayer`` property, which is a reference to the ``MultiplayerAPI`` instance configured for it
 Each node has a ``multiplayer`` property, which is a reference to the ``MultiplayerAPI`` instance configured for it
 by the scene tree. Initially, every node is configured with the same default ``MultiplayerAPI`` object.
 by the scene tree. Initially, every node is configured with the same default ``MultiplayerAPI`` object.

+ 8 - 2
tutorials/networking/websocket.rst

@@ -20,7 +20,10 @@ Godot supports WebSocket in both native and HTML5 exports.
 Using WebSocket in Godot
 Using WebSocket in Godot
 ------------------------
 ------------------------
 
 
-WebSocket is implemented in Godot via :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.
+WebSocket is implemented in Godot via :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.
 
 
 .. warning::
 .. warning::
 
 
@@ -161,4 +164,7 @@ This will print (when a client connects) something similar to this:
 Advanced chat demo
 Advanced chat demo
 ^^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^^
 
 
-A more advanced chat demo which optionally uses the multiplayer mid-level abstraction and a high level multiplayer demo are available in the `godot demo projects <https://github.com/godotengine/godot-demo-projects>`_ under `networking/websocket_chat` and `networking/websocket_multiplayer`.
+A more advanced chat demo which optionally uses the multiplayer mid-level
+abstraction and a high-level multiplayer demo are available in the
+`godot demo projects <https://github.com/godotengine/godot-demo-projects>`_
+under `networking/websocket_chat` and `networking/websocket_multiplayer`.

+ 2 - 2
tutorials/performance/using_servers.rst

@@ -5,7 +5,7 @@
 Optimization using Servers
 Optimization using Servers
 ==========================
 ==========================
 
 
-Engines like Godot provide increased ease of use thanks to their high level constructs and features.
+Engines like Godot provide increased ease of use thanks to their high-level constructs and features.
 Most of them are accessed and used via the :ref:`Scene System<doc_scene_tree>`. Using nodes and
 Most of them are accessed and used via the :ref:`Scene System<doc_scene_tree>`. Using nodes and
 resources simplifies project organization and asset management in complex games.
 resources simplifies project organization and asset management in complex games.
 
 
@@ -21,7 +21,7 @@ with signals, so no polling is required). Still, sometimes it can be. For exampl
 tens of thousands of instances for something that needs to be processed every frame can be a bottleneck.
 tens of thousands of instances for something that needs to be processed every frame can be a bottleneck.
 
 
 This type of situation makes programmers regret they are using a game engine and wish they could go
 This type of situation makes programmers regret they are using a game engine and wish they could go
-back to a more handcrafted, low level implementation of game code.
+back to a more handcrafted, low-level implementation of game code.
 
 
 Still, Godot is designed to work around this problem.
 Still, Godot is designed to work around this problem.
 
 

+ 2 - 2
tutorials/physics/ray-casting.rst

@@ -11,7 +11,7 @@ custom shaped object) and checking what it hits. This enables complex
 behaviors, AI, etc. to take place. This tutorial will explain how to
 behaviors, AI, etc. to take place. This tutorial will explain how to
 do this in 2D and 3D.
 do this in 2D and 3D.
 
 
-Godot stores all the low level game information in servers, while the
+Godot stores all the low-level game information in servers, while the
 scene is only a frontend. As such, ray casting is generally a
 scene is only a frontend. As such, ray casting is generally a
 lower-level task. For simple raycasts, nodes like
 lower-level task. For simple raycasts, nodes like
 :ref:`RayCast3D <class_RayCast3D>` and :ref:`RayCast2D <class_RayCast2D>`
 :ref:`RayCast3D <class_RayCast3D>` and :ref:`RayCast2D <class_RayCast2D>`
@@ -24,7 +24,7 @@ so a way to do this by code must exist.
 Space
 Space
 -----
 -----
 
 
-In the physics world, Godot stores all the low level collision and
+In the physics world, Godot stores all the low-level collision and
 physics information in a *space*. The current 2d space (for 2D Physics)
 physics information in a *space*. The current 2d space (for 2D Physics)
 can be obtained by accessing
 can be obtained by accessing
 :ref:`CanvasItem.get_world_2d().space <class_CanvasItem_method_get_world_2d>`.
 :ref:`CanvasItem.get_world_2d().space <class_CanvasItem_method_get_world_2d>`.

+ 3 - 3
tutorials/scripting/scene_tree.rst

@@ -32,11 +32,11 @@ level and when making games in Godot, writing your own MainLoop seldom makes sen
 SceneTree
 SceneTree
 ---------
 ---------
 
 
-One of the ways to explain how Godot works is that it's a high level
-game engine over a low level middleware.
+One of the ways to explain how Godot works is that it's a high-level
+game engine over a low-level middleware.
 
 
 The scene system is the game engine, while the :ref:`OS <class_OS>`
 The scene system is the game engine, while the :ref:`OS <class_OS>`
-and servers are the low level API.
+and servers are the low-level API.
 
 
 The scene system provides its own main loop to OS,
 The scene system provides its own main loop to OS,
 :ref:`SceneTree <class_SceneTree>`.
 :ref:`SceneTree <class_SceneTree>`.