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Fixed some typos and wording in tutorials

PouleyKetchoupp 5 년 전
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3개의 변경된 파일5개의 추가작업 그리고 5개의 파일을 삭제
  1. 1 1
      tutorials/3d/spatial_material.rst
  2. 2 2
      tutorials/physics/kinematic_character_2d.rst
  3. 2 2
      tutorials/physics/ragdoll_system.rst

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

@@ -22,7 +22,7 @@ property of the node using the mesh.
 If you add a material to the mesh itself, every time that mesh is used it will have that
 material. If you add a material to the node using the mesh, the material will only be used
 by that node, it will also override the material property of the mesh. If a material is
-added in the *Material Overrive* property of the node, it will only be used by that node.
+added in the *Material Override* property of the node, it will only be used by that node.
 It will also override the regular material property of the node and the material property of
 the mesh.
 

+ 2 - 2
tutorials/physics/kinematic_character_2d.rst

@@ -32,8 +32,8 @@ So, what is the difference?:
    solved, so a few collisions may seem to displace a tiny bit. Those
    problems can be fixed, but require a certain amount of skill.
 -  A **kinematic character controller** is assumed to always begin in a
-   non-colliding state, and will always move to a non colliding state.
-   If it starts in a colliding state, it will try to free itself (like
+   non-colliding state, and will always move to a non-colliding state.
+   If it enters a colliding state, it will try to free itself (like
    rigid bodies do), but this is the exception, not the rule. This makes
    their control and motion a lot more predictable and easier to
    program. However, as a downside, they can't directly interact with

+ 2 - 2
tutorials/physics/ragdoll_system.rst

@@ -35,9 +35,9 @@ Cleaning up the skeleton
 
 Each ``PhysicalBone`` the engine needs to simulate has a performance cost, so you want to remove every bone that is too small to make a difference in the simulation, as well as all utility bones.
 
-For example, if we take a humanoid, you do not want to have physical bones for each finger. you can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers.
+For example, if we take a humanoid, you do not want to have physical bones for each finger. You can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers.
 
-Remove these physical bones : ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll.
+Remove these physical bones: ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll.
 
 Collision shape adjustment
 ~~~~~~~~~~~~~~~~~~~~~~~~~~