소스 검색

Merge pull request #86549 from sepTN/fix-docs-typos2

Fix various typos in documentation
Rémi Verschelde 1 년 전
부모
커밋
1f1a971bf4

+ 1 - 1
doc/classes/BaseMaterial3D.xml

@@ -383,7 +383,7 @@
 			If [code]true[/code], enables subsurface scattering transmittance. Only effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also [member backlight_enabled].
 		</member>
 		<member name="subsurf_scatter_transmittance_texture" type="Texture2D" setter="set_texture" getter="get_texture">
-			The texture to use for multiplying the intensity of the subsurface scattering transmitteance intensity. See also [member subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code].
+			The texture to use for multiplying the intensity of the subsurface scattering transmittance intensity. See also [member subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code].
 		</member>
 		<member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3">
 			Filter flags for the texture. See [enum TextureFilter] for options.

+ 1 - 1
doc/classes/CameraAttributesPractical.xml

@@ -17,7 +17,7 @@
 			The minimum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark.
 		</member>
 		<member name="dof_blur_amount" type="float" setter="set_dof_blur_amount" getter="get_dof_blur_amount" default="0.1">
-			Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of bluriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.
+			Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of blurriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.
 		</member>
 		<member name="dof_blur_far_distance" type="float" setter="set_dof_blur_far_distance" getter="get_dof_blur_far_distance" default="10.0">
 			Objects further from the [Camera3D] by this amount will be blurred by the depth of field effect. Measured in meters.

+ 1 - 1
doc/classes/CompressedCubemap.xml

@@ -4,7 +4,7 @@
 		An optionally compressed [Cubemap].
 	</brief_description>
 	<description>
-		A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compresson methods:
+		A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compression methods:
 		- Lossless (WebP or PNG, uncompressed on the GPU)
 		- Lossy (WebP, uncompressed on the GPU)
 		- VRAM Compressed (compressed on the GPU)

+ 1 - 1
doc/classes/CompressedCubemapArray.xml

@@ -4,7 +4,7 @@
 		An optionally compressed [CubemapArray].
 	</brief_description>
 	<description>
-		A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compresson methods:
+		A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compression methods:
 		- Lossless (WebP or PNG, uncompressed on the GPU)
 		- Lossy (WebP, uncompressed on the GPU)
 		- VRAM Compressed (compressed on the GPU)

+ 1 - 1
doc/classes/CompressedTexture2DArray.xml

@@ -4,7 +4,7 @@
 		Array of 2-dimensional textures, optionally compressed.
 	</brief_description>
 	<description>
-		A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compresson methods:
+		A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compression methods:
 		- Lossless (WebP or PNG, uncompressed on the GPU)
 		- Lossy (WebP, uncompressed on the GPU)
 		- VRAM Compressed (compressed on the GPU)

+ 1 - 1
doc/classes/EditorPlugin.xml

@@ -327,7 +327,7 @@
 			<param index="0" name="object" type="Object" />
 			<description>
 				Implement this function if your plugin edits a specific type of object (Resource or Node). If you return [code]true[/code], then you will get the functions [method _edit] and [method _make_visible] called when the editor requests them. If you have declared the methods [method _forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be called too.
-				[b]Note:[/b] Each plugin should handle only one type of objects at a time. If a plugin handes more types of objects and they are edited at the same time, it will result in errors.
+				[b]Note:[/b] Each plugin should handle only one type of objects at a time. If a plugin handles more types of objects and they are edited at the same time, it will result in errors.
 			</description>
 		</method>
 		<method name="_has_main_screen" qualifiers="virtual const">