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Merge pull request #1374 from yurchor/master

Fix minor typos
Max Hilbrunner 7 年之前
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共有 29 个文件被更改,包括 33 次插入33 次删除
  1. 1 1
      about/introduction.rst
  2. 1 1
      classes/class_configfile.rst
  3. 1 1
      classes/class_gradient.rst
  4. 1 1
      classes/class_prismmesh.rst
  5. 1 1
      classes/class_spriteframes.rst
  6. 1 1
      community/contributing/pr_workflow.rst
  7. 1 1
      development/compiling/compiling_for_windows.rst
  8. 1 1
      development/file_formats/tscn.rst
  9. 1 1
      getting_started/scripting/c_sharp/c_sharp_features.rst
  10. 1 1
      getting_started/scripting/visual_script/nodes_purposes.rst
  11. 1 1
      getting_started/scripting/visual_script/what_is_visual_scripting.rst
  12. 1 1
      getting_started/workflow/assets/importing_audio_samples.rst
  13. 1 1
      getting_started/workflow/assets/importing_images.rst
  14. 2 2
      getting_started/workflow/export/changing_application_icon_for_windows.rst
  15. 2 2
      getting_started/workflow/export/customizing_html5_shell.rst
  16. 1 1
      tutorials/2d/using_tilemaps.rst
  17. 2 2
      tutorials/3d/environment_and_post_processing.rst
  18. 1 1
      tutorials/3d/spatial_material.rst
  19. 1 1
      tutorials/3d/using_transforms.rst
  20. 1 1
      tutorials/animation/cutout_animation.rst
  21. 1 1
      tutorials/gui/custom_gui_controls.rst
  22. 2 2
      tutorials/gui/gui_skinning.rst
  23. 1 1
      tutorials/math/rotations.rst
  24. 1 1
      tutorials/misc/binary_serialization_api.rst
  25. 1 1
      tutorials/physics/kinematic_character_2d.rst
  26. 1 1
      tutorials/physics/using_kinematic_body_2d.rst
  27. 1 1
      tutorials/platform/android_in_app_purchases.rst
  28. 1 1
      tutorials/viewports/viewports.rst
  29. 1 1
      tutorials/vr/vr_primer.rst

+ 1 - 1
about/introduction.rst

@@ -72,7 +72,7 @@ relatively intuitive:
 - The :ref:`sec-general` section contains this introduction as well as
   information about the engine, its history, its licensing, authors, etc. It
   also contains the :ref:`doc_faq`.
-- The :ref:`sec-learn` section is the the main *raison d'être* of this
+- The :ref:`sec-learn` section is the main *raison d'être* of this
   documentation, as it contains all the necessary information on using the
   engine to make games. It starts with the :ref:`Step by step
   <toc-learn-step_by_step>` tutorial which should be the entry point for all

+ 1 - 1
classes/class_configfile.rst

@@ -123,6 +123,6 @@ Saves the contents of the ConfigFile object to the file specified as a parameter
 
 - void **set_value** **(** :ref:`String<class_string>` section, :ref:`String<class_string>` key, :ref:`Variant<class_variant>` value **)**
 
-Assigns a value to the specified key of the the specified section. If the section and/or the key do not exist, they are created. Passing a ``null`` value deletes the specified key if it exists, and deletes the section if it ends up empty once the key has been removed.
+Assigns a value to the specified key of the specified section. If the section and/or the key do not exist, they are created. Passing a ``null`` value deletes the specified key if it exists, and deletes the section if it ends up empty once the key has been removed.
 
 

+ 1 - 1
classes/class_gradient.rst

@@ -52,7 +52,7 @@ Member Variables
 Description
 -----------
 
-Given a set of colors, this node will interpolate them in order, meaning, that if you have color 1, color 2 and color3, the ramp will interpolate (generate the colors between two colors) from color 1 to color 2 and from color 2 to color 3. Initially the ramp will have 2 colors (black and white), one (black) at ramp lower offset offset 0 and the other (white) at the ramp higher offset 1.
+Given a set of colors, this node will interpolate them in order, meaning, that if you have color 1, color 2 and color3, the ramp will interpolate (generate the colors between two colors) from color 1 to color 2 and from color 2 to color 3. Initially the ramp will have 2 colors (black and white), one (black) at ramp lower offset 0 and the other (white) at the ramp higher offset 1.
 
 Member Function Description
 ---------------------------

+ 1 - 1
classes/class_prismmesh.rst

@@ -21,7 +21,7 @@ Member Variables
 
   .. _class_PrismMesh_left_to_right:
 
-- :ref:`float<class_float>` **left_to_right** - Displacement of of the upper edge along the x-axis. 0.0 positions edge straight above the bottome left edge. Defaults to 0.5 (positioned on the midpoint).
+- :ref:`float<class_float>` **left_to_right** - Displacement of the upper edge along the x-axis. 0.0 positions edge straight above the bottom left edge. Defaults to 0.5 (positioned on the midpoint).
 
   .. _class_PrismMesh_size:
 

+ 1 - 1
classes/class_spriteframes.rst

@@ -71,7 +71,7 @@ Member Function Description
 
 - void **add_animation** **(** :ref:`String<class_string>` anim **)**
 
-Adds a new animation to the the library.
+Adds a new animation to the library.
 
 .. _class_SpriteFrames_add_frame:
 

+ 1 - 1
community/contributing/pr_workflow.rst

@@ -41,7 +41,7 @@ habits regarding the Git and PR workflow, and we therefore recommend not to
 use them. In particular, we advise not to use Github's online editor for code 
 contributions (although it's tolerated for small fixes or documentation changes)
 as it enforces one commit per file and per modification,
-which qucikly leads to PRs with an unreadable Git history (especially after peer review).
+which quickly leads to PRs with an unreadable Git history (especially after peer review).
 
 .. seealso:: The first sections of Git's "Book" are a good introduction to
              the tool's philosophy and the various commands you need to

+ 1 - 1
development/compiling/compiling_for_windows.rst

@@ -252,7 +252,7 @@ Some of these shortcuts (namely the 64-bit compilers) seem to not be
 available in the Express edition of Visual Studio or Visual C++. Before
 recreating the commands, make sure that ``cl.exe`` executables are present
 in one of these locations, they are the actual compilers for the
-arhitecture you want to build from the command prompt.
+architecture you want to build from the command prompt.
 
 ::
 

+ 1 - 1
development/file_formats/tscn.rst

@@ -34,7 +34,7 @@ theory) be the number of resources within the file, though in practice it's
 value seems not to matter.
 
 These sections should appear in order, but it can be hard to distinguish 
-them. The only difference between them is the the first element in the heading
+them. The only difference between them is the first element in the heading
 for all of the items in the section.
 For example, the heading of all external resources should start with
 :code:`[ext_resource .....]`

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

@@ -3,7 +3,7 @@
 Features
 ============
 
-This page provied an overview over the commonly used features of both C# and Godot
+This page provides an overview over the commonly used features of both C# and Godot
 and how they are used together.
 
 Type Conversion and Casting

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

@@ -31,7 +31,7 @@ Ports
 ~~~~~
 
 Nodes in Godot Visual Scripting have *Ports*. These are endpoints that appear to the 
-left and right of nodes and which can be used to make *Connnections*:
+left and right of nodes and which can be used to make *Connections*:
 There are two types of *Ports*: *Sequence* and *Data*.
 
 .. image:: img/visual_script17.png

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

@@ -15,7 +15,7 @@ to modify than just writing a few characters.
 With the misunderstanding cleared up, the question that remains is what are the practical
 uses for Visual Scripting.
 
-The most common use cases are are as follows:
+The most common use cases are as follows:
 
 * Game development beginners who want to learn an engine but have no programming experience yet.
 * Artists and Game Designers who have no experience in programming and want to create quick prototypes or simple games.

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

@@ -10,7 +10,7 @@ Raw audio data in general is large and undesired. Godot provides two main
 options to import your audio data: WAV and OGG Vorbis.
 
 Each has different advantages. 
-* Wav files use raw data or light compression, requre small amount of CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space.
+* Wav files use raw data or light compression, require small amount of CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space.
 * Ogg Vorbis files use a stronger compression that results in much smaller file size, but uses significantly more processor to play back.
 
 

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

@@ -33,7 +33,7 @@ Godot offers several compression methods, depending on the use case.
 Compress Mode
 ~~~~~~~~~~~~~
 
-* VRAM Compression: This is the most common copression mode for 3D assets. File on disk is reduced and
+* VRAM Compression: This is the most common compression mode for 3D assets. File on disk is reduced and
   video memory usage is also reduced considerably. For 3D, it may present unwanted artifacts, though.
 * Lossless Compression: This is the most common compression for 2D assets. It shows assets without any
   kind of artifacting, and disk compression is decent. It will use considerably more amount of video memory than VRAM, though.

+ 2 - 2
getting_started/workflow/export/changing_application_icon_for_windows.rst

@@ -29,13 +29,13 @@ Before selecting it in the export options, you will need to install an extra too
 You can download it here:
 https://github.com/electron/rcedit/releases
 
-After downloading, you need to tell Godot the path to the **rcedit** executable on your computer. Go to Editor>Editor Settings>Export>Windows. Click on the folder icon for the **rcedit** entry. Navigate to and select the **rcedit** exectuable.
+After downloading, you need to tell Godot the path to the **rcedit** executable on your computer. Go to Editor>Editor Settings>Export>Windows. Click on the folder icon for the **rcedit** entry. Navigate to and select the **rcedit** executable.
 
 .. note:: For Linux users, you will also need to install wine in order to use rcedit. For more information, check https://www.winehq.org/
 
 .. image:: img/icon_rcedit.png
 
-Now you have everything ready for changing the file icon. To do that, you will need to specify the icon when exporting. Go to Project>Export. Assuming you have a windows deskop preset ready, in the options, under Application, you will find Icon, select your desired image in ICO format as your file icon.
+Now you have everything ready for changing the file icon. To do that, you will need to specify the icon when exporting. Go to Project>Export. Assuming you have a windows desktop preset ready, in the options, under Application, you will find Icon, select your desired image in ICO format as your file icon.
 
 .. note:: To export an ICO image, you can use GIMP. For more details, please refer to this tutorial: http://skyboygames.com/easily-create-a-windows-app-icon-with-gimp/
 

+ 2 - 2
getting_started/workflow/export/customizing_html5_shell.rst

@@ -160,7 +160,7 @@ Defaults to ``true``.
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 By default, the first canvas element on the page is used for rendering.
-By calling this method, another canvas can be specifed.
+By calling this method, another canvas can be specified.
 
 ``engine.setCanvasResizedOnStart(enabled)``
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -193,7 +193,7 @@ The following methods are used to implement the presentation:
 
 This method is used to display download progress. The passed callback
 function is called with two number arguments, the first argument specifies
-bytes loaded so far, the second argument specifices the total number of bytes
+bytes loaded so far, the second argument specifies the total number of bytes
 to load.
 
 .. code-block:: js

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

@@ -47,7 +47,7 @@ TileSet scene
 Create a new scene with a regular Node or Node2D as root. For each tile you want to define,
 add a sprite node as a child. Since tiles here are 50x50, you should turn on the grid
 (``View -> Show Grid`` or ``G`` key) and enable snap (``Use Snap`` icon or ``S`` key).
-Moving tiles with the mouse might still be a innacurate
+Moving tiles with the mouse might still be a inaccurate
 so use your arrow keys as well.
 
 If more than one tile is present in the source image, make sure to use

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

@@ -149,7 +149,7 @@ Screen-Space Reflections (SSR)
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 
 While Godot supports three sources of reflection data (Sky, ReflectionProbe and GIProbe), they may not provide enough detail for all situations. Scenarios
-where Screen Space Refletions make the most sense are when objects are in contact with each other (object over floor, over a table, floating on water, etc). 
+where Screen Space Reflections make the most sense are when objects are in contact with each other (object over floor, over a table, floating on water, etc). 
 
 .. image:: img/environment_ssr.png
 
@@ -246,7 +246,7 @@ Both will cause the light to start bleeding out of the brighter areas.
 Once glow is visible, it can be controlled with a few extra parameters:
 
 - **Intensity** is an overall scale for the effect, it can be made stronger or weaker (0.0 removes it).
-- **Strength** is how strong the gaussian filter kernel is processed. Greater values make the filter saturate and expand outwards. In general changing this is not needed, as the size can be more efficienly adjusted with the **Levels**.
+- **Strength** is how strong the gaussian filter kernel is processed. Greater values make the filter saturate and expand outwards. In general changing this is not needed, as the size can be more efficiently adjusted with the **Levels**.
 
 The **Blend Mode** of the effect can also be changed:
 

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

@@ -180,7 +180,7 @@ Specifies when depth rendering must take place.
 * Always: Depth draw is drawn for both opaque and transparent objects
 * Never: No depth draw takes place (note: do not confuse with depth test option above)
 * Depth Pre-Pass: For transparent objects, an opaque pass is made first with the opaque parts,
-  then tranparency is drawn above. Use this option with transparent grass or tree foliage.
+  then transparency is drawn above. Use this option with transparent grass or tree foliage.
 
 .. image:: img/material_depth_draw.png
 

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

@@ -62,7 +62,7 @@ Depending on the type of game or effect desired, the order in which you want axi
 Interpolation
 =============
 
-Another problem with using Euler angles is interpolation. Imagine you want to transition between two different camera or enemy positions (including rotations). One logical way to approach this is to interpolate the angles from one position to to the next. One would expect it to look like this:
+Another problem with using Euler angles is interpolation. Imagine you want to transition between two different camera or enemy positions (including rotations). One logical way to approach this is to interpolate the angles from one position to the next. One would expect it to look like this:
 
 .. image:: img/transforms_interpolate1.gif
 

+ 1 - 1
tutorials/animation/cutout_animation.rst

@@ -338,7 +338,7 @@ that will remain unused.
 Keyframing IK
 ~~~~~~~~~~~~~
 
-When editing IK chains, is is not necessary to select the whole chain to
+When editing IK chains, it is not necessary to select the whole chain to
 add keyframes. Selecting the endpoint of the chain and inserting a
 keyframe will automatically insert keyframes until the chain base too.
 This makes the task of animating extremities much simpler.

+ 1 - 1
tutorials/gui/custom_gui_controls.rst

@@ -37,7 +37,7 @@ focus for keyboard or joypad input. Examples of this are entering text
 or pressing a button. This is controlled with the
 :ref:`Control.focus_mode <class_Control_focus_mode>`
 member variable. When drawing, and if the control supports input focus, it is
-always desired to show some sort of indicator (highight, box, etc) to
+always desired to show some sort of indicator (highlight, box, etc) to
 indicate that this is the currently focused control. To check for this
 status, the :ref:`Control.has_focus() <class_Control_has_focus>` method
 exists. Example

+ 2 - 2
tutorials/gui/gui_skinning.rst

@@ -49,7 +49,7 @@ Theme options
 Each kind of option in a theme can be:
 
 -  **An integer constant**: A single numerical constant. Generally used
-   to define spacing between compoments or alignment.
+   to define spacing between components or alignment.
 -  **A Color**: A single color, with or without transparency. Colors are
    usually applied to fonts and icons.
 -  **A Texture**: A single image. Textures are not often used, but when
@@ -139,7 +139,7 @@ go to the "theme" menu and select "Add Class Item":
 
 .. image:: img/themeci.png
 
-A menu will appear promting the type of control to create. Select
+A menu will appear prompting the type of control to create. Select
 "Button":
 
 .. image:: img/themeci2.png

+ 1 - 1
tutorials/math/rotations.rst

@@ -450,7 +450,7 @@ But how do we choose :math:`\boldsymbol n` and :math:`\varphi`? Well, we simply
 
 	R(\lambda) = e^{\lambda \varphi \boldsymbol n \cdot \boldsymbol J } R_1 = (e^{\varphi \varphi \boldsymbol n \cdot \boldsymbol J })^\lambda R_1.
 
-From this expression, it becomes evident evident that the solution is :math:`e^{\varphi \boldsymbol n \cdot \boldsymbol J } = R_2 R_1^T`.
+From this expression, it becomes evident that the solution is :math:`e^{\varphi \boldsymbol n \cdot \boldsymbol J } = R_2 R_1^T`.
 
 We can also do the same thing in SU(2) and obtain:
 

+ 1 - 1
tutorials/misc/binary_serialization_api.rst

@@ -430,7 +430,7 @@ For each String:
 | X+4      | X     | Bytes     | UTF-8 Encoded String   |
 +----------+-------+-----------+------------------------+
 
-Every string is is padded to 4 bytes.
+Every string is padded to 4 bytes.
 
 24: :ref:`PoolVector2Array<class_poolvector2array>`
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

+ 1 - 1
tutorials/physics/kinematic_character_2d.rst

@@ -13,7 +13,7 @@ responses). Many attempts were made to create a character controller
 using the dynamics engines but it wasn't as easy as it seems. Godot
 has one of the best implementations of dynamic character controller
 you can find (as it can be seen in the 2d/platformer demo), but using
-it requieres a considerable level of skill and understanding of
+it requires a considerable level of skill and understanding of
 physics engines (or a lot of patience with trial and error).
 
 Some physics engines such as Havok seem to swear by dynamic character

+ 1 - 1
tutorials/physics/using_kinematic_body_2d.rst

@@ -8,7 +8,7 @@ Introduction
 
 Godot offers a number of collision objects to provide both collision detection
 and response. Trying to decide which one to use for your project can be confusing.
-You can avoid problems and simplify development if you understand how each each
+You can avoid problems and simplify development if you understand how each of them
 works and what their pros and cons are. In this tutorial, we'll look at the
 :ref:`KinematicBody2D <class_KinematicBody2D>` node and show some examples
 of how it can be used.

+ 1 - 1
tutorials/platform/android_in_app_purchases.rst

@@ -97,7 +97,7 @@ Google doesn't have this separation in their dashboard. If our product is a cons
 
 ::
 
-    IAP.connnect("consume_success",self,"on_consume_success")
+    IAP.connect("consume_success",self,"on_consume_success")
     IAP.consume("pid")
 
     func on_consume_success(item):

+ 1 - 1
tutorials/viewports/viewports.rst

@@ -135,7 +135,7 @@ get it back by using:
     var capture = viewport.get_screen_capture()
 
 If the returned image is empty, capture still didn't happen, wait a
-little more, as this API is asyncronous.
+little more, as this API is asynchronous.
 
 Sub-viewport
 ------------

+ 1 - 1
tutorials/vr/vr_primer.rst

@@ -57,7 +57,7 @@ When you move through the virtual world, either through controller input or when
 
 :ref:`ARVRCamera <class_ARVRCamera>` is the second node that must always be a part of your scene and it must always be a child node of your origin node. It is a subclass of Godots normal camera however its position is automatically updated each frame based on the physical orientation and position of the HMD. Also due to the precision required for rendering to an HMD or rendering an AR overlay over a real world camera most of the standard camera properties are ignored. The only properties of the camera that are used are the near and far plane settings. The FOV, aspect ratio and projection mode are all ignored.
 
-Note that for our native mobile VR implementation there is no positional tracking, only the orientation of the phone and by extension the HMD is tracked. This implementation articifically places the camera at a height (Y) of 1.85.
+Note that for our native mobile VR implementation there is no positional tracking, only the orientation of the phone and by extension the HMD is tracked. This implementation artificially places the camera at a height (Y) of 1.85.
 
 Conclusion, your minimum setup in your scene to make AR or VR work should look like this: