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Fix various typos (#5215)

Fix various typos

Found via `codespell -q 3 -S ./LICENSE.txt -L doubleclick,findn,lod,inout,nd,raison,te`
luzpaz 3 роки тому
батько
коміт
d9bc787dd9

+ 1 - 1
_static/js/custom.js

@@ -54,7 +54,7 @@ const registerOnScrollEvent = (function(){
       // Entering the "desktop" state.
 
       // The main scroll event handler.
-      // Executed as the page is scrolled and once immediatelly as the page enters this state.
+      // Executed as the page is scrolled and once immediately as the page enters this state.
       const handleMainScroll = (currentScroll) => {
         if (currentScroll >= scrollTopPixels) {
           // After the page is scrolled below the threshold, we fix everything in place.

+ 1 - 1
about/faq.rst

@@ -217,7 +217,7 @@ artificial intelligence functionality.
 There are several reasons for this:
 
 - **Code maintenance and surface for bugs.** Every time we accept new code in
-  the Godot repository, existing contributors often take the reponsibility of
+  the Godot repository, existing contributors often take the responsibility of
   maintaining it. Some contributors don't always stick around after getting
   their code merged, which can make it difficult for us to maintain the code in
   question. This can lead to poorly maintained features with bugs that are never

+ 1 - 1
about/list_of_features.rst

@@ -602,7 +602,7 @@ Miscellaneous
 
 - Licensed under the permissive MIT license.
 
-   - Open developement process with :ref:`contributions welcome <doc_ways_to_contribute>`.
+   - Open development process with :ref:`contributions welcome <doc_ways_to_contribute>`.
 
 .. seealso::
 

+ 1 - 1
community/contributing/editor_and_docs_localization.rst

@@ -112,7 +112,7 @@ translation interface where all the work happens:
 On that page, you have:
 
  - A toolbar which lets you cycle through strings of the current list, change
-   to another pre-defined list or do a custom search, etc. There is also a "Zen"
+   to another predefined list or do a custom search, etc. There is also a "Zen"
    editing mode with a simplified interface.
  - The actual string you are working on in the "Translation" panel. By default,
    there should be the English source string and an edit box for your language.

+ 1 - 1
development/cpp/configuring_an_ide/code_blocks.rst

@@ -61,7 +61,7 @@ The next step is to change the build options. Right-click on the new project and
    :figclass: figure-w480
    :align: center
 
-Select the **"Make" commands** tab and remove all the existing commands for all the build targets. For each build target enter the **SCons** command for creating the desired build in the **Build project/target** field. The minimum is ``scons``. For details on the **SCons** build options, see :ref:`doc_introduction_to_the_buildsystem`. It's also useful to add the ``scons --clean`` command in the **Clean project/target** field to the project's default commmands.
+Select the **"Make" commands** tab and remove all the existing commands for all the build targets. For each build target enter the **SCons** command for creating the desired build in the **Build project/target** field. The minimum is ``scons``. For details on the **SCons** build options, see :ref:`doc_introduction_to_the_buildsystem`. It's also useful to add the ``scons --clean`` command in the **Clean project/target** field to the project's default commands.
 
 If you're using Windows, all the commands need to be preceded with ``cmd /c`` to initialize the command interpreter.
 

+ 1 - 1
tutorials/inputs/inputevent.rst

@@ -161,7 +161,7 @@ There are several specialized types of InputEvent, described in the table below:
 Actions
 -------
 
-An InputEvent may or may not represent a pre-defined action. Actions are
+An InputEvent may or may not represent a predefined action. Actions are
 useful because they abstract the input device when programming the game
 logic. This allows for:
 

+ 1 - 1
tutorials/networking/http_request_class.rst

@@ -28,7 +28,7 @@ Create a new empty scene, add a CanvasLayer as the root node and add a script to
 Scripting
 ---------
 
-Below is all the code we need to make it work. The URL points to an online API mocker; it returns a pre-defined JSON string, which we will then parse to get access to the data.
+Below is all the code we need to make it work. The URL points to an online API mocker; it returns a predefined JSON string, which we will then parse to get access to the data.
 
 .. tabs::
 

+ 1 - 1
tutorials/platform/customizing_html5_shell.rst

@@ -57,7 +57,7 @@ The only required placeholders are:
   A JavaScript object, containing the export options and can be later overridden.
   See :js:attr:`EngineConfig` for the full list of overrides.
 
-The following optional placeholders will enable some extra features in your cusstom HTML template.
+The following optional placeholders will enable some extra features in your custom HTML template.
 
 - ``$GODOT_PROJECT_NAME``:
   The project name as defined in the Project Settings. It is a good idea to use it as a ``<title>``

+ 1 - 1
tutorials/platform/ios/ios_plugin.rst

@@ -138,5 +138,5 @@ To build an iOS plugin:
                 -   Each line should follow pattern: ``KeyName:KeyType=KeyValue``
                 -   Supported values for ``KeyType`` are ``string``, ``integer``, ``boolean``, ``raw``, ``string_input``
                 -   If no type is used (e.g.: ``KeyName="KeyValue"``) ``string`` type will be used.
-                -   If ``raw`` type is used value for coresponding key will be stored in ``Info.plist`` as is.
+                -   If ``raw`` type is used value for corresponding key will be stored in ``Info.plist`` as is.
                 -   If ``string_input`` type is used you will be able to modify value in Export window.

+ 1 - 1
tutorials/scripting/gdscript/gdscript_documentation_comments.rst

@@ -202,7 +202,7 @@ be used in the documentation. Here's the list of available tags:
 
 ::
 
-    ## The do_something method for this plugin. before useing the 
+    ## The do_something method for this plugin. before using the 
     ## method you first have to initialize [MyPlugin].
     ## see : [method initialize]
     ## [color=yellow]Warning:[/color] always [method clean] after use.

+ 1 - 1
tutorials/shaders/shader_reference/shading_language.rst

@@ -796,7 +796,7 @@ Built-in variables
 ------------------
 
 A large number of built-in variables are available, like ``UV``, ``COLOR`` and ``VERTEX``. What variables are available depends on the type of shader (``spatial``, ``canvas_item`` or ``particle``) and the function used (``vertex``, ``fragment`` or ``light``).
-For a list of the build-in variables that are available, please see the corresponding pages:
+For a list of the built-in variables that are available, please see the corresponding pages:
 
 - :ref:`Spatial shaders <doc_spatial_shader>`
 - :ref:`Canvas item shaders <doc_canvas_item_shader>`