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Fix typos, add missing link, use the expression main screen

Nathan Lovato 4 years ago
parent
commit
ae99e3cb40

+ 13 - 11
getting_started/introduction/first_look_at_the_editor.rst

@@ -10,7 +10,7 @@ First look at Godot's editor
 ============================
 
 This page will give you a brief overview of Godot's interface. We're going to
-look at the different workspaces and docks to help you situate yourself.
+look at the different main screens and docks to help you situate yourself.
 
 .. seealso:: For a comprehensive breakdown of the editor's interface and how to
              use it, see the :ref:`Editor manual <toc-learn-editor>`.
@@ -47,7 +47,7 @@ Let's look at its main areas.
 
 .. image:: img/editor_intro_editor_empty.png
 
-By default, it features **menus**, **workspaces**, and playtest buttons along
+By default, it features **menus**, **main screens**, and playtest buttons along
 the window's top edge.
 
 .. image:: img/editor_intro_top_menus.png
@@ -91,19 +91,19 @@ When you click on one, it expands vertically. Below, you can see the animation e
 
 .. image:: img/editor_intro_bottom_panel_animation.png
 
-The four workspaces
+The four main screens
 -------------------
 
-There are four workspace buttons centered at the editor's top: 2D, 3D, Script,
+There are four main screen buttons centered at the editor's top: 2D, 3D, Script,
 and AssetLib.
 
-You'll use the **2D workspace** for all types of games. In addition to 2D games,
-the 2D workspace is where you'll build your interfaces. Press :kbd:`F1` (or
+You'll use the **2D screen** for all types of games. In addition to 2D games,
+the 2D screen is where you'll build your interfaces. Press :kbd:`F1` (or
 :kbd:`Alt + 1` on macOS) to access it.
 
 .. image:: img/editor_intro_workspace_2d.png
 
-In the **3D workspace**, you can work with meshes, lights, and design levels for
+In the **3D screen**, you can work with meshes, lights, and design levels for
 3D games. Press :kbd:`F2` (:kbd:`Alt + 2` on macOS) to access it.
 
 .. image:: img/editor_intro_workspace_3d.png
@@ -114,9 +114,9 @@ options related to the 3D view.
 .. image:: img/editor_intro_3d_viewport_perspective.png
 
 .. note:: Read :ref:`doc_introduction_to_3d` for more detail about the **3D
-          workspace**.
+          main screen**.
 
-The **Script** workspace is a complete code editor with a debugger, rich
+The **Script screen** is a complete code editor with a debugger, rich
 auto-completion, and built-in code reference. Press :kbd:`F3` (:kbd:`Alt + 3`
 on macOS) to access it.
 
@@ -139,8 +139,10 @@ You can search for information about a class, method, property, constant, or
 signal by:
 
 1. Pressing :kbd:`Shift + F1` anywhere in the editor.
-2. Clicking the "Search Help" button in the top-right of the Script workspace.
+2. Clicking the "Search Help" button in the top-right of the Script main screen.
 3. Clicking on the Help menu and Search.
+4. Clicking while pressing the :kbd:`Ctrl` key on a built-in variable or
+   function name in the script editor.
 
 
 .. image:: img/editor_intro_search_help_button.png
@@ -150,6 +152,6 @@ also use it to browse available objects and methods.
 
 .. image:: img/editor_intro_search_help.png
 
-Double-click on an item to open the corresponding page in the script workspace.
+Double-click on an item to open the corresponding page in the script main screen.
 
 .. image:: img/editor_intro_help_class_animated_sprite.png

+ 5 - 5
getting_started/introduction/introduction_to_godot.rst

@@ -22,7 +22,7 @@ programming skills or a developer to port the game for you.
 .. note:: The Godot team can't provide an open-source console export due to the
           licensing terms imposed by console manufacturers. Regardless of the
           engine you use, though, releasing games on consoles is always a lot of
-          work. You can read more on that here:
+          work. You can read more on that here: :ref:`doc_consoles`.
 
 What can the engine do?
 -----------------------
@@ -56,9 +56,9 @@ editor, a shader editor, a debugger, a profiler, and more.
 
 .. image:: img/introduction_editor.png
 
-The team strives to offer a complete game creation package with a consistent
-user experience. While there is always room for improvement, the user interface
-keeps getting refined.
+The team strives to offer a feature-rich game editor with a consistent user
+experience. While there is always room for improvement, the user interface keeps
+getting refined.
 
 Of course, if you prefer, you can work with external programs. We officially
 support importing 3D scenes designed in Blender_ and maintain plugins to code in
@@ -73,7 +73,7 @@ Programming languages
 Let's talk about the available programming languages.
 
 You can code your games using :ref:`GDScript <toc-learn-scripting-gdscript>`, a
-Godot-specific, a tightly integrated language with a lightweight syntax, or
+Godot-specific and tightly integrated language with a lightweight syntax, or
 :ref:`C# <toc-learn-scripting-C#>`, which is popular in the games industry.
 These are the two main scripting languages we support.
 

+ 5 - 4
getting_started/introduction/key_concepts_overview.rst

@@ -1,6 +1,6 @@
-.. Intention: only to introduce only a handful of key concepts and avoid a big
-   cognitive load. Readers will then be reminded of the concepts further in the
-   getting started series, reinforcing their learning.
+.. Intention: introduce only a handful of key concepts and avoid a big cognitive
+   load. Readers will then be reminded of the concepts further in the getting
+   started series, reinforcing their learning.
 
 .. _doc_key_concepts_overview:
 
@@ -47,7 +47,8 @@ It is made of a ``KinematicBody2D`` node named "Character", a ``Sprite2D``, a
           counterpart have names that end with "3D".
 
 Notice how nodes and scenes look the same in the editor. When you save a tree of
-nodes as a scene, it then acts as a single node, hiding its internal structure.
+nodes as a scene, it then shows as a single node, with its internal structure
+hidden in the editor.
 
 Godot provides an extensive library of base node types you can combine and
 extend to build more powerful ones. 2D, 3D, or user interface, you will do most