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Fixed some typos and wording in tutorials

PouleyKetchoupp 5 years ago
parent
commit
d2a87eb012

+ 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
 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
 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
 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
 It will also override the regular material property of the node and the material property of
 the mesh.
 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
    solved, so a few collisions may seem to displace a tiny bit. Those
    problems can be fixed, but require a certain amount of skill.
    problems can be fixed, but require a certain amount of skill.
 -  A **kinematic character controller** is assumed to always begin in a
 -  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
    rigid bodies do), but this is the exception, not the rule. This makes
    their control and motion a lot more predictable and easier to
    their control and motion a lot more predictable and easier to
    program. However, as a downside, they can't directly interact with
    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.
 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
 Collision shape adjustment
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