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Edit introduction_to_editor_development.rst

Nathan Lovato 4 years ago
parent
commit
df76382c05
1 changed files with 10 additions and 11 deletions
  1. 10 11
      development/editor/introduction_to_editor_development.rst

+ 10 - 11
development/editor/introduction_to_editor_development.rst

@@ -13,7 +13,7 @@ To create editor plugins in GDScript, see :ref:`doc_making_plugins` instead.
 
 
 .. seealso::
 .. seealso::
 
 
-    If you are new to Godot, it's recommended to read
+    If you are new to Godot, we recommended you to read
     :ref:`doc_godot_design_philosophy` before continuing. Since the Godot editor
     :ref:`doc_godot_design_philosophy` before continuing. Since the Godot editor
     is a Godot project written in C++, much of the engine's philosophy applies
     is a Godot project written in C++, much of the engine's philosophy applies
     to the editor.
     to the editor.
@@ -24,11 +24,10 @@ Technical choices
 The Godot editor is drawn using Godot's renderer and
 The Godot editor is drawn using Godot's renderer and
 :ref:`UI system <toc-learn-features-gui>`. It does *not* rely on a toolkit
 :ref:`UI system <toc-learn-features-gui>`. It does *not* rely on a toolkit
 such as GTK or Qt. This is similar in spirit to software like Blender.
 such as GTK or Qt. This is similar in spirit to software like Blender.
-While using a toolkit makes it easier to achieve a "native" appearance, they are
+While using toolkits makes it easier to achieve a "native" appearance, they are
 also quite heavy and their licensing is not compatible with Godot's.
 also quite heavy and their licensing is not compatible with Godot's.
 
 
-The editor is fully written in C++. It does *not* (and cannot) contain any
-GDScript or C# code.
+The editor is fully written in C++. It can't contain any GDScript or C# code.
 
 
 Directory structure
 Directory structure
 -------------------
 -------------------
@@ -46,8 +45,8 @@ in the Godot source repository.
 Editor dependencies in ``scene/`` files
 Editor dependencies in ``scene/`` files
 ---------------------------------------
 ---------------------------------------
 
 
-When working on a feature for the editor, you may have to modify files in
-Godot's GUI nodes which is in the ``scene/`` folder.
+When working on an editor feature, you may have to modify files in
+Godot's GUI nodes, which you can find in the ``scene/`` folder.
 
 
 One rule to keep in mind is that you must **not** introduce new dependencies to
 One rule to keep in mind is that you must **not** introduce new dependencies to
 ``editor/`` includes in other folders such as ``scene/``. This applies even if
 ``editor/`` includes in other folders such as ``scene/``. This applies even if
@@ -58,18 +57,18 @@ dependency order is:
 
 
 - ``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``
 - ``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``
 
 
-This means that files in ``editor/`` can depend on includes from all ``scene/``,
-``servers/`` and ``core/``. On the flip side, ``scene/`` can depend on includes
-from ``servers/`` and ``core/`` but not on includes from ``editor/``.
+This means that files in ``editor/`` can depend on includes from ``scene/``,
+``servers/``, and ``core/``. But, for example, while ``scene/`` can depend on includes
+from ``servers/`` and ``core/``, it cannot depend on includes from ``editor/``.
 
 
 Currently, there are some dependencies to ``editor/`` includes in ``scene/``
 Currently, there are some dependencies to ``editor/`` includes in ``scene/``
 files, but
 files, but
-`they are on the process of being removed <https://github.com/godotengine/godot/issues/29730>`__.
+`they are in the process of being removed <https://github.com/godotengine/godot/issues/29730>`__.
 
 
 Development tips
 Development tips
 ----------------
 ----------------
 
 
-To iterate quickly on the editor, it's recommended to set up a test project and
+To iterate quickly on the editor, we recommend to set up a test project and
 :ref:`open it from the command line <doc_command_line_tutorial>` after compiling
 :ref:`open it from the command line <doc_command_line_tutorial>` after compiling
 the editor. This way, you don't have to go through the project manager every
 the editor. This way, you don't have to go through the project manager every
 time you start Godot.
 time you start Godot.