Selaa lähdekoodia

Fix minor typos

Yuri Chornoivan 7 vuotta sitten
vanhempi
commit
be6ef615b1

+ 1 - 1
community/contributing/pr_workflow.rst

@@ -30,7 +30,7 @@ The `repository on GitHub <https://github.com/godotengine/godot>`_ is a
 `Git <https://git-scm.com>`_ code repository together with an embedded
 issue tracker and PR system.
 
-.. note:: If you are contributing to the documention, its repository can
+.. note:: If you are contributing to the documentation, its repository can
           be found `here <https://github.com/godotengine/godot-docs>`_.
 
 The Git version control system is the tool used to keep track of successive

+ 7 - 7
development/file_formats/tscn.rst

@@ -154,7 +154,7 @@ Skeleton
 ~~~~~~~~~
 Skeleton node inherits Spatial node, besides that it may have a list
 of bones described in key, value pair in the format :code:`bones/Id/Attribute=Value`,
-attributes of bone consisits of 
+attributes of bone consists of 
 
 - name
 - parent
@@ -272,7 +272,7 @@ itself. An external resource consists of:
  - A type
  - An ID
 
-Godot alway generates absolute paths relative to the resource directory and 
+Godot always generates absolute paths relative to the resource directory and 
 thus prefixed with :code:`res://`, but paths relative to the TSCN file's 
 location are also valid. 
  
@@ -325,10 +325,10 @@ TSCN support two format of surface,
     i) :code:`primitive` is an enumerate variable, :code:`primitive=4` which is 
        PRIMITIVE_TRIANGLES is frequently used.
 
-    ii) :code:`arrays` as name suggestes is an array of array, it contains:
+    ii) :code:`arrays` as name suggests is an array of array, it contains:
 
         1) a array of vertex position
-        2) tagents array
+        2) tangents array
         3) vertex color array
         4) UV array 1
         5) UV array 2
@@ -372,8 +372,8 @@ An animation resource consists of tracks. Besides, it has 'length', 'loop' and
 
 1) :code:`length` and :code:`step` are both time in seconds
 
-Each track is described by a list of key, value pairt in the format :code:`tracks/Id/Attribute`,
-it includs:
+Each track is described by a list of key, value pair in the format :code:`tracks/Id/Attribute`,
+it includes:
 
 - type
 - path
@@ -406,7 +406,7 @@ it includs:
    but have different structure for track with different type
 
     - A transform track use every 12 real number in the :code:`keys` to describte a keyframe. 
-      The first number is the timestamp, the second number is the transision (default 1.0
+      The first number is the timestamp, the second number is the transition (default 1.0
       in transform track), followed by a three number translation vector, followed by 
       four number rotation quaternion (x,y,z,w) and finally a three number scale vector.
 

+ 1 - 1
getting_started/scripting/c_sharp/c_sharp_style_guide.rst

@@ -155,7 +155,7 @@ Do not use a space,
 * After a type cast parentheses.
 * Within single line initializer braces.
 
-The following example shows a proper use of spaces, according to some of the the above mentioned conventions:
+The following example shows a proper use of spaces, according to some of the above mentioned conventions:
 
 .. code-block:: csharp
 

+ 1 - 1
getting_started/scripting/visual_script/nodes_purposes.rst

@@ -473,7 +473,7 @@ Operators
 
 These are mostly generic operators such as addition, multiplication, comparison, etc.
 By default, these mostly accept any datatype (and will error in run-time if the types
-feeded do not match for the operator). It is always recommended to set the right
+fed do not match for the operator). It is always recommended to set the right
 type for operators to catch errors faster and make the graph easier to read.
 
 .. image:: img/visual_script46.png

+ 1 - 1
getting_started/step_by_step/godot_design_philosophy.rst

@@ -109,7 +109,7 @@ means all the technologies that ship with it have to be Free (as in freedom) as
 For the most part, they’re coded from the ground-up by contributors.
 
 Anyone can plug in proprietary tools for the needs of their projects - 
-they just won’t ship with the engine. This may include NViDia PhysX,
+they just won’t ship with the engine. This may include Nvidia PhysX,
 Google Admob, or an FBX file importer. Any of these can come as
 third-party plugins instead.
 

+ 1 - 1
getting_started/workflow/assets/importing_images.rst

@@ -126,7 +126,7 @@ When set to "Detect" mode, the texture will be marked as SRGB when used in albed
 Process
 -------
 
-Some special processes can be applied to images when importe as texture.
+Some special processes can be applied to images when imported as texture.
 
 Fix Alpha Border
 ~~~~~~~~~~~~~~~~

+ 2 - 2
tutorials/3d/environment_and_post_processing.rst

@@ -154,7 +154,7 @@ Auto Exposure (HDR)
 ^^^^^^^^^^^^^^^^^^^
 
 Even though, in most cases, lighting and texturing are heavily artist controlled,
-Godot suports a simple high dynamic range implementation with the auto exposure
+Godot supports a simple high dynamic range implementation with the auto exposure
 mechanism. This is generally used for the sake of realism when combining
 interior areas with low light and outdoors. Auto exposure simulates the camera
 (or eye) in an effort to adapt between light and dark locations and their
@@ -209,7 +209,7 @@ A few user-controlled parameters are available to better tweak the technique:
 - **Max Steps** determines the length of the reflection. The bigger this number, the more costly it is to compute.
 - **Fade In** allows adjusting the fade-in curve, which is useful to make the contact area softer.
 - **Fade Out** allows adjusting the fade-out curve, so the step limit fades out softly.
-- **Depth Tolerance** can be used for scren-space-ray hit tolerance to gaps. The bigger the value, the more gaps will be ignored.
+- **Depth Tolerance** can be used for screen-space-ray hit tolerance to gaps. The bigger the value, the more gaps will be ignored.
 - **Roughness** will apply a screen-space blur to approximate roughness in objects with this material characteristic.
 
 Keep in mind that screen-space-reflections only work for reflecting opaque geometry. Transparent objects can't be reflected.

+ 1 - 1
tutorials/3d/fps_tutorial/part_four.rst

@@ -363,7 +363,7 @@ first ``setget`` call, we would get several errors in the debugger.
 Also, notice how we are using a exported variable. This is so we can change the size of the health pick ups in the editor. This makes it where
 we do not have to make two scenes for the two sizes, since we can easily change sizes in the editor using the exported variable.
 
-.. tip:: See :ref:`doc_GDScript` and scroll down to the Exports section for a list of of export hints you can use.
+.. tip:: See :ref:`doc_GDScript` and scroll down to the Exports section for a list of export hints you can use.
 
 ______
 

+ 1 - 1
tutorials/3d/fps_tutorial/part_three.rst

@@ -675,7 +675,7 @@ There's still a few things that would be nice to add, and we're going to add the
 For example, right now we have no way to add ammo to our spares, so we'll eventually run out. Also, we don't
 have anything to shoot at outside of the :ref:`RigidBody <class_RigidBody>` nodes.
 
-In In :ref:`doc_fps_tutorial_part_four` we'll add some targets to shoot at, along with some health and ammo pick ups!
+In :ref:`doc_fps_tutorial_part_four` we'll add some targets to shoot at, along with some health and ammo pick ups!
 We're also going to add joypad support, so we can play with wired Xbox 360 controllers!
 
 .. warning:: If you ever get lost, be sure to read over the code again!

+ 1 - 1
tutorials/3d/fps_tutorial/part_two.rst

@@ -206,7 +206,7 @@ _________
 
 Lets look at ``set_animation`` next.
 
-``set_animation`` changes the animation to the the animation named ``animation_name``
+``set_animation`` changes the animation to the animation named ``animation_name``
 *if* we can transition to it. In other words, if the animation state we are currently in
 has the passed in animation state name in ``states``, then we will change to that animation.
 

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

@@ -61,7 +61,7 @@ Finally, if gaps can't be solved, the **Contact** option can help:
 .. image:: img/shadow_contact.png
 
 Any sort of bias issues can always be fixed by increasing the shadow map resolution,
-although that may lead to decreased peformance on low-end hardware.
+although that may lead to decreased performance on low-end hardware.
 
 Directional light
 ~~~~~~~~~~~~~~~~~

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

@@ -350,7 +350,7 @@ Depth
 
 Setting a depth map to a material produces a ray-marched search to emulate the
 proper displacement of cavities along the view direction. This is not real added geometry, but an illusion of depth.
-It may not work for complex objets, but it produces a realistic depth effect for textues.
+It may not work for complex objects, but it produces a realistic depth effect for textures.
 For best results, *Depth* should be used together with normal mapping.
 
 .. image:: img/spatial_material20.png

+ 1 - 1
tutorials/i18n/internationalizing_games.rst

@@ -22,7 +22,7 @@ them is already covered in the :ref:`doc_importing_translations` tutorial, so th
 one could be seen more like a follow up to that one.
 
 
-.. note:: We would be using the offical demo as an example, you can download it in the AssetLib: https://godotengine.org/asset-library/asset/134 or find it in the demo_projects/gui/translation 
+.. note:: We would be using the official demo as an example, you can download it in the AssetLib: https://godotengine.org/asset-library/asset/134 or find it in the demo_projects/gui/translation 
 
 Configuring the imported translation
 ------------------------------------

+ 1 - 1
tutorials/io/data_paths.rst

@@ -38,5 +38,5 @@ to the project. On desktop operating systems, the engine uses the
 typical ``~/.local/share/godot/app_userdata/Name`` on macOS and Linux,
 and ``%APPDATA%/Name`` on Windows. ``Name`` is taken from the
 application name defined in the Project Settings, but it can be
-overriden on a per-platform basis using
+overridden on a per-platform basis using
 :ref:`feature tags <doc_feature_tags>`.

+ 3 - 3
tutorials/viewports/viewports.rst

@@ -39,7 +39,7 @@ Input
 
 :ref:`Viewports <class_Viewport>` are also responsible for delivering properly adjusted and
 scaled input events to all their children nodes. Typically input is received by the
-nearest :ref:`Viewport <class_Viewport>` in the tree, but you can set :ref:`Viewports <class_Viewport>` to not recieve input by checking
+nearest :ref:`Viewport <class_Viewport>` in the tree, but you can set :ref:`Viewports <class_Viewport>` to not receive input by checking
 'Disable Input' to 'on', this will allow the next nearest :ref:`Viewport <class_Viewport>` in the tree to capture 
 the input. 
 
@@ -69,7 +69,7 @@ following hierarchy:
 CameraA will display on the Root :ref:`Viewport <class_Viewport>` and it will draw MeshA. CameraB
 will be captured by the :ref:`Viewport <class_Viewport>` Node along with MeshB. Even though MeshB is in the scene 
 heirarchy, it will still not be drawn to the Root :ref:`Viewport <class_Viewport>`. Similarly MeshA will not
-be visible from the :ref:`Viewport <class_Viewport>` node becuase :ref:`Viewport <class_Viewport>` nodes only capture nodes below them
+be visible from the :ref:`Viewport <class_Viewport>` node because :ref:`Viewport <class_Viewport>` nodes only capture nodes below them
 in the heirarchy.
 
 There can only be one active camera per :ref:`Viewport <class_Viewport>`, so if there is more
@@ -206,7 +206,7 @@ Overdraw draws the meshes semi-transparent with an additive blend so you can see
 *The same scene with Debug Draw set to Overdraw*
 
 Lastly, Wireframe draws the scene using only the edges of triangles in the meshes. NOTE: as of the 
-writting of this (v3.0.2) wireframe is broken and currently just renders the scene normally.
+writing of this (v3.0.2) wireframe is broken and currently just renders the scene normally.
 
 Render target
 -------------