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Fix minor grammatical errors (#5302)

* Update introduction.rst

* Update list_of_features.rst

* Update release_policy.rst

* Update troubleshooting.rst

* Update faq.rst

Co-authored-by: Hugo Locurcio <[email protected]>
Co-authored-by: Yuri Sizov <[email protected]>
Lalit Shankar Chowdhury 3 years ago
parent
commit
a960495139
5 changed files with 20 additions and 20 deletions
  1. 9 9
      about/faq.rst
  2. 2 2
      about/introduction.rst
  3. 3 3
      about/list_of_features.rst
  4. 2 2
      about/release_policy.rst
  5. 4 4
      about/troubleshooting.rst

+ 9 - 9
about/faq.rst

@@ -127,8 +127,8 @@ What were the motivations behind creating GDScript?
 ---------------------------------------------------
 
 In the early days, the engine used the `Lua <https://www.lua.org>`__ scripting
-language. Lua can be fast thanks to LuaJIT, but creating bindings to an object
-oriented system (by using fallbacks) was complex and slow and took an enormous
+language. Lua can be fast thanks to LuaJIT, but creating bindings to an object-oriented
+system (by using fallbacks) was complex and slow and took an enormous
 amount of code. After some experiments with `Python <https://www.python.org>`__,
 it also proved difficult to embed.
 
@@ -138,15 +138,15 @@ The main reasons for creating a custom scripting language for Godot were:
    (Lua, Python, Squirrel, JavaScript, ActionScript, etc.).
 2. Poor class-extending support in most script VMs, and adapting to
    the way Godot works is highly inefficient (Lua, Python, JavaScript).
-3. Many existing languages have horrible interfaces for binding to C++, resulting in large amount of
+3. Many existing languages have horrible interfaces for binding to C++, resulting in a large amount of
    code, bugs, bottlenecks, and general inefficiency (Lua, Python,
-   Squirrel, JavaScript, etc.) We wanted to focus on a great engine, not a great amount of integrations.
+   Squirrel, JavaScript, etc.) We wanted to focus on a great engine, not a great number of integrations.
 4. No native vector types (vector3, matrix4, etc.), resulting in highly
    reduced performance when using custom types (Lua, Python, Squirrel,
    JavaScript, ActionScript, etc.).
 5. Garbage collector results in stalls or unnecessarily large memory
    usage (Lua, Python, JavaScript, ActionScript, etc.).
-6. Difficulty to integrate with the code editor for providing code
+6. Difficulty integrating with the code editor for providing code
    completion, live editing, etc. (all of them). This is well-supported
    by GDScript.
 
@@ -267,7 +267,7 @@ This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov
 1. Choose a single base resolution for your game. Even if there are
    devices that go up to 2K and devices that go down to 400p, regular
    hardware scaling in your device will take care of this at little or
-   no performance cost. Most common choices are either near 1080p
+   no performance cost. The most common choices are either near 1080p
    (1920x1080) or 720p (1280x720). Keep in mind the higher the
    resolution, the larger your assets, the more memory they will take
    and the longer the time it will take for loading.
@@ -319,7 +319,7 @@ I would like to contribute! How can I get started?
 --------------------------------------------------
 
 Awesome! As an open-source project, Godot thrives off of the innovation and
-ambition of developers like you.
+the ambition of developers like you.
 
 The first place to get started is in the `issues <https://github.com/godotengine/godot/issues>`_.
 Find an issue that resonates with you, then proceed to the `How to Contribute <https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#contributing-pull-requests>`_
@@ -421,7 +421,7 @@ Why does Godot not use STL (Standard Template Library)?
 -------------------------------------------------------
 
 Like many other libraries (Qt as an example), Godot does not make use of
-STL. We believe STL is a great general purpose library, but we had special
+STL. We believe STL is a great general-purpose library, but we had special
 requirements for Godot.
 
 * STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead.
@@ -438,7 +438,7 @@ situation happens, Godot will print an error (which can be traced even to
 script), but then it will try to recover as gracefully as possible and keep
 going.
 
-Additionally, exceptions significantly increase binary size for the
+Additionally, exceptions significantly increase the binary size for the
 executable.
 
 Why does Godot not enforce RTTI?

+ 2 - 2
about/introduction.rst

@@ -33,7 +33,7 @@ About Godot Engine
 
 A game engine is a complex tool, and it is therefore difficult to present Godot
 in a few words. Here's a quick synopsis, which you are free to reuse
-if you need a quick writeup about Godot Engine.
+if you need a quick write-up about Godot Engine.
 
     Godot Engine is a feature-packed, cross-platform game engine to create 2D
     and 3D games from a unified interface. It provides a comprehensive set of
@@ -103,7 +103,7 @@ relatively intuitive:
   the generated files of the documentation are not meant to be modified. See
   :ref:`doc_class_reference_writing_guidelines` for details.
 
-In addition to this documentation you may also want to take a look at the
+In addition to this documentation, you may also want to take a look at the
 various `Godot demo projects <https://github.com/godotengine/godot-demo-projects>`_.
 
 Have fun reading and making games with Godot Engine!

+ 3 - 3
about/list_of_features.rst

@@ -179,7 +179,7 @@ Vulkan renderer.
 - *SpotLight:* Single texture. Supports colored projector textures.
 - Shadow pancaking to decrease the amount of visible shadow acne and peter-panning.
 - PCSS-like shadow blur based on the light size and distance from the surface
-  the shadow is casted on.
+  the shadow is cast on.
 - Adjustable blur on a per-light basis.
 
 **Global illumination with indirect lighting:**
@@ -196,7 +196,7 @@ Vulkan renderer.
      to CPU lightmapping).
 
 - GI probes (slower, fully real-time). Supports reflections.
-- Signed distance field GI (intermediate, supports dynamic lights but not
+- Signed-distance field GI (intermediate, supports dynamic lights but not
   dynamic occluders). Supports reflections.
 - Global illumination uses a deferred pass to allow for rendering GI at half
   resolution to improve performance.
@@ -246,7 +246,7 @@ Vulkan renderer.
 - Screen-space ambient occlusion at half or full resolution.
 - Glow/bloom with optional bicubic upscaling and several blend modes available:
   Screen, Soft Light, Add, Replace, Mix.
-- Color correction using an one-dimensional ramp.
+- Color correction using a one-dimensional ramp.
 - Roughness limiter to reduce the impact of specular aliasing.
 - Brightness, contrast and saturation adjustments.
 

+ 2 - 2
about/release_policy.rst

@@ -23,7 +23,7 @@ term adapted to the complexity of a game engine:
   running the project through a conversion tool, and then performing a number
   of further adjustments manually for what the tool could not do automatically.
 
-- The ``minor`` version is incremented for feature releases which do not break
+- The ``minor`` version is incremented for feature releases that do not break
   compatibility in a major way. Minor compatibility breakage in very specific
   areas *may* happen in minor versions, but the vast majority of projects
   should not be affected or require significant porting work.
@@ -64,7 +64,7 @@ further developed for maintenance releases in a Git branch of the same name
     As mentioned in the introduction, Godot's release policy is evolving, and
     earlier Godot releases may not have followed the above rules to the letter.
     In particular, the 3.2 stable branch received a number of new features in
-    3.2.2 which would have warranted a ``minor`` version increment.
+    3.2.2 that would have warranted a ``minor`` version increment.
 
 Release support timeline
 ------------------------

+ 4 - 4
about/troubleshooting.rst

@@ -36,7 +36,7 @@ There are several ways to improve performance and battery life:
   which can be up to 4 times faster.
 - Open the Editor Settings and increase the value of **Low Processor Mode Sleep Usec**
   to ``33000`` (30 FPS). This value determines the amount of *microseconds*
-  between frames to render. Higher values will make the editor feel less reactive,
+  between frames to render. Higher values will make the editor feel less reactive
   but will help decrease CPU and GPU usage significantly.
 - If you have a node that causes the editor to redraw continuously (such as
   particles), hide it and show it using a script in the ``_ready()`` method.
@@ -50,12 +50,12 @@ This is a `known issue <https://github.com/godotengine/godot/issues/38219>`__.
 There are two workarounds for this:
 
 - Enable **Interface > Editor > Update Continuously** in the Editor Settings. Keep in mind
-  this will increase power usage and heat/noise emissions, since the editor will
+  this will increase power usage and heat/noise emissions since the editor will
   now be rendering constantly, even if nothing has changed on screen. To
   alleviate this, you can increase **Low Processor Mode Sleep Usec** to
   ``33000`` (30 FPS) in the Editor Settings. This value determines the amount of
   *microseconds* between frames to render. Higher values will make the editor
-  feel less reactive, but will help decrease CPU and GPU usage significantly.
+  feel less reactive but will help decrease CPU and GPU usage significantly.
 - Alternatively, disable variable refresh rate on your monitor or in the graphics driver.
 
 The grid disappears and meshes turn black when I rotate the 3D camera in the editor.
@@ -138,7 +138,7 @@ considered resources. For example, if you load ``test.json`` in the exported
 project, you need to specify ``*.json`` in the non-resource export filter. See
 :ref:`doc_exporting_projects_export_mode` for more information.
 
-Also, note that files and folders whose name begin with a period will never be
+Also, note that files and folders whose names begin with a period will never be
 included in the exported project. This is done to prevent version control
 folders like ``.git`` from being included in the exported PCK file.