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Fix wrong usage of "it's" for "its" (#336)

Chris Bradfield 8 年之前
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a75a30d897

+ 1 - 1
classes/[email protected]

@@ -157,7 +157,7 @@ Member Functions
 Numeric Constants
 -----------------
 
-- **PI** = **3.141593** --- Constant that represents how many times the diameter of a circumference fits around it's perimeter.
+- **PI** = **3.141593** --- Constant that represents how many times the diameter of a circumference fits around its perimeter.
 
 Description
 -----------

+ 1 - 1
classes/class_circleshape2d.rst

@@ -27,7 +27,7 @@ Member Functions
 Description
 -----------
 
-Circular Shape for 2D Physics. This shape is useful for modeling balls or small characters and it's collision detection with everything else is very fast.
+Circular Shape for 2D Physics. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast.
 
 Member Function Description
 ---------------------------

+ 1 - 1
classes/class_editorexportplugin.rst

@@ -40,6 +40,6 @@ This function is called for each file exported and depending from the return val
 
 2) If the returned value is a RawAray (array of bytes), the content of that array becomes the new file being exported.
 
-3) If the file must also change it's name when exported, then a :ref:`Dictionary<class_dictionary>` must be returned with two fields: 'name' with the new filename and 'data' with a :ref:`RawArray<class_rawarray>` containing the raw contents of the file. Even if the name is changed, the run-time will redirect the old file to the new file automatically when accessed.
+3) If the file must also change its name when exported, then a :ref:`Dictionary<class_dictionary>` must be returned with two fields: 'name' with the new filename and 'data' with a :ref:`RawArray<class_rawarray>` containing the raw contents of the file. Even if the name is changed, the run-time will redirect the old file to the new file automatically when accessed.
 
 

+ 2 - 2
classes/class_editorplugin.rst

@@ -13,7 +13,7 @@ EditorPlugin
 Brief Description
 -----------------
 
-Used by the editor to extend it's functionality.
+Used by the editor to extend its functionality.
 
 Member Functions
 ----------------
@@ -376,7 +376,7 @@ Remove the import plugin, don't forget to call this on exit.
 
 - void  **save_external_data**  **(** **)** virtual
 
-This method is called after the editor save the project or when the it's closed. It asks the plugin to save edited external scenes/resources.
+This method is called after the editor saves the project or when it's closed. It asks the plugin to save edited external scenes/resources.
 
 .. _class_EditorPlugin_set_state:
 

+ 2 - 2
classes/class_httprequest.rst

@@ -61,11 +61,11 @@ Numeric Constants
 - **RESULT_CONNECTION_ERROR** = **4** --- Request failed due to connection(read/write) error.
 - **RESULT_SSL_HANDSHAKE_ERROR** = **5** --- Request failed on SSL handshake.
 - **RESULT_NO_RESPONSE** = **6** --- Request does not have a response(yet).
-- **RESULT_BODY_SIZE_LIMIT_EXCEEDED** = **7** --- Request exceded it's maximum size limit, see :ref:`set_body_size_limit<class_HTTPRequest_set_body_size_limit>`.
+- **RESULT_BODY_SIZE_LIMIT_EXCEEDED** = **7** --- Request exceded its maximum size limit, see :ref:`set_body_size_limit<class_HTTPRequest_set_body_size_limit>`.
 - **RESULT_REQUEST_FAILED** = **8** --- Request failed. (unused)
 - **RESULT_DOWNLOAD_FILE_CANT_OPEN** = **9** --- HTTPRequest couldn't open the download file.
 - **RESULT_DOWNLOAD_FILE_WRITE_ERROR** = **10** --- HTTPRequest couldn't write to the download file.
-- **RESULT_REDIRECT_LIMIT_REACHED** = **11** --- Request reached it's maximum redirect limit, see :ref:`set_max_redirects<class_HTTPRequest_set_max_redirects>`.
+- **RESULT_REDIRECT_LIMIT_REACHED** = **11** --- Request reached its maximum redirect limit, see :ref:`set_max_redirects<class_HTTPRequest_set_max_redirects>`.
 
 Description
 -----------

+ 1 - 1
classes/class_ip.rst

@@ -72,7 +72,7 @@ Return a resolved item address, or an empty string if an error happened or resol
 
 - :ref:`int<class_int>`  **get_resolve_item_status**  **(** :ref:`int<class_int>` id  **)** const
 
-Return the status of hostname queued for resolving, given it's queue ID. Returned status can be any of the RESOLVER_STATUS\_\* enumeration.
+Return the status of hostname queued for resolving, given its queue ID. Returned status can be any of the RESOLVER_STATUS\_\* enumeration.
 
 .. _class_IP_resolve_hostname:
 

+ 1 - 1
classes/class_node.rst

@@ -237,7 +237,7 @@ To keep track of the scene hierarchy (especially when instancing scenes into oth
 
 Finally, when a node is freed with :ref:`free<class_Node_free>` or :ref:`queue_free<class_Node_queue_free>`, it will also free all its children.
 
-**Networking with nodes:** After connecting to a server (or making one, see :ref:`NetworkedMultiplayerENet<class_networkedmultiplayerenet>`) it is possible to use the built-in RPC (remote procedure call) system to easily communicate over the network. By calling :ref:`rpc<class_Node_rpc>` with a method name, it will be called locally, and in all connected peers (peers = clients and the server that accepts connections), with behaviour varying depending on the network mode (:ref:`set_network_mode<class_Node_set_network_mode>`) on the receiving peer. To identify which :ref:`Node<class_node>` receives the RPC call Godot will use it's :ref:`NodePath<class_nodepath>` (make sure node names are the same on all peers).
+**Networking with nodes:** After connecting to a server (or making one, see :ref:`NetworkedMultiplayerENet<class_networkedmultiplayerenet>`) it is possible to use the built-in RPC (remote procedure call) system to easily communicate over the network. By calling :ref:`rpc<class_Node_rpc>` with a method name, it will be called locally, and in all connected peers (peers = clients and the server that accepts connections), with behaviour varying depending on the network mode (:ref:`set_network_mode<class_Node_set_network_mode>`) on the receiving peer. To identify which :ref:`Node<class_node>` receives the RPC call Godot will use its :ref:`NodePath<class_nodepath>` (make sure node names are the same on all peers).
 
 Member Function Description
 ---------------------------

+ 1 - 1
classes/class_semaphore.rst

@@ -42,6 +42,6 @@ Lowers the :ref:`Semaphore<class_semaphore>`, allowing one more thread in.
 
 - Error  **wait**  **(** **)**
 
-Tries to wait for the :ref:`Semaphore<class_semaphore>`, if it's value is zero, blocks until non-zero.
+Tries to wait for the :ref:`Semaphore<class_semaphore>`, if its value is zero, blocks until non-zero.
 
 

+ 1 - 1
reference/introduction_to_the_buildsystem.rst

@@ -211,7 +211,7 @@ platform:
 
 To create those yourself, just follow the instructions detailed for each
 platform in this same tutorial section. Each platform explains how to
-create it's own template.
+create its own template.
 
 If you are working for multiple platforms, OSX is definitely the best
 host platform for cross compilation, since you can cross-compile for

+ 2 - 2
reference/variant_class.rst

@@ -17,11 +17,11 @@ A Variant can:
 
 -  Store almost any datatype
 -  Perform operations between many variants (GDScript uses Variant as
-   it's atomic/native datatype).
+   its atomic/native datatype).
 -  Be hashed, so it can be compared quickly to over variants
 -  Be used to convert safely between datatypes
 -  Be used to abstract calling methods and their arguments (Godot
-   exports all it's functions through variants)
+   exports all its functions through variants)
 -  Be used to defer calls or move data between threads.
 -  Be serialized as binary and stored to disk, or transferred via
    network.

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

@@ -47,7 +47,7 @@ CanvasLayers
 ------------
 
 The answer is :ref:`CanvasLayer <class_CanvasLayer>`,
-which is a node that adds a separate 2D rendering layer for all it's
+which is a node that adds a separate 2D rendering layer for all its
 children and grand-children. Viewport children will draw by default at
 layer "0", while a CanvasLayer will draw at any numeric layer. Layers
 with a greater number will be drawn above those with a smaller number.

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

@@ -29,7 +29,7 @@ Cutout in Godot
 ~~~~~~~~~~~~~~~
 
 Godot provides a few tools for working with these kind of assets, but
-it's overall design makes it ideal for the workflow. The reason is that,
+its overall design makes it ideal for the workflow. The reason is that,
 unlike other tools meant for this, Godot has the following advantages:
 
 -  **The animation system is fully integrated with the engine**: This

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

@@ -32,7 +32,7 @@ corner of the parent control or viewport.
 
 .. image:: /img/marginend.png
 
-Here the control is set to expand it's bottom-right corner with that of
+Here the control is set to expand its bottom-right corner with that of
 the parent, so when re-sizing the parent, the control will always cover
 it, leaving a 20 pixel margin:
 

+ 1 - 1
tutorials/3d/high_dynamic_range.rst

@@ -114,7 +114,7 @@ ToneMapper
 The ToneMapper is the heart of the algorithm. Many options for
 tonemappers are provided:
 
--  Linear: Simplest tonemapper. It does it's job for adjusting scene
+-  Linear: Simplest tonemapper. It does its job for adjusting scene
    brightness, but if the differences in light are too big, it will
    cause colors to be too saturated.
 -  Log: Similar to linear, but not as extreme.

+ 1 - 1
tutorials/3d/introduction_to_3d.rst

@@ -222,7 +222,7 @@ each viewport:
    regardless of any other camera in the scene. If the property is set,
    it will become active, replacing the previous camera.
 -  If an active camera leaves the scene tree, the first camera in
-   tree-order will take it's place.
+   tree-order will take its place.
 
 Lights
 ------

+ 1 - 1
tutorials/engine/pausing_games.rst

@@ -67,7 +67,7 @@ Example
 -------
 
 An example of this is creating a popup or panel with controls inside,
-and set it's pause mode to "Process" then just hide it:
+and set its pause mode to "Process" then just hide it:
 
 .. image:: /img/pause_popup.png
 

+ 5 - 5
tutorials/engine/viewports.rst

@@ -21,14 +21,14 @@ The main uses in question are:
 -  **Sub-Viewports**: These can be created when a Viewport is a child of
    a :ref:`Control <class_Control>`.
 -  **Render Targets**: Viewports can be set to "RenderTarget" mode. This
-   means that the viewport is not directly visible, but it's contents
+   means that the viewport is not directly visible, but its contents
    can be accessed via a :ref:`Texture <class_Texture>`.
 
 Input
 -----
 
 Viewports are also responsible of delivering properly adjusted and
-scaled input events to all it's children nodes. Both the root viewport
+scaled input events to all its children nodes. Both the root viewport
 and sub-viewports do this automatically, but render targets do not.
 Because of this, the user must do it manually via the
 :ref:`Viewport.input() <class_Viewport_input>` function if needed.
@@ -108,10 +108,10 @@ the game (like in Starcraft).
 
 As a helper for situations where you want to create viewports that
 display single objects and don't want to create a world, viewport has
-the option to use it's own World. This is very useful when you want to
+the option to use its own World. This is very useful when you want to
 instance 3D characters or objects in the 2D world.
 
-For 2D, each Viewport always contains it's own :ref:`World2D <class_World2D>`.
+For 2D, each Viewport always contains its own :ref:`World2D <class_World2D>`.
 This suffices in most cases, but in case sharing them may be desired, it
 is possible to do so by calling the viewport API manually.
 
@@ -147,7 +147,7 @@ display anything it has inside. The layout is something like this:
 
    -  Viewport
 
-The viewport will cover the area of it's parent control completely.
+The viewport will cover the area of its parent control completely.
 
 .. image:: /img/subviewport.png
 

+ 7 - 7
tutorials/matrices_and_transforms.rst

@@ -32,7 +32,7 @@ spaceship. Be it for 2D in a drawing such as Paint.net, Gimp,
 Photoshop, etc. or in 3D through a 3D DCC tool such as Blender, Max,
 Maya, etc.
 
-When it was designed, it was not rotated. It was designed in it's own
+When it was designed, it was not rotated. It was designed in its own
 *coordinate system*.
 
 .. image:: /img/tutomat2.png
@@ -45,7 +45,7 @@ So, let's recall again that the ship was somewhere in space:
 .. image:: /img/tutomat3.png
 
 How did it get there? What moved it and rotated it from the place it was
-designed to it's current position? The answer is... a **transform**, the
+designed to its current position? The answer is... a **transform**, the
 ship was *transformed* from their original position to the new one. This
 allows the ship to be displayed where it is.
 
@@ -93,7 +93,7 @@ the point:
 
     var final_pos = x.dot(new_pos) + y.dot(new_pos)
 
-Then what we have is.. wait a minute, it's the ship in it's design
+Then what we have is.. wait a minute, it's the ship in its design
 position!
 
 .. image:: /img/tutomat9.png
@@ -149,7 +149,7 @@ Matrix32
 :ref:`Matrix32 <class_Matrix32>` is a 3x2 matrix. It has 3 Vector2 elements and
 it's used for 2D. The "X" axis is the element 0, "Y" axis is the element 1 and
 "Origin" is element 2. It's not divided in basis/origin for convenience, due to
-it's simplicity.
+its simplicity.
 
 ::
 
@@ -174,7 +174,7 @@ By default, Matrix32 is created as an "identity" matrix. This means:
 .. image:: /img/tutomat11.png
 
 It's easy to guess that an *identity* matrix is just a matrix that
-aligns the transform to it's parent coordinate system. It's an *OCS*
+aligns the transform to its parent coordinate system. It's an *OCS*
 that hasn't been translated, rotated or scaled. All transform types in
 Godot are created with *identity*.
 
@@ -233,7 +233,7 @@ the scale). It will leave the origin alone:
 
 ::
 
-    # Make the basis twice it's size.
+    # Make the basis twice its size.
     var m = Matrix32()
     m = m.scaled( Vector2(2,2) )
 
@@ -378,7 +378,7 @@ Because in matrix math, A + B is not the same as B + A.
 Multiplication by inverse
 -------------------------
 
-Multiplying a matrix by it's inverse, results in identity
+Multiplying a matrix by its inverse, results in identity
 
 ::
 

+ 1 - 1
tutorials/ray-casting.rst

@@ -115,7 +115,7 @@ Collision exceptions
 It is a very common case to attempt casting a ray from a character or
 another game scene to try to infer properties of the world around it.
 The problem with this is that the same character has a collider, so the
-ray can never leave the origin (it will keep hitting it's own collider),
+ray can never leave the origin (it will keep hitting its own collider),
 as evidenced in the following image.
 
 .. image:: /img/raycast_falsepositive.png

+ 1 - 1
tutorials/step_by_step/filesystem.rst

@@ -46,7 +46,7 @@ engine.cfg
 ----------
 
 The engine.cfg file is the project description file, and it is always found at
-the root of the project. In fact it's location defines where the root is. This
+the root of the project. In fact its location defines where the root is. This
 is the first file that Godot looks for when opening a project.
 
 This file contains the project configuration in plain text, using the win.ini

+ 1 - 1
tutorials/step_by_step/gui_tutorial.rst

@@ -39,7 +39,7 @@ The basic node for UI elements is :ref:`Control <class_Control>`
 provides user interface functionality descends from it.
 
 When controls are put in a scene tree as a child of another control,
-it's coordinates (position, size) are always relative to the parent.
+its coordinates (position, size) are always relative to the parent.
 This sets the basis for editing complex user interfaces quickly and
 visually.
 

+ 1 - 1
tutorials/step_by_step/scene_tree.rst

@@ -47,7 +47,7 @@ game engine over a low level middleware.
 The scene system is the game engine, while the :ref:`OS <class_OS>`
 and servers are the low level API.
 
-In any case, the scene system provides it's own main loop to OS,
+In any case, the scene system provides its own main loop to OS,
 :ref:`SceneTree <class_SceneTree>`.
 This is automatically instanced and set when running a scene, no need
 to do any extra work.

+ 5 - 5
tutorials/vector_math.rst

@@ -199,10 +199,10 @@ vector?
 Normalization
 -------------
 
-Taking any vector and reducing it's **magnitude** to 1.0 while keeping
-it's **direction** is called **normalization**. Normalization is
+Taking any vector and reducing its **magnitude** to 1.0 while keeping
+its **direction** is called **normalization**. Normalization is
 performed by dividing the x and y (and z in 3D) components of a vector
-by it's magnitude:
+by its magnitude:
 
 ::
 
@@ -418,7 +418,7 @@ orientation of the surface) are called **unit normal vectors**. Though,
 usually they are just abbreviated as \*normals. Normals appear in
 planes, 3D geometry (to determine where each face or vertex is siding),
 etc. A **normal** *is* a **unit vector**, but it's called *normal*
-because of it's usage. (Just like we call Origin to (0,0)!).
+because of its usage. (Just like we call Origin to (0,0)!).
 
 It's as simple as it looks. The plane passes by the origin and the
 surface of it is perpendicular to the unit vector (or *normal*). The
@@ -512,7 +512,7 @@ so doing:
 
 Will work as expected.
 
-So, remember, a plane is just that and it's main practical use is
+So, remember, a plane is just that and its main practical use is
 calculating the distance to it. So, why is it useful to calculate the
 distance from a point to a plane? It's extremely useful! Let's see some
 simple examples..