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Typo fixes from git

Rémi Verschelde 9 年之前
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共有 66 个文件被更改,包括 158 次插入167 次删除
  1. 22 33
      advanced/compiling_for_universal_windows_apps.rst
  2. 2 2
      classes/[email protected]
  3. 4 4
      classes/class_animation.rst
  4. 5 5
      classes/class_animationplayer.rst
  5. 1 1
      classes/class_array.rst
  6. 4 4
      classes/class_audioserver.rst
  7. 1 1
      classes/class_audiostream.rst
  8. 4 4
      classes/class_basebutton.rst
  9. 1 1
      classes/class_button.rst
  10. 3 3
      classes/class_buttonarray.rst
  11. 2 2
      classes/class_camera.rst
  12. 2 2
      classes/class_canvasitem.rst
  13. 1 1
      classes/class_capsuleshape2d.rst
  14. 1 1
      classes/class_circleshape2d.rst
  15. 1 1
      classes/class_collisionpolygon2d.rst
  16. 1 1
      classes/class_color.rst
  17. 1 1
      classes/class_confirmationdialog.rst
  18. 2 2
      classes/class_container.rst
  19. 3 3
      classes/class_control.rst
  20. 1 1
      classes/class_curve3d.rst
  21. 2 2
      classes/class_eventplayer.rst
  22. 2 2
      classes/class_eventstreamchibi.rst
  23. 1 1
      classes/class_fixedmaterial.rst
  24. 2 2
      classes/class_font.rst
  25. 1 1
      classes/class_graphnode.rst
  26. 3 1
      classes/class_input.rst
  27. 1 1
      classes/class_inputevent.rst
  28. 1 1
      classes/class_kinematicbody2d.rst
  29. 1 1
      classes/class_menubutton.rst
  30. 1 1
      classes/class_mesh.rst
  31. 1 1
      classes/class_meshinstance.rst
  32. 4 4
      classes/class_multimesh.rst
  33. 12 12
      classes/class_node.rst
  34. 1 1
      classes/class_node2d.rst
  35. 6 6
      classes/class_object.rst
  36. 1 1
      classes/class_omnilight.rst
  37. 1 1
      classes/class_os.rst
  38. 1 1
      classes/class_packetpeer.rst
  39. 1 1
      classes/class_panel.rst
  40. 1 1
      classes/class_pathremap.rst
  41. 5 5
      classes/class_physics2ddirectspacestate.rst
  42. 1 1
      classes/class_physicsbody2d.rst
  43. 1 1
      classes/class_plane.rst
  44. 2 2
      classes/class_popup.rst
  45. 4 4
      classes/class_popupmenu.rst
  46. 2 2
      classes/class_portal.rst
  47. 1 1
      classes/class_quat.rst
  48. 1 1
      classes/class_rayshape2d.rst
  49. 1 1
      classes/class_rectangleshape2d.rst
  50. 2 2
      classes/class_regex.rst
  51. 1 1
      classes/class_resource.rst
  52. 1 1
      classes/class_resourcepreloader.rst
  53. 3 3
      classes/class_rigidbody2d.rst
  54. 1 1
      classes/class_scrollcontainer.rst
  55. 1 1
      classes/class_separator.rst
  56. 3 3
      classes/class_shape2d.rst
  57. 1 1
      classes/class_skeleton.rst
  58. 1 1
      classes/class_spatial.rst
  59. 1 1
      classes/class_sprite.rst
  60. 2 2
      classes/class_streampeer.rst
  61. 9 9
      classes/class_string.rst
  62. 1 1
      classes/class_stylebox.rst
  63. 2 2
      classes/class_styleboximagemask.rst
  64. 2 2
      classes/class_tabcontainer.rst
  65. 1 1
      classes/class_textedit.rst
  66. 2 2
      classes/class_viewport.rst

+ 22 - 33
advanced/compiling_for_universal_windows_apps.rst

@@ -25,15 +25,11 @@ The platform can compile binaries for both Windows 8.1 and Windows Phone
 Windows 8.1
 ~~~~~~~~~~~
 
-\* Open a "VS 2013 x64 Cross Tools Command Prompt"
+-  Open a "VS 2013 x64 Cross Tools Command Prompt"
+-  The value of environment variable "PLATFORM" should be "x64"
+-  Run scons with platform=winrt from the root of the source tree::
 
-\* The value of environment variable "PLATFORM" should be "x64"
-
-\* Run scons with platform=winrt from the root of the source tree
-
-::
-
-    C:\\godot_source> scons platform=winrt
+    C:\godot_source> scons platform=winrt
 
 -  You should get an executable file inside bin/ named according to your
    build options, for the architecture "x64", for example
@@ -42,15 +38,11 @@ Windows 8.1
 Windows Phone 8.1
 ~~~~~~~~~~~~~~~~~
 
-\* Open a "Visual Studio 2012 ARM Phone Tools Command Prompt"
-
-\* The value of environment variable "PLATFORM" should be "arm"
+-  Open a "Visual Studio 2012 ARM Phone Tools Command Prompt"
+-  The value of environment variable "PLATFORM" should be "arm"
+-  Run scons with platform=winrt from the root of the source tree::
 
-\* Run scons with platform=winrt from the root of the source tree
-
-::
-
-    C:\\godot_source> scons platform=winrt
+    C:\godot_source> scons platform=winrt
 
 -  You should get an executable file inside bin/ named according to your
    build options, for the architecture "arm", for example
@@ -70,32 +62,29 @@ You need to add files to each section:
 App.Shared
 ~~~~~~~~~~
 
--  Add a folder named "game" containing your game content (can be
-   individual files or your data.pck). Remember to set the "Content"
-   property of each file to "True", otherwise your files won't get
-   included in the package.
+Add a folder named "game" containing your game content (can be individual
+files or your data.pck). Remember to set the "Content" property of each
+file to "True", otherwise your files won't get included in the package.
 
 App.Windows
 ~~~~~~~~~~~
 
-\* Add your windows executable, and all the .dll files found on
-platform/winrt/x64/bin on the godot source. Remember to also set the
-"Content" property.
-
-\* Find the file "Package.appxmanifest". Right click on it and select
-"Open with..." then "XML (Text) Editor" from the list.
-
-\* Find the "Application" section, and add (or modify) the "Executable"
-property with the name of your .exe. Example:
+-  Add your windows executable, and all the .dll files found on
+   platform/winrt/x64/bin on the godot source. Remember to also set the
+   "Content" property.
+-  Find the file "Package.appxmanifest". Right click on it and select
+   "Open with..." then "XML (Text) Editor" from the list.
+-  Find the "Application" section, and add (or modify) the "Executable"
+   property with the name of your .exe. Example:
 
-::
+  <Application Id="App" Executable="godot.winrt.tools.x64.exe" EntryPoint="App_Windows.App">
 
 App.WindowsPhone
 ~~~~~~~~~~~~~~~~
 
--  Repeat all the steps from App.Windows, using your arm executable and
-   the dlls found in platform/winrt/arm/bin. Remember to set the
-   "Content" property for all the files.
+Repeat all the steps from App.Windows, using your arm executable and
+the dlls found in platform/winrt/arm/bin. Remember to set the
+"Content" property for all the files.
 
 Use the green "Play" button on the top to run. The drop down menu next
 to it should let you choose the project (App.Windows or

+ 2 - 2
classes/[email protected]

@@ -214,7 +214,7 @@ Arc-tangent.
 
 - :ref:`float<class_float>`  **atan2**  **(** :ref:`float<class_float>` x, :ref:`float<class_float>` y  **)**
 
-Arc-tangent that takes a 2D vector as argument, retuns the full -pi to +pi range.
+Arc-tangent that takes a 2D vector as argument, returns the full -pi to +pi range.
 
 .. _class_@GDScript_sqrt:
 
@@ -368,7 +368,7 @@ Convert from degrees to radians.
 
 - :ref:`float<class_float>`  **rad2deg**  **(** :ref:`float<class_float>` rad  **)**
 
-Convert from radias to degrees.
+Convert from radians to degrees.
 
 .. _class_@GDScript_linear2db:
 

+ 4 - 4
classes/class_animation.rst

@@ -113,7 +113,7 @@ Member Function Description
 
 - :ref:`int<class_int>`  **add_track**  **(** :ref:`int<class_int>` type, :ref:`int<class_int>` at_pos=-1  **)**
 
-Add a track to the Animation. The track type must be specified as any of the values in te TYPE\_\* enumeration.
+Add a track to the Animation. The track type must be specified as any of the values in the TYPE\_\* enumeration.
 
 .. _class_Animation_remove_track:
 
@@ -159,7 +159,7 @@ Move a track up.
 
 - void  **track_move_down**  **(** :ref:`int<class_int>` idx  **)**
 
-Nove a track down.
+Move a track down.
 
 .. _class_Animation_transform_track_insert_key:
 
@@ -255,7 +255,7 @@ Enable or disable interpolation for a whole track. By default tracks are interpo
 
 - :ref:`bool<class_bool>`  **value_track_is_continuous**  **(** :ref:`int<class_int>` idx  **)** const
 
-Return wether interpolation is enabled or disabled for a whole track. By default tracks are interpolated.
+Return whether interpolation is enabled or disabled for a whole track. By default tracks are interpolated.
 
 .. _class_Animation_value_track_get_key_indices:
 
@@ -303,7 +303,7 @@ Set a flag indicating that the animation must loop. This is uses for correct int
 
 - :ref:`bool<class_bool>`  **has_loop**  **(** **)** const
 
-Return wether the animation has the loop flag set.
+Return whether the animation has the loop flag set.
 
 .. _class_Animation_set_step:
 

+ 5 - 5
classes/class_animationplayer.rst

@@ -104,7 +104,7 @@ Numeric Constants
 Description
 -----------
 
-An animation player is used for general purpose playback of :ref:`Animation<class_animation>` resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in diferent channels.
+An animation player is used for general purpose playback of :ref:`Animation<class_animation>` resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels.
 
 Member Function Description
 ---------------------------
@@ -131,7 +131,7 @@ Rename an existing animation.
 
 - :ref:`bool<class_bool>`  **has_animation**  **(** :ref:`String<class_string>` name  **)** const
 
-Request wether an :ref:`Animation<class_animation>` name exist within the player.
+Request whether an :ref:`Animation<class_animation>` name exist within the player.
 
 .. _class_AnimationPlayer_get_animation:
 
@@ -149,13 +149,13 @@ Get the list of names of the animations stored in the player.
 
 - void  **set_blend_time**  **(** :ref:`String<class_string>` anim_from, :ref:`String<class_string>` anim_to, :ref:`float<class_float>` sec  **)**
 
-Specify a blend time (in seconds) between two animations, referemced by their names.
+Specify a blend time (in seconds) between two animations, referenced by their names.
 
 .. _class_AnimationPlayer_get_blend_time:
 
 - :ref:`float<class_float>`  **get_blend_time**  **(** :ref:`String<class_string>` anim_from, :ref:`String<class_string>` anim_to  **)** const
 
-Get the blend time between two animations, referemced by their names.
+Get the blend time between two animations, referenced by their names.
 
 .. _class_AnimationPlayer_set_default_blend_time:
 
@@ -193,7 +193,7 @@ Stop playback of animations (deprecated).
 
 - :ref:`bool<class_bool>`  **is_playing**  **(** **)** const
 
-Return wether an animation is playing.
+Return whether an animation is playing.
 
 .. _class_AnimationPlayer_set_current_animation:
 

+ 1 - 1
classes/class_array.rst

@@ -95,7 +95,7 @@ Return true if the array is empty (size==0).
 
 - void  **erase**  **(** var value  **)**
 
-Remove the first occurence of a value from the array.
+Remove the first occurrence of a value from the array.
 
 .. _class_Array_find:
 

+ 4 - 4
classes/class_audioserver.rst

@@ -181,7 +181,7 @@ Return the length in samples (not bytes) of the audio sample. Even if a stereo s
 
 - void  **sample_set_signed_data**  **(** :ref:`RID<class_rid>` sample, :ref:`RealArray<class_realarray>` data  **)**
 
-Set the sample data for a given sample as an array of floats. The length must be equal to the sample lenght or an error will be produced.
+Set the sample data for a given sample as an array of floats. The length must be equal to the sample length or an error will be produced.
 
 For this method, a stereo sample is made from two samples. Thus, in case of a stereo sample, the array length must be twice the length returned by :ref:`sample_get_length<class_AudioServer_sample_get_length>`.
 
@@ -191,7 +191,7 @@ Trying to alter a SAMPLE_FORMAT_IMA_ADPCM sample is not supported. It will throw
 
 - void  **sample_set_data**  **(** :ref:`RID<class_rid>` sample, :ref:`RawArray<class_rawarray>` data  **)**
 
-Set the sample data for a given sample as an array of bytes. The length must be equal to the sample lenght expected in bytes or an error will be produced. The byte length can be calculated as follows:
+Set the sample data for a given sample as an array of bytes. The length must be equal to the sample length expected in bytes or an error will be produced. The byte length can be calculated as follows:
 
 Get the sample length (:ref:`get_sample_length<class_AudioServer_get_sample_length>`).
 
@@ -307,7 +307,7 @@ Set a different playback mix rate for the given voice.
 
 - void  **voice_set_positional**  **(** :ref:`RID<class_rid>` voice, :ref:`bool<class_bool>` enabled  **)**
 
-Set wether a given voice is positional. This is only interpreted as a hint and used for backends that may support binaural encoding.
+Set whether a given voice is positional. This is only interpreted as a hint and used for backends that may support binaural encoding.
 
 .. _class_AudioServer_voice_get_volume:
 
@@ -379,7 +379,7 @@ Return the current mix rate for a given voice.
 
 - :ref:`bool<class_bool>`  **voice_is_positional**  **(** :ref:`RID<class_rid>` voice  **)** const
 
-Return wether the current voice is positional. See :ref:`voice_set_positional<class_AudioServer_voice_set_positional>`.
+Return whether the current voice is positional. See :ref:`voice_set_positional<class_AudioServer_voice_set_positional>`.
 
 .. _class_AudioServer_voice_stop:
 

+ 1 - 1
classes/class_audiostream.rst

@@ -17,5 +17,5 @@ Base class for audio streams.
 Description
 -----------
 
-Base class for audio streams. Audio streams are used for music playback, or other types of streamed sounds that don't fit or requiere more flexibility than a :ref:`Sample<class_sample>`.
+Base class for audio streams. Audio streams are used for music playback, or other types of streamed sounds that don't fit or require more flexibility than a :ref:`Sample<class_sample>`.
 

+ 4 - 4
classes/class_basebutton.rst

@@ -61,7 +61,7 @@ Numeric Constants
 Description
 -----------
 
-BaseButton is the abstract base class for buttons, so it shouldn't be used directly (It doesnt display anything). Other types of buttons inherit from it.
+BaseButton is the abstract base class for buttons, so it shouldn't be used directly (It doesn't display anything). Other types of buttons inherit from it.
 
 Member Function Description
 ---------------------------
@@ -112,13 +112,13 @@ Set the button into disabled state. When a button is disabled, it can't be click
 
 - :ref:`bool<class_bool>`  **is_disabled**  **(** **)** const
 
-Return wether the button is in disabled state (see :ref:`set_disabled<class_BaseButton_set_disabled>`).
+Return whether the button is in disabled state (see :ref:`set_disabled<class_BaseButton_set_disabled>`).
 
 .. _class_BaseButton_set_click_on_press:
 
 - void  **set_click_on_press**  **(** :ref:`bool<class_bool>` enable  **)**
 
-Set the button click_on_press mode. This mode generates click events when a mousebutton or key is just pressed (by default events are generated when the button/keys are released and both press and release occur in the visual area of the Button).
+Set the button click_on_press mode. This mode generates click events when a mouse button or key is just pressed (by default events are generated when the button/keys are released and both press and release occur in the visual area of the Button).
 
 .. _class_BaseButton_get_click_on_press:
 
@@ -130,6 +130,6 @@ Return the state of the click_on_press property (see :ref:`set_click_on_press<cl
 
 - :ref:`int<class_int>`  **get_draw_mode**  **(** **)** const
 
-Return the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overiding _draw() or connecting to "draw" signal. The visual state of the button is defined by the DRAW\_\* enum.
+Return the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overriding _draw() or connecting to "draw" signal. The visual state of the button is defined by the DRAW\_\* enum.
 
 

+ 1 - 1
classes/class_button.rst

@@ -71,7 +71,7 @@ Return the button text.
 
 - void  **set_flat**  **(** :ref:`bool<class_bool>` enabled  **)**
 
-Set the *flat* property of a Button. Flat buttons don't display decoration unless hoevered or pressed.
+Set the *flat* property of a Button. Flat buttons don't display decoration unless hovered or pressed.
 
 .. _class_Button_set_clip_text:
 

+ 3 - 3
classes/class_buttonarray.rst

@@ -51,7 +51,7 @@ Signals
 Numeric Constants
 -----------------
 
-- **ALIGN_BEGIN** = **0** --- Align buttons at the begining.
+- **ALIGN_BEGIN** = **0** --- Align buttons at the beginning.
 - **ALIGN_CENTER** = **1** --- Align buttons in the middle.
 - **ALIGN_END** = **2** --- Align buttons at the end.
 - **ALIGN_FILL** = **3** --- Spread the buttons, but keep them small.
@@ -60,7 +60,7 @@ Numeric Constants
 Description
 -----------
 
-Array of Buttons. A Button array is useful to have an array of buttons laid out vertically or horizontally. Only one can be selected. This is useful for joypad based interfaces and option menus.
+Array of Buttons. A Button array is useful to have an array of buttons laid out vertically or horizontally. Only one can be selected. This is useful for joy pad based interfaces and option menus.
 
 Member Function Description
 ---------------------------
@@ -119,7 +119,7 @@ Return the currently hovered button in the array.
 
 - void  **set_selected**  **(** :ref:`int<class_int>` button  **)**
 
-Sekect a button in the array.
+Select a button in the array.
 
 .. _class_ButtonArray_erase_button:
 

+ 2 - 2
classes/class_camera.rst

@@ -101,7 +101,7 @@ Return a 3D position in worldspace, that is the result of projecting a point on
 
 - :ref:`Vector2<class_vector2>`  **unproject_position**  **(** :ref:`Vector3<class_vector3>` world_point  **)** const
 
-Return how a 3D point in worldpsace maps to a 2D coordinate in the :ref:`Viewport<class_viewport>` rectangle.
+Return how a 3D point in worldspace maps to a 2D coordinate in the :ref:`Viewport<class_viewport>` rectangle.
 
 .. _class_Camera_is_position_behind:
 
@@ -137,7 +137,7 @@ Make this camera the current Camera for the :ref:`Viewport<class_viewport>` (see
 
 - :ref:`bool<class_bool>`  **is_current**  **(** **)** const
 
-Return wether the Camera is the current one in the :ref:`Viewport<class_viewport>`, or plans to become current (if outside the scene tree).
+Return whether the Camera is the current one in the :ref:`Viewport<class_viewport>`, or plans to become current (if outside the scene tree).
 
 .. _class_Camera_get_camera_transform:
 

+ 2 - 2
classes/class_canvasitem.rst

@@ -152,7 +152,7 @@ Description
 
 Base class of anything 2D. Canvas items are laid out in a tree and children inherit and extend the transform of their parent. CanvasItem is extended by :ref:`Control<class_control>`, for anything GUI related, and by :ref:`Node2D<class_node2d>` for anything 2D engine related.
 
-Any CanvasItem can draw. For this, the "update" function must be called, then NOTIFICATION_DRAW will be received on idle time to request redraw. Because of this, canvas items don't need to be redraw on every frame, improving the performance significan'tly. Several functions for drawing on the CanvasItem are provided (see draw\_\* functions). They can only be used inside the notification, signal or _draw() overrided function, though.
+Any CanvasItem can draw. For this, the "update" function must be called, then NOTIFICATION_DRAW will be received on idle time to request redraw. Because of this, canvas items don't need to be redraw on every frame, improving the performance significan'tly. Several functions for drawing on the CanvasItem are provided (see draw\_\* functions). They can only be used inside the notification, signal or _draw() overrides function, though.
 
 Canvas items are draw in tree order. By default, children are on top of their parents so a root CanvasItem will be drawn behind everything (this can be changed per item though).
 
@@ -173,7 +173,7 @@ Called (if exists) to draw the canvas item.
 
 - void  **edit_set_state**  **(** var state  **)**
 
-Used for editing, returns an opaque value represeting the transform state.
+Used for editing, returns an opaque value representing the transform state.
 
 .. _class_CanvasItem_edit_get:
 

+ 1 - 1
classes/class_capsuleshape2d.rst

@@ -28,7 +28,7 @@ Member Functions
 Description
 -----------
 
-Capsule 2D shape resource for physics. A capsule (or sometimes called "pill") is like a line grown in all directions. It has a radius and a height, and is often useful for modelling biped characters.
+Capsule 2D shape resource for physics. A capsule (or sometimes called "pill") is like a line grown in all directions. It has a radius and a height, and is often useful for modeling biped characters.
 
 Member Function Description
 ---------------------------

+ 1 - 1
classes/class_circleshape2d.rst

@@ -24,7 +24,7 @@ Member Functions
 Description
 -----------
 
-Circular Shape for 2D Physics. This shape is useful for modelling 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 it's collision detection with everything else is very fast.
 
 Member Function Description
 ---------------------------

+ 1 - 1
classes/class_collisionpolygon2d.rst

@@ -85,7 +85,7 @@ Return whether this polygon is a trigger.
 
 Return the index of the first shape generated by the editor.
 
-When ``build_mode`` is set to generate convex polygons, the shape shown in the editor may be decomopsed into many convex polygons. In that case, a range of indexes is needed to directly access the :ref:`Shape2D<class_shape2d>`.
+When ``build_mode`` is set to generate convex polygons, the shape shown in the editor may be decomposed into many convex polygons. In that case, a range of indexes is needed to directly access the :ref:`Shape2D<class_shape2d>`.
 
 When ``build_mode`` is set to generate concave polygons, there is only one :ref:`Shape2D<class_shape2d>` generated, so the start index and the end index are the same.
 

+ 1 - 1
classes/class_color.rst

@@ -94,7 +94,7 @@ Return the linear interpolation with another color.
 
 - :ref:`int<class_int>`  **to_32**  **(** **)**
 
-Convert the color to a 32 its integer (each byte represets a RGBA).
+Convert the color to a 32 its integer (each byte represents a RGBA).
 
 .. _class_Color_to_ARGB32:
 

+ 1 - 1
classes/class_confirmationdialog.rst

@@ -24,7 +24,7 @@ Member Functions
 Description
 -----------
 
-Dialog for confirmation of actions. This dialog inherits from :ref:`AcceptDialog<class_acceptdialog>`, but has by default an OK and Cancel buton (in host OS order).
+Dialog for confirmation of actions. This dialog inherits from :ref:`AcceptDialog<class_acceptdialog>`, but has by default an OK and Cancel button (in host OS order).
 
 Member Function Description
 ---------------------------

+ 2 - 2
classes/class_container.rst

@@ -36,9 +36,9 @@ Numeric Constants
 Description
 -----------
 
-Base node for conainers. A :ref:`Container<class_container>` contains other controls and automatically arranges them in a certain way.
+Base node for containers. A :ref:`Container<class_container>` contains other controls and automatically arranges them in a certain way.
 
-A Control can inherit this to reate custom container classes.
+A Control can inherit this to create custom container classes.
 
 Member Function Description
 ---------------------------

+ 3 - 3
classes/class_control.rst

@@ -282,7 +282,7 @@ Return the minimum size this Control can shrink to. A control will never be disp
 
 - void  **set_anchor**  **(** :ref:`int<class_int>` margin, :ref:`int<class_int>` anchor_mode  **)**
 
-Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Changing the anchor mode converts the current margin offset from the previos anchor mode to the new one, so margin offsets (:ref:`set_margin<class_Control_set_margin>`) must be done after setting anchors, or at the same time (:ref:`set_anchor_and_margin<class_Control_set_anchor_and_margin>`).
+Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Changing the anchor mode converts the current margin offset from the previous anchor mode to the new one, so margin offsets (:ref:`set_margin<class_Control_set_margin>`) must be done after setting anchors, or at the same time (:ref:`set_anchor_and_margin<class_Control_set_anchor_and_margin>`).
 
 .. _class_Control_get_anchor:
 
@@ -364,7 +364,7 @@ Returns MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see :ref:
 
 - :ref:`Vector2<class_vector2>`  **get_pos**  **(** **)** const
 
-Returns the Control position, relative to the top-left corner of the parent Control and independly of the anchor mode.
+Returns the Control position, relative to the top-left corner of the parent Control and independent of the anchor mode.
 
 .. _class_Control_get_size:
 
@@ -428,7 +428,7 @@ Set the focus access mode for the control (FOCUS_NONE, FOCUS_CLICK, FOCUS_ALL).
 
 - :ref:`bool<class_bool>`  **has_focus**  **(** **)** const
 
-Return wether the Control is the current focused control (see :ref:`set_focus_mode<class_Control_set_focus_mode>`).
+Return whether the Control is the current focused control (see :ref:`set_focus_mode<class_Control_set_focus_mode>`).
 
 .. _class_Control_grab_focus:
 

+ 1 - 1
classes/class_curve3d.rst

@@ -99,7 +99,7 @@ Returns the position of the vertex "idx". If the index is out of bounds, the fun
 
 Sets the tilt angle in radians for the point "idx". If the index is out of bounds, the function sends an error to the console.
 
-The tilt controls the rotation along the look-at axis an object travelling the path would have. In the case of a curve controlling a :ref:`PathFollow<class_pathfollow>`, this tilt is an offset over the natural tilt the PathFollow calculates.
+The tilt controls the rotation along the look-at axis an object traveling the path would have. In the case of a curve controlling a :ref:`PathFollow<class_pathfollow>`, this tilt is an offset over the natural tilt the PathFollow calculates.
 
 .. _class_Curve3D_get_point_tilt:
 

+ 2 - 2
classes/class_eventplayer.rst

@@ -141,7 +141,7 @@ Return whether this player will be restart the playback at the end.
 
 Set the playback volume for this player. This is a float between 0.0 (silent) and 1.0 (full volume). Values over 1.0 may amplify sound even more, but may introduce distortion. Negative values may just invert the output waveform, which produces no audible difference.
 
-The effect of these special values uiltimately depends on the low-level implementation of the file format being played.
+The effect of these special values ultimately depends on the low-level implementation of the file format being played.
 
 .. _class_EventPlayer_get_volume:
 
@@ -177,7 +177,7 @@ Return the tempo multiplier.
 
 - void  **set_volume_db**  **(** :ref:`float<class_float>` db  **)**
 
-Set the playback volume for this player, in decibels. This is a float between -80.0 (silent) and 0.0 (full volume). Values under -79.0 get truncated to -80, but values over 0.0 do not, so the warnings for overamplifying (see :ref:`set_volume<class_EventPlayer_set_volume>`) still apply.
+Set the playback volume for this player, in decibels. This is a float between -80.0 (silent) and 0.0 (full volume). Values under -79.0 get truncated to -80, but values over 0.0 do not, so the warnings for over amplifying (see :ref:`set_volume<class_EventPlayer_set_volume>`) still apply.
 
 .. _class_EventPlayer_get_volume_db:
 

+ 2 - 2
classes/class_eventstreamchibi.rst

@@ -15,13 +15,13 @@ Driver for MOD playback.
 Description
 -----------
 
-This driver plays MOD music. MOD music, as all event-based streams, is a music format defined by note events ocurring at defined moments, instead of a stream of audio samples.
+This driver plays MOD music. MOD music, as all event-based streams, is a music format defined by note events occurring at defined moments, instead of a stream of audio samples.
 
 Currently, this driver supports the MOD, S3M, IT, and XM formats.
 
 This class exposes no methods.
 
-This class can return its playback positon in seconds, but does not allow to set it, failing with only a console warning.
+This class can return its playback position in seconds, but does not allow to set it, failing with only a console warning.
 
 This class can not return its song length, returning 1.0 when queried.
 

+ 1 - 1
classes/class_fixedmaterial.rst

@@ -73,7 +73,7 @@ Numeric Constants
 Description
 -----------
 
-FixedMaterial is a simple type of material :ref:`Resource<class_resource>`, which contains a fixed amount of paramters. It is the only type of material supported in fixed-pipeline devices and APIs. It is also an often a better alternative to :ref:`ShaderMaterial<class_shadermaterial>` for most simple use cases.
+FixedMaterial is a simple type of material :ref:`Resource<class_resource>`, which contains a fixed amount of parameters. It is the only type of material supported in fixed-pipeline devices and APIs. It is also an often a better alternative to :ref:`ShaderMaterial<class_shadermaterial>` for most simple use cases.
 
 Member Function Description
 ---------------------------

+ 2 - 2
classes/class_font.rst

@@ -163,13 +163,13 @@ Clear all the font data.
 
 - void  **draw**  **(** :ref:`RID<class_rid>` canvas_item, :ref:`Vector2<class_vector2>` pos, :ref:`String<class_string>` string, :ref:`Color<class_color>` modulate=Color(1,1,1,1), :ref:`int<class_int>` clip_w=-1  **)** const
 
-Draw "string" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally clipping the width. "pos" specifies te baseline, not the top. To draw from the top, *ascent* must be added to the Y axis.
+Draw "string" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally clipping the width. "pos" specifies the baseline, not the top. To draw from the top, *ascent* must be added to the Y axis.
 
 .. _class_Font_draw_char:
 
 - :ref:`float<class_float>`  **draw_char**  **(** :ref:`RID<class_rid>` canvas_item, :ref:`Vector2<class_vector2>` pos, :ref:`int<class_int>` char, :ref:`int<class_int>` next=-1, :ref:`Color<class_color>` modulate=Color(1,1,1,1)  **)** const
 
-Draw character "char" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally kerning if "next" is apassed. clipping the width. "pos" specifies te baseline, not the top. To draw from the top, *ascent* must be added to the Y axis. The width used by the character is returned, making this function useful for drawing strings character by character.
+Draw character "char" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally kerning if "next" is apassed. clipping the width. "pos" specifies the baseline, not the top. To draw from the top, *ascent* must be added to the Y axis. The width used by the character is returned, making this function useful for drawing strings character by character.
 
 .. _class_Font_set_fallback:
 

+ 1 - 1
classes/class_graphnode.rst

@@ -101,7 +101,7 @@ Set the tuple of input/output slots defined by 'idx' ID. 'left' slots are input,
 
 - void  **clear_slot**  **(** :ref:`int<class_int>` idx  **)**
 
-Disable input and ouput slot whose index is 'idx'.
+Disable input and output slot whose index is 'idx'.
 
 .. _class_GraphNode_clear_all_slots:
 

+ 3 - 1
classes/class_input.rst

@@ -80,11 +80,13 @@ Member Function Description
 
 - :ref:`bool<class_bool>`  **is_mouse_button_pressed**  **(** :ref:`int<class_int>` button  **)**
 
+Returns true or false depending on whether mouse button is pressed or not. You can pass BUTTON\_\*, which are pre-defined constants listed in :ref:`@Global Scope<class_@global scope>`.
+
 .. _class_Input_is_joy_button_pressed:
 
 - :ref:`bool<class_bool>`  **is_joy_button_pressed**  **(** :ref:`int<class_int>` device, :ref:`int<class_int>` button  **)**
 
-Returns if the joystick button at the given index is currently pressed. (see JOY\_\* constans in :ref:`@Global Scope<class_@global scope>`)
+Returns if the joystick button at the given index is currently pressed. (see JOY\_\* constants in :ref:`@Global Scope<class_@global scope>`)
 
 .. _class_Input_is_action_pressed:
 

+ 1 - 1
classes/class_inputevent.rst

@@ -41,7 +41,7 @@ Numeric Constants
 - **KEY** = **1** --- Key event.
 - **MOUSE_MOTION** = **2** --- Mouse motion event.
 - **MOUSE_BUTTON** = **3** --- Mouse button event.
-- **JOYSTICK_MOTION** = **4** --- Jostick motion event.
+- **JOYSTICK_MOTION** = **4** --- Joystick motion event.
 - **JOYSTICK_BUTTON** = **5** --- Joystick button event.
 - **SCREEN_TOUCH** = **6**
 - **SCREEN_DRAG** = **7**

+ 1 - 1
classes/class_kinematicbody2d.rst

@@ -127,7 +127,7 @@ Return the shape index from the body that collided with this one. If there is no
 
 - Variant  **get_collider_metadata**  **(** **)** const
 
-Return the metadata of the shape that collided with this body. If there is no collision, it will return 0, so collisions must be checked first with :ref:`is_colliding<class_KinematicBody2D_is_colliding>`. Aditionally, this metadata can not be set with :ref:`Object.set_meta<class_Object_set_meta>`, it must be set with :ref:`Physics2DServer.body_set_shape_metadata<class_Physics2DServer_body_set_shape_metadata>`.
+Return the metadata of the shape that collided with this body. If there is no collision, it will return 0, so collisions must be checked first with :ref:`is_colliding<class_KinematicBody2D_is_colliding>`. Additionally, this metadata can not be set with :ref:`Object.set_meta<class_Object_set_meta>`, it must be set with :ref:`Physics2DServer.body_set_shape_metadata<class_Physics2DServer_body_set_shape_metadata>`.
 
 .. _class_KinematicBody2D_set_collision_margin:
 

+ 1 - 1
classes/class_menubutton.rst

@@ -27,7 +27,7 @@ Signals
 Description
 -----------
 
-Special button that brings up a :ref:`PopupMenu<class_popupmenu>` when clicked. That's pretty much all it does, as it's just a helper class when bulding GUIs.
+Special button that brings up a :ref:`PopupMenu<class_popupmenu>` when clicked. That's pretty much all it does, as it's just a helper class when building GUIs.
 
 Member Function Description
 ---------------------------

+ 1 - 1
classes/class_mesh.rst

@@ -93,7 +93,7 @@ Numeric Constants
 Description
 -----------
 
-Mesh is a type of :ref:`Resource<class_resource>` that contains vertex-array based geometry, divided in *surfaces*. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is prefered to a single surface, because objects created in 3D editing software commonly contain multiple materials.
+Mesh is a type of :ref:`Resource<class_resource>` that contains vertex-array based geometry, divided in *surfaces*. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.
 
 Member Function Description
 ---------------------------

+ 1 - 1
classes/class_meshinstance.rst

@@ -34,7 +34,7 @@ Member Functions
 Description
 -----------
 
-MeshInstance is a :ref:`Node<class_node>` that takes a :ref:`Mesh<class_mesh>` resource and adds it to the current :ref:`Scenario<class_scenario>` by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a sigle :ref:`Mesh<class_mesh>` in many places. This allows to reuse geometry and save on resources. When a :ref:`Mesh<class_mesh>` has to be instanced more than thousands of times at close proximity, consider using a :ref:`MultiMesh<class_multimesh>` in a :ref:`MultiMeshInstance<class_multimeshinstance>` instead.
+MeshInstance is a :ref:`Node<class_node>` that takes a :ref:`Mesh<class_mesh>` resource and adds it to the current :ref:`Scenario<class_scenario>` by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a single :ref:`Mesh<class_mesh>` in many places. This allows to reuse geometry and save on resources. When a :ref:`Mesh<class_mesh>` has to be instanced more than thousands of times at close proximity, consider using a :ref:`MultiMesh<class_multimesh>` in a :ref:`MultiMeshInstance<class_multimeshinstance>` instead.
 
 Member Function Description
 ---------------------------

+ 4 - 4
classes/class_multimesh.rst

@@ -10,7 +10,7 @@ MultiMesh
 Brief Description
 -----------------
 
-Provides high perfomance mesh instancing.
+Provides high performance mesh instancing.
 
 Member Functions
 ----------------
@@ -46,7 +46,7 @@ MultiMesh provides low level mesh instancing. If the amount of :ref:`Mesh<class_
 
 For this case a MultiMesh becomes very useful, as it can draw thousands of instances with little API overhead.
 
-        As a drawback, if the instances are too far away of each other, performance may be reduced as every sigle instance will always rendered (they are spatially indexed as one, for the whole object).
+        As a drawback, if the instances are too far away of each other, performance may be reduced as every single instance will always rendered (they are spatially indexed as one, for the whole object).
 
 Since instances may have any behavior, the AABB used for visibility must be provided by the user, or generated with :ref:`generate_aabb<class_MultiMesh_generate_aabb>`.
 
@@ -69,13 +69,13 @@ Return the :ref:`Mesh<class_mesh>` resource drawn as multiple instances.
 
 - void  **set_instance_count**  **(** :ref:`int<class_int>` count  **)**
 
-Set the amount of instnces that is going to be drawn. Changing this number will erase all the existing instance transform and color data.
+Set the amount of instances that is going to be drawn. Changing this number will erase all the existing instance transform and color data.
 
 .. _class_MultiMesh_get_instance_count:
 
 - :ref:`int<class_int>`  **get_instance_count**  **(** **)** const
 
-Return the amount of instnces that is going to be drawn.
+Return the amount of instances that is going to be drawn.
 
 .. _class_MultiMesh_set_instance_transform:
 

+ 12 - 12
classes/class_node.rst

@@ -179,9 +179,9 @@ Nodes can be set as children of other nodes, resulting in a tree arrangement. An
 
 Scenes can be saved to disk, and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of the projects.
 
-:ref:`SceneMainLoop<class_scenemainloop>` contains the "active" tree of nodes, and a node becomes active (receinving NOTIFICATION_ENTER_SCENE) when added to that tree.
+:ref:`SceneMainLoop<class_scenemainloop>` contains the "active" tree of nodes, and a node becomes active (receiving NOTIFICATION_ENTER_SCENE) when added to that tree.
 
-A node can contain any number of nodes as a children (but there is only one tree root) with the requirement that no two childrens with the same name can exist.
+A node can contain any number of nodes as a children (but there is only one tree root) with the requirement that no two children with the same name can exist.
 
 Nodes can, optionally, be added to groups. This makes it easy to reach a number of nodes from the code (for example an "enemies" group).
 
@@ -189,7 +189,7 @@ Nodes can be set to "process" state, so they constantly receive a callback reque
 
 Nodes can also process input events. When set, the :ref:`_input<class_Node__input>` function will be called with every input that the program receives. Since this is usually too overkill (unless used for simple projects), an :ref:`_unhandled_input<class_Node__unhandled_input>` function is called when the input was not handled by anyone else (usually, GUI :ref:`Control<class_control>` nodes).
 
-To keep track of the scene hieararchy (specially when instancing scenes into scenes) an "owner" can be set to a node. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
+To keep track of the scene hierarchy (specially when instancing scenes into scenes) an "owner" can be set to a node. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
 
 Finally, when a node is freed, it will free all its children nodes too.
 
@@ -362,7 +362,7 @@ Return *true* if "node" occurs later in the scene hierarchy than the current nod
 
 - :ref:`NodePath<class_nodepath>`  **get_path**  **(** **)** const
 
-Return the absolute path of the current node. This only works if the curent node is inside the scene tree (see :ref:`is_inside_scene<class_Node_is_inside_scene>`).
+Return the absolute path of the current node. This only works if the current node is inside the scene tree (see :ref:`is_inside_scene<class_Node_is_inside_scene>`).
 
 .. _class_Node_get_path_to:
 
@@ -390,7 +390,7 @@ Remove a node from a group.
 
 - void  **move_child**  **(** :ref:`Node<class_node>` child_node, :ref:`int<class_int>` to_pos  **)**
 
-Move a child node to a different position (order) amongst the other children. Since calls, signals, etc are performed by tree order, changing the order of chilren nodes may be useful.
+Move a child node to a different position (order) amongst the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.
 
 .. _class_Node_get_groups:
 
@@ -418,7 +418,7 @@ Get the node owner (see :ref:`set_node_owner<class_Node_set_node_owner>`).
 
 - void  **remove_and_skip**  **(** **)**
 
-Remove a node and set all its children as childrens of the parent node (if exists). All even subscriptions that pass by the removed node will be unsubscribed.
+Remove a node and set all its children as children of the parent node (if exists). All even subscriptions that pass by the removed node will be unsubscribed.
 
 .. _class_Node_get_index:
 
@@ -430,7 +430,7 @@ Get the node index in the parent (assuming it has a parent).
 
 - void  **print_tree**  **(** **)**
 
-Print the screne to stdout. Used mainly for debugging purposes.
+Print the scene to stdout. Used mainly for debugging purposes.
 
 .. _class_Node_set_filename:
 
@@ -448,19 +448,19 @@ Return a filename that may be containedA node can contained by the node. When a
 
 - void  **propagate_notification**  **(** :ref:`int<class_int>` what  **)**
 
-Notify the current node and all its chldren recursively by calling notification() in all of them.
+Notify the current node and all its children recursively by calling notification() in all of them.
 
 .. _class_Node_set_fixed_process:
 
 - void  **set_fixed_process**  **(** :ref:`bool<class_bool>` enable  **)**
 
-Enables or disables node fixed framerate processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS at a fixed (usually 60fps, check :ref:`OS<class_os>` to change that) interval (and the :ref:`_fixed_process<class_Node__fixed_process>` callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling :ref:`get_fixed_process_time<class_Node_get_fixed_process_time>`.
+Enables or disables node fixed framerate processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS at a fixed (usually 60 fps, check :ref:`OS<class_os>` to change that) interval (and the :ref:`_fixed_process<class_Node__fixed_process>` callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling :ref:`get_fixed_process_time<class_Node_get_fixed_process_time>`.
 
 .. _class_Node_get_fixed_process_delta_time:
 
 - :ref:`float<class_float>`  **get_fixed_process_delta_time**  **(** **)** const
 
-Return the time elapsed since the last fixed frame. This is always the same in fixed proecssing unless the frames per second is changed in :ref:`OS<class_os>`.
+Return the time elapsed since the last fixed frame. This is always the same in fixed processing unless the frames per second is changed in :ref:`OS<class_os>`.
 
 .. _class_Node_is_fixed_processing:
 
@@ -490,7 +490,7 @@ Return whether processing is enabled in the current node (see :ref:`set_process<
 
 - void  **set_process_input**  **(** :ref:`bool<class_bool>` enable  **)**
 
-Enable input processing for node. This is not requiered for GUI controls! It hooks up the node to receive all input (see :ref:`_input<class_Node__input>`).
+Enable input processing for node. This is not required for GUI controls! It hooks up the node to receive all input (see :ref:`_input<class_Node__input>`).
 
 .. _class_Node_is_processing_input:
 
@@ -502,7 +502,7 @@ Return true if the node is processing input (see :ref:`set_process_input<class_N
 
 - void  **set_process_unhandled_input**  **(** :ref:`bool<class_bool>` enable  **)**
 
-Enable unhandled input processing for node. This is not requiered for GUI controls! It hooks up the node to receive all input that was not previously handled before (usually by a :ref:`Control<class_control>`). (see :ref:`_unhandled_input<class_Node__unhandled_input>`).
+Enable unhandled input processing for node. This is not required for GUI controls! It hooks up the node to receive all input that was not previously handled before (usually by a :ref:`Control<class_control>`). (see :ref:`_unhandled_input<class_Node__unhandled_input>`).
 
 .. _class_Node_is_processing_unhandled_input:
 

+ 1 - 1
classes/class_node2d.rst

@@ -70,7 +70,7 @@ Member Functions
 Description
 -----------
 
-Base node for 2D system. Node2D contains a position, rotation and scale, which is used to position and animate. It can alternatively be used with a custom 2D transform (:ref:`Matrix32<class_matrix32>`). A tree of Node2Ds allows complex hierachies for animation and positioning.
+Base node for 2D system. Node2D contains a position, rotation and scale, which is used to position and animate. It can alternatively be used with a custom 2D transform (:ref:`Matrix32<class_matrix32>`). A tree of Node2Ds allows complex hierarchies for animation and positioning.
 
 Member Function Description
 ---------------------------

+ 6 - 6
classes/class_object.rst

@@ -118,7 +118,7 @@ Base class for all non built-in types. Everything not a built-in type starts the
 
 Objects do not manage memory, if inheriting from one the object will most likely have to be deleted manually (call the :ref:`free<class_Object_free>` function from the script or delete from C++).
 
-Some derivates add memory management, such as :ref:`Reference<class_reference>` (which keps a reference count and deletes itself automatically when no longer referenced) and :ref:`Node<class_node>`, which deletes the children tree when deleted.
+Some derivates add memory management, such as :ref:`Reference<class_reference>` (which keeps a reference count and deletes itself automatically when no longer referenced) and :ref:`Node<class_node>`, which deletes the children tree when deleted.
 
 Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in :ref:`_get_property_list<class_Object__get_property_list>` and handled in :ref:`_get<class_Object__get>` and :ref:`_set<class_Object__set>`. However, scripting languages and C++ have simper means to export them.
 
@@ -137,7 +137,7 @@ Return a property, return null if the property does not exist.
 
 - :ref:`Array<class_array>`  **_get_property_list**  **(** **)** virtual
 
-Return the property list, array of dictionaries, dictionaries must countain: name:String, type:int (see TYPE\_\* enum in globals) and optionally: hint:int (see PROPERTY_HINT\_\* in globals), hint_string:String, usage:int (see PROPERTY_USAGE\_\* in globals).
+Return the property list, array of dictionaries, dictionaries must contain: name:String, type:int (see TYPE\_\* enum in globals) and optionally: hint:int (see PROPERTY_HINT\_\* in globals), hint_string:String, usage:int (see PROPERTY_USAGE\_\* in globals).
 
 .. _class_Object__init:
 
@@ -169,7 +169,7 @@ Return the type of the object as a string.
 
 - :ref:`bool<class_bool>`  **is_type**  **(** :ref:`String<class_string>` type  **)** const
 
-Check the type of the obeject against a string (including inheritance).
+Check the type of the object against a string (including inheritance).
 
 .. _class_Object_set:
 
@@ -187,7 +187,7 @@ Get a property from the object.
 
 - :ref:`Array<class_array>`  **get_property_list**  **(** **)** const
 
-Return the list of properties as an array of dictionaries, dictionaries countain: name:String, type:int (see TYPE\_\* enum in globals) and optionally: hint:int (see PROPERTY_HINT\_\* in globals), hint_string:String, usage:int (see PROPERTY_USAGE\_\* in globals).
+Return the list of properties as an array of dictionaries, dictionaries contain: name:String, type:int (see TYPE\_\* enum in globals) and optionally: hint:int (see PROPERTY_HINT\_\* in globals), hint_string:String, usage:int (see PROPERTY_USAGE\_\* in globals).
 
 .. _class_Object_get_method_list:
 
@@ -221,7 +221,7 @@ Return the object script (or null if it doesn't have one).
 
 - void  **set_meta**  **(** :ref:`String<class_string>` name, var value  **)**
 
-Set a metadata into the object. Medatada is serialized. Metadata can be *anything*.
+Set a metadata into the object. Metadata is serialized. Metadata can be *anything*.
 
 .. _class_Object_get_meta:
 
@@ -239,7 +239,7 @@ Return true if a metadata is found with the requested name.
 
 - :ref:`StringArray<class_stringarray>`  **get_meta_list**  **(** **)** const
 
-Return the list of metadatas in the object.
+Return the list of metadata in the object.
 
 .. _class_Object_add_user_signal:
 

+ 1 - 1
classes/class_omnilight.rst

@@ -10,7 +10,7 @@ OmniLight
 Brief Description
 -----------------
 
-OmniDirectional Light, such as a lightbulb or a candle.
+OmniDirectional Light, such as a light bulb or a candle.
 
 Description
 -----------

+ 1 - 1
classes/class_os.rst

@@ -479,7 +479,7 @@ Return an environment variable.
 
 - :ref:`bool<class_bool>`  **has_environment**  **(** :ref:`String<class_string>` environment  **)** const
 
-Return true if an envieronment variable exists.
+Return true if an environment variable exists.
 
 .. _class_OS_get_name:
 

+ 1 - 1
classes/class_packetpeer.rst

@@ -34,7 +34,7 @@ Member Functions
 Description
 -----------
 
-PacketPeer is an abstration and base class for packet-based protocols (such as UDP). It provides an API for sending and receiving packets both as raw data or variables. This makes it easy to transfer data over a protocol, without having to encode data as low level bytes or having to worry about network ordering.
+PacketPeer is an abstraction and base class for packet-based protocols (such as UDP). It provides an API for sending and receiving packets both as raw data or variables. This makes it easy to transfer data over a protocol, without having to encode data as low level bytes or having to worry about network ordering.
 
 Member Function Description
 ---------------------------

+ 1 - 1
classes/class_panel.rst

@@ -15,5 +15,5 @@ Provides an opaque background for :ref:`Control<class_control>` children.
 Description
 -----------
 
-Panel is a :ref:`Control<class_control>` that displays an opaque background. It's commoly used as a parent and container for other types of :ref:`Control<class_control>` nodes. :ref:`img<class_img>`images/panel_example.png:ref:`/img<class_/img>`
+Panel is a :ref:`Control<class_control>` that displays an opaque background. It's commonly used as a parent and container for other types of :ref:`Control<class_control>` nodes. :ref:`image<class_image>`images/panel_example.png:ref:`/image<class_/image>`
 

+ 1 - 1
classes/class_pathremap.rst

@@ -30,7 +30,7 @@ Member Functions
 Description
 -----------
 
-When exporting, the types of some resources may change internally so they are converted to more optimized versions. While it's not usually necesary to access to this directly (path remapping happens automatically when opeining a file), it's exported just for information.
+When exporting, the types of some resources may change internally so they are converted to more optimized versions. While it's not usually necessary to access to this directly (path remapping happens automatically when opening a file), it's exported just for information.
 
 Member Function Description
 ---------------------------

+ 5 - 5
classes/class_physics2ddirectspacestate.rst

@@ -61,15 +61,15 @@ position: place where ray is stopped.
 
 normal: normal of the object at the point where the ray was stopped.
 
-shape: shape index of the object agaisnt which the ray was stopped.
+shape: shape index of the object against which the ray was stopped.
 
-collider\_: collider agaisnt which the ray was stopped.
+collider\_: collider against which the ray was stopped.
 
-collider_id: collider id of the object agaisnt which the ray was stopped.
+collider_id: collider id of the object against which the ray was stopped.
 
-collider: collider object agaisnt which the ray was stopped.
+collider: collider object against which the ray was stopped.
 
-rid: :ref:`RID<class_rid>` of the object agaisnt which the ray was stopped.
+rid: :ref:`RID<class_rid>` of the object against which the ray was stopped.
 
 If the ray did not intersect anything, then an empty dictionary (dir.empty()==true) is returned instead.
 

+ 1 - 1
classes/class_physicsbody2d.rst

@@ -50,7 +50,7 @@ Member Functions
 Description
 -----------
 
-PhysicsBody2D is an abstract base class for implementing a physics body. All *x*Body2D types inherit from it.
+PhysicsBody2D is an abstract base class for implementing a physics body. All \*Body2D types inherit from it.
 
 Member Function Description
 ---------------------------

+ 1 - 1
classes/class_plane.rst

@@ -80,7 +80,7 @@ Returns a point on the plane.
 
 - :ref:`bool<class_bool>`  **has_point**  **(** :ref:`Vector3<class_vector3>` point, :ref:`float<class_float>` epsilon=0.00001  **)**
 
-Returns true if "point" is inside the plane (by a very minimum treshold).
+Returns true if "point" is inside the plane (by a very minimum threshold).
 
 .. _class_Plane_intersect_3:
 

+ 2 - 2
classes/class_popup.rst

@@ -46,7 +46,7 @@ Numeric Constants
 Description
 -----------
 
-PopUp is a base :ref:`Control<class_control>` used to show dialogs and popups. It's a subwindow and modal by default (see :ref:`Control<class_control>`) and has helpers for custom popup behavior.
+Popup is a base :ref:`Control<class_control>` used to show dialogs and popups. It's a subwindow and modal by default (see :ref:`Control<class_control>`) and has helpers for custom popup behavior.
 
 Member Function Description
 ---------------------------
@@ -55,7 +55,7 @@ Member Function Description
 
 - void  **popup_centered**  **(** :ref:`Vector2<class_vector2>` size=Vector2(0,0)  **)**
 
-Popup (show the control in modal form) in the center of the screen, at the curent size, or at a size determined by "size".
+Popup (show the control in modal form) in the center of the screen, at the current size, or at a size determined by "size".
 
 .. _class_Popup_popup_centered_ratio:
 

+ 4 - 4
classes/class_popupmenu.rst

@@ -94,25 +94,25 @@ Member Function Description
 
 - void  **add_icon_item**  **(** :ref:`Object<class_object>` texture, :ref:`String<class_string>` label, :ref:`int<class_int>` id=-1, :ref:`int<class_int>` accel=0  **)**
 
-Add a new item with text "label" and icon "texture". An id can optonally be provided, as well as an accelerator. If no id is provided, one will be created from the index.
+Add a new item with text "label" and icon "texture". An id can optionally be provided, as well as an accelerator. If no id is provided, one will be created from the index.
 
 .. _class_PopupMenu_add_item:
 
 - void  **add_item**  **(** :ref:`String<class_string>` label, :ref:`int<class_int>` id=-1, :ref:`int<class_int>` accel=0  **)**
 
-Add a new item with text "label". An id can optonally be provided, as well as an accelerator. If no id is provided, one will be created from the index.
+Add a new item with text "label". An id can optionally be provided, as well as an accelerator. If no id is provided, one will be created from the index.
 
 .. _class_PopupMenu_add_icon_check_item:
 
 - void  **add_icon_check_item**  **(** :ref:`Object<class_object>` texture, :ref:`String<class_string>` label, :ref:`int<class_int>` id=-1, :ref:`int<class_int>` accel=0  **)**
 
-Add a new checkable item with text "label" and icon "texture". An id can optonally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually.
+Add a new check able item with text "label" and icon "texture". An id can optionally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually.
 
 .. _class_PopupMenu_add_check_item:
 
 - void  **add_check_item**  **(** :ref:`String<class_string>` label, :ref:`int<class_int>` id=-1, :ref:`int<class_int>` accel=0  **)**
 
-Add a new checkable item with text "label". An id can optonally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually.
+Add a new checkable item with text "label". An id can optionally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually.
 
 .. _class_PopupMenu_add_submenu_item:
 

+ 2 - 2
classes/class_portal.rst

@@ -61,13 +61,13 @@ Return the portal shape. The shape is an array of :ref:`Point2<class_point2>` po
 
 - void  **set_enabled**  **(** :ref:`bool<class_bool>` enable  **)**
 
-Enable the portal (it is enabled by defaul though), disabling it will cause the parent :ref:`RoomInstance<class_roominstance>` to not be visible any longer when looking through the portal.
+Enable the portal (it is enabled by default though), disabling it will cause the parent :ref:`RoomInstance<class_roominstance>` to not be visible any longer when looking through the portal.
 
 .. _class_Portal_is_enabled:
 
 - :ref:`bool<class_bool>`  **is_enabled**  **(** **)** const
 
-Return wether the portal is active. When disabled it causes the parent :ref:`RoomInstance<class_roominstance>` to not be visible any longer when looking through the portal.
+Return whether the portal is active. When disabled it causes the parent :ref:`RoomInstance<class_roominstance>` to not be visible any longer when looking through the portal.
 
 .. _class_Portal_set_disable_distance:
 

+ 1 - 1
classes/class_quat.rst

@@ -69,7 +69,7 @@ Returns the dot product between two quaternions.
 
 - :ref:`Quat<class_quat>`  **inverse**  **(** **)**
 
-Returns the inverse of the quaternion (applies to the inverse rotatio too).
+Returns the inverse of the quaternion (applies to the inverse rotation too).
 
 .. _class_Quat_length:
 

+ 1 - 1
classes/class_rayshape2d.rst

@@ -24,7 +24,7 @@ Member Functions
 Description
 -----------
 
-Ray 2D shape resource for physics. A ray is not really a collision body, isntead it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
+Ray 2D shape resource for physics. A ray is not really a collision body, instead it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
 
 Member Function Description
 ---------------------------

+ 1 - 1
classes/class_rectangleshape2d.rst

@@ -24,7 +24,7 @@ Member Functions
 Description
 -----------
 
-Rectangle Shape for 2D Physics. This shape is useful for modelling box-like 2D objects.
+Rectangle Shape for 2D Physics. This shape is useful for modeling box-like 2D objects.
 
 Member Function Description
 ---------------------------

+ 2 - 2
classes/class_regex.rst

@@ -46,7 +46,7 @@ Capturing ``()`` and non-capturing ``(?:)`` groups
 
 Any character ``.``
 
-Shorthand caracter classes ``\w \W \s \S \d \D``
+Shorthand character classes ``\w \W \s \S \d \D``
 
 User-defined character classes such as ``:ref:`A-Za-z<class_a-za-z>```
 
@@ -56,7 +56,7 @@ Range quantifiers ``{x,y}``
 
 Lazy (non-greedy) quantifiers ``\*?``
 
-Begining ``^`` and end ``$`` anchors
+Beginning ``^`` and end ``$`` anchors
 
 Alternation ``|``
 

+ 1 - 1
classes/class_resource.rst

@@ -45,7 +45,7 @@ Signals
 Description
 -----------
 
-Resource is the base class for all resource types. Resources are primarily data containers. They are reference counted and freed when no longer in use. They are also loaded only once from disk, and further attempts to load the resource will return the same reference (all this in contrast to a :ref:`Node<class_node>`, which is not reference counted and can be instanced from disk as many times as desred). Resources can be saved externally on disk or bundled into another object, such as a :ref:`Node<class_node>` or another resource.
+Resource is the base class for all resource types. Resources are primarily data containers. They are reference counted and freed when no longer in use. They are also loaded only once from disk, and further attempts to load the resource will return the same reference (all this in contrast to a :ref:`Node<class_node>`, which is not reference counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a :ref:`Node<class_node>` or another resource.
 
 Member Function Description
 ---------------------------

+ 1 - 1
classes/class_resourcepreloader.rst

@@ -32,7 +32,7 @@ Member Functions
 Description
 -----------
 
-Resource Preloader Node. This node is used to preload sub-resources inside a scene, so when the scene is loaded all the resourcs are ready to use and be retrieved from here.
+Resource Preloader Node. This node is used to preload sub-resources inside a scene, so when the scene is loaded all the resources are ready to use and be retrieved from here.
 
 Member Function Description
 ---------------------------

+ 3 - 3
classes/class_rigidbody2d.rst

@@ -208,7 +208,7 @@ Return the gravity factor.
 
 - void  **set_linear_damp**  **(** :ref:`float<class_float>` linear_damp  **)**
 
-Set the linear damp for this body. If this value is different from -1, any linear damp derived from the world or areas will be overriden.
+Set the linear damp for this body. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
 
 .. _class_RigidBody2D_get_linear_damp:
 
@@ -220,7 +220,7 @@ Return the linear damp for this body.
 
 - void  **set_angular_damp**  **(** :ref:`float<class_float>` angular_damp  **)**
 
-Set the angular damp for this body. If this value is different from -1, any angular damp derived from the world or areas will be overriden.
+Set the angular damp for this body. If this value is different from -1, any angular damp derived from the world or areas will be overridden.
 
 .. _class_RigidBody2D_get_angular_damp:
 
@@ -294,7 +294,7 @@ Return whether contact monitoring is enabled.
 
 Set the continuous collision detection mode from the enum CCD_MODE\_\*.
 
-Coninuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fat-moving objects.
+Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fat-moving objects.
 
 .. _class_RigidBody2D_get_continuous_collision_detection_mode:
 

+ 1 - 1
classes/class_scrollcontainer.rst

@@ -10,7 +10,7 @@ ScrollContainer
 Brief Description
 -----------------
 
-A helper node for displaying scollable elements (e.g. lists).
+A helper node for displaying scrollable elements (e.g. lists).
 
 Member Functions
 ----------------

+ 1 - 1
classes/class_separator.rst

@@ -17,5 +17,5 @@ Base class for separators.
 Description
 -----------
 
-Separator is a :ref:`Control<class_control>` used for sepataring other controls. It's purely a visual decoration. Horizontal (:ref:`HSeparator<class_hseparator>`) and Vertical (:ref:`VSeparator<class_vseparator>`) versions are available.
+Separator is a :ref:`Control<class_control>` used for separating other controls. It's purely a visual decoration. Horizontal (:ref:`HSeparator<class_hseparator>`) and Vertical (:ref:`VSeparator<class_vseparator>`) versions are available.
 

+ 3 - 3
classes/class_shape2d.rst

@@ -65,9 +65,9 @@ This method needs the transformation matrix for this shape (``local_xform``), th
 
 - :ref:`bool<class_bool>`  **collide_with_motion**  **(** :ref:`Matrix32<class_matrix32>` local_xform, :ref:`Vector2<class_vector2>` local_motion, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Matrix32<class_matrix32>` shape_xform, :ref:`Vector2<class_vector2>` shape_motion  **)**
 
-Return whether this shape would collide with another, if a given movemen was applied.
+Return whether this shape would collide with another, if a given movement was applied.
 
-This method needs the transformation matrix for this shape (``local_xform``), the movement to test on this shape (``local_motion``), the shape to check collisions with (``with_shape``), the transformation matrix of that shape (``shape_xform``), and the movement to test ont the other object (``shape_motion``).
+This method needs the transformation matrix for this shape (``local_xform``), the movement to test on this shape (``local_motion``), the shape to check collisions with (``with_shape``), the transformation matrix of that shape (``shape_xform``), and the movement to test onto the other object (``shape_motion``).
 
 .. _class_Shape2D_collide_and_get_contacts:
 
@@ -83,6 +83,6 @@ This method needs the transformation matrix for this shape (``local_xform``), th
 
 Return a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions, the list is empty.
 
-This method needs the transformation matrix for this shape (``local_xform``), the movement to test on this shape (``local_motion``), the shape to check collisions with (``with_shape``), the transformation matrix of that shape (``shape_xform``), and the movement to test ont the other object (``shape_motion``).
+This method needs the transformation matrix for this shape (``local_xform``), the movement to test on this shape (``local_motion``), the shape to check collisions with (``with_shape``), the transformation matrix of that shape (``shape_xform``), and the movement to test onto the other object (``shape_motion``).
 
 

+ 1 - 1
classes/class_skeleton.rst

@@ -69,7 +69,7 @@ Numeric Constants
 Description
 -----------
 
-Skeleton provides a hierachial interface for managing bones, including pose, rest and animation (see :ref:`Animation<class_animation>`). Skeleton will support rag doll dynamics in the future.
+Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see :ref:`Animation<class_animation>`). Skeleton will support rag doll dynamics in the future.
 
 Member Function Description
 ---------------------------

+ 1 - 1
classes/class_spatial.rst

@@ -99,7 +99,7 @@ Signals
 Numeric Constants
 -----------------
 
-- **NOTIFICATION_TRANSFORM_CHANGED** = **29** --- Spatial nodes receive this notifacation with their global transform changes. This means that either the current or a parent node changed its transform.
+- **NOTIFICATION_TRANSFORM_CHANGED** = **29** --- Spatial nodes receive this notification with their global transform changes. This means that either the current or a parent node changed its transform.
 - **NOTIFICATION_ENTER_WORLD** = **41**
 - **NOTIFICATION_EXIT_WORLD** = **42**
 - **NOTIFICATION_VISIBILITY_CHANGED** = **43**

+ 1 - 1
classes/class_sprite.rst

@@ -114,7 +114,7 @@ Return sprite draw offst.
 
 - void  **set_flip_h**  **(** :ref:`bool<class_bool>` flip_h  **)**
 
-Set true to flip the sprite horizontaly.
+Set true to flip the sprite horizontally.
 
 .. _class_Sprite_is_flipped_h:
 

+ 2 - 2
classes/class_streampeer.rst

@@ -86,7 +86,7 @@ Member Functions
 Description
 -----------
 
-StreamPeer is an abstration and base class for stream-based protocols (such as TCP or Unix Sockets). It provides an API for sending and receiving data through streams as raw data or strings.
+StreamPeer is an abstraction and base class for stream-based protocols (such as TCP or Unix Sockets). It provides an API for sending and receiving data through streams as raw data or strings.
 
 Member Function Description
 ---------------------------
@@ -95,7 +95,7 @@ Member Function Description
 
 - :ref:`int<class_int>`  **put_data**  **(** :ref:`RawArray<class_rawarray>` data  **)**
 
-Send a chunk of data through the connection, blocking if necesary until the data is done sending. This function returns an Error code.
+Send a chunk of data through the connection, blocking if necessary until the data is done sending. This function returns an Error code.
 
 .. _class_StreamPeer_put_partial_data:
 

+ 9 - 9
classes/class_string.rst

@@ -126,7 +126,7 @@ Member Functions
 Description
 -----------
 
-This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necesary means for string handling. Strings are reference counted and use a copy-on-write approach, so passing them around is cheap in resources.
+This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference counted and use a copy-on-write approach, so passing them around is cheap in resources.
 
 Member Function Description
 ---------------------------
@@ -161,7 +161,7 @@ Return the string in uppercase.
 
 - :ref:`int<class_int>`  **casecmp_to**  **(** :ref:`String<class_string>` to  **)**
 
-Perform a case-sensitive comparison to antoher string, return -1 if less, 0 if equal and +1 if greater.
+Perform a case-sensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater.
 
 .. _class_String_empty:
 
@@ -179,19 +179,19 @@ If the string is a path to a file, return the extension.
 
 - :ref:`int<class_int>`  **find**  **(** :ref:`String<class_string>` what, :ref:`int<class_int>` from=0  **)**
 
-Find the first occurence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed.
+Find the first occurrence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed.
 
 .. _class_String_find_last:
 
 - :ref:`int<class_int>`  **find_last**  **(** :ref:`String<class_string>` what  **)**
 
-Find the last occurence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed.
+Find the last occurrence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed.
 
 .. _class_String_findn:
 
 - :ref:`int<class_int>`  **findn**  **(** :ref:`String<class_string>` what, :ref:`int<class_int>` from=0  **)**
 
-Find the first occurence of a substring but search as case-insensitive, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed.
+Find the first occurrence of a substring but search as case-insensitive, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed.
 
 .. _class_String_get_base_dir:
 
@@ -303,7 +303,7 @@ Do a simple, case insensitive, expression matching, using ? and \* wildcards.
 
 - :ref:`int<class_int>`  **nocasecmp_to**  **(** :ref:`String<class_string>` to  **)**
 
-Perform a case-insensitive comparison to antoher string, return -1 if less, 0 if equal and +1 if greater.
+Perform a case-insensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater.
 
 .. _class_String_ord_at:
 
@@ -347,13 +347,13 @@ Replace occurrences of a substring for different ones inside the string, but sea
 
 - :ref:`int<class_int>`  **rfind**  **(** :ref:`String<class_string>` what, :ref:`int<class_int>` from=-1  **)**
 
-Perform a search for a substring, but start from the end of the string instead of the begining.
+Perform a search for a substring, but start from the end of the string instead of the beginning.
 
 .. _class_String_rfindn:
 
 - :ref:`int<class_int>`  **rfindn**  **(** :ref:`String<class_string>` what, :ref:`int<class_int>` from=-1  **)**
 
-Perform a search for a substring, but start from the end of the string instead of the begining. Also search case-insensitive.
+Perform a search for a substring, but start from the end of the string instead of the beginning. Also search case-insensitive.
 
 .. _class_String_right:
 
@@ -377,7 +377,7 @@ Split the string in floats by using a divisor string, return an array of the sub
 
 - :ref:`String<class_string>`  **strip_edges**  **(** **)**
 
-Return a copy of the string stripped of any non-printable character at the begining and the end.
+Return a copy of the string stripped of any non-printable character at the beginning and the end.
 
 .. _class_String_substr:
 

+ 1 - 1
classes/class_stylebox.rst

@@ -47,7 +47,7 @@ Member Function Description
 
 - :ref:`bool<class_bool>`  **test_mask**  **(** :ref:`Vector2<class_vector2>` point, :ref:`Rect2<class_rect2>` rect  **)** const
 
-Test a position in a rectangle, return wether it pases the mask test.
+Test a position in a rectangle, return whether it passes the mask test.
 
 .. _class_StyleBox_set_default_margin:
 

+ 2 - 2
classes/class_styleboximagemask.rst

@@ -32,7 +32,7 @@ Member Functions
 Description
 -----------
 
-This StyleBox is similar to :ref:`StyleBoxTexture<class_styleboxtexture>`, but only meant to be used for mask testing. It takes an image and applies stretch rules to determine if the poit clicked is masked or not.
+This StyleBox is similar to :ref:`StyleBoxTexture<class_styleboxtexture>`, but only meant to be used for mask testing. It takes an image and applies stretch rules to determine if the point clicked is masked or not.
 
 Member Function Description
 ---------------------------
@@ -59,7 +59,7 @@ Set the expand property (default). When expanding, the image will use the same r
 
 - :ref:`bool<class_bool>`  **get_expand**  **(** **)** const
 
-Return wether the expand property is set(default). When expanding, the image will use the same rules as :ref:`StyleBoxTexture<class_styleboxtexture>` for expand. If not expanding, the image will always be tested at its original size.
+Return whether the expand property is set(default). When expanding, the image will use the same rules as :ref:`StyleBoxTexture<class_styleboxtexture>` for expand. If not expanding, the image will always be tested at its original size.
 
 .. _class_StyleBoxImageMask_set_expand_margin_size:
 

+ 2 - 2
classes/class_tabcontainer.rst

@@ -117,13 +117,13 @@ Return whether the tabs should be visible or hidden.
 
 - void  **set_tab_title**  **(** :ref:`int<class_int>` tab_idx, :ref:`String<class_string>` title  **)**
 
-Set a title for the tab. Tab titles are by default the children node name, but this can be overriden.
+Set a title for the tab. Tab titles are by default the children node name, but this can be overridden.
 
 .. _class_TabContainer_get_tab_title:
 
 - :ref:`String<class_string>`  **get_tab_title**  **(** :ref:`int<class_int>` tab_idx  **)** const
 
-Return the title for the tab. Tab titles are by default the children node name, but this can be overriden.
+Return the title for the tab. Tab titles are by default the children node name, but this can be overridden.
 
 .. _class_TabContainer_set_tab_icon:
 

+ 1 - 1
classes/class_textedit.rst

@@ -99,7 +99,7 @@ Numeric Constants
 
 - **SEARCH_MATCH_CASE** = **1** --- Match case when searching.
 - **SEARCH_WHOLE_WORDS** = **2** --- Match whole words when searching.
-- **SEARCH_BACKWARDS** = **4** --- Search from end to begining.
+- **SEARCH_BACKWARDS** = **4** --- Search from end to beginning.
 
 Description
 -----------

+ 2 - 2
classes/class_viewport.rst

@@ -208,7 +208,7 @@ Return the viewport rect. If the viewport is child of a control, it will use the
 
 - :ref:`Rect2<class_rect2>`  **get_visible_rect**  **(** **)** const
 
-Return the final, visuble rect in global screen coordinates.
+Return the final, visible rect in global screen coordinates.
 
 .. _class_Viewport_set_transparent_background:
 
@@ -220,7 +220,7 @@ If this viewport is a child of another viewport, keep the previously drawn backg
 
 - :ref:`bool<class_bool>`  **has_transparent_background**  **(** **)** const
 
-Reurn whether the viewport lets whatever is behind it to show.
+Return whether the viewport lets whatever is behind it to show.
 
 .. _class_Viewport_set_size_override: