Bladeren bron

Minor typo and docs URL fixes

Rémi Verschelde 2 jaren geleden
bovenliggende
commit
491ded1898

+ 1 - 1
README.md

@@ -56,7 +56,7 @@ To get started contributing to the project, see the [contributing guide](CONTRIB
 
 ## Documentation and demos
 
-The official documentation is hosted on [ReadTheDocs](https://docs.godotengine.org).
+The official documentation is hosted on [Read the Docs](https://docs.godotengine.org).
 It is maintained by the Godot community in its own [GitHub repository](https://github.com/godotengine/godot-docs).
 
 The [class reference](https://docs.godotengine.org/en/latest/classes/)

+ 1 - 1
core/math/rect2.h

@@ -144,7 +144,7 @@ struct _NO_DISCARD_ Rect2 {
 		return size.x > 0.0f && size.y > 0.0f;
 	}
 
-	// Returns the instersection between two Rect2s or an empty Rect2 if there is no intersection
+	// Returns the intersection between two Rect2s or an empty Rect2 if there is no intersection.
 	inline Rect2 intersection(const Rect2 &p_rect) const {
 		Rect2 new_rect = p_rect;
 

+ 1 - 1
core/math/rect2i.h

@@ -87,7 +87,7 @@ struct _NO_DISCARD_ Rect2i {
 		return size.x > 0 && size.y > 0;
 	}
 
-	// Returns the instersection between two Rect2is or an empty Rect2i if there is no intersection
+	// Returns the intersection between two Rect2is or an empty Rect2i if there is no intersection.
 	inline Rect2i intersection(const Rect2i &p_rect) const {
 		Rect2i new_rect = p_rect;
 

+ 1 - 1
doc/classes/EditorPaths.xml

@@ -9,7 +9,7 @@
 		[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths.
 	</description>
 	<tutorials>
-		<link title="File paths in Godot projects">https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html</link>
+		<link title="File paths in Godot projects">$DOCS_URL/tutorials/io/data_paths.html</link>
 	</tutorials>
 	<methods>
 		<method name="get_cache_dir" qualifiers="const">

+ 1 - 1
misc/scripts/codespell.sh

@@ -1,6 +1,6 @@
 #!/bin/sh
 SKIP_LIST="./.*,./**/.*,./bin,./thirdparty,*.desktop,*.gen.*,*.po,*.pot,*.rc,./AUTHORS.md,./COPYRIGHT.txt,./DONORS.md,"
-SKIP_LIST+="./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/project_converter_3_to_4.cpp,./misc/scripts/codespell.sh,"
+SKIP_LIST+="./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/renames_map_3_to_4.cpp,./misc/scripts/codespell.sh,"
 SKIP_LIST+="./platform/android/java/lib/src/com,./platform/web/node_modules,./platform/web/package-lock.json,"
 
 IGNORE_LIST="curvelinear,doubleclick,expct,findn,gird,hel,inout,lod,nd,numer,ot,te"

+ 1 - 1
modules/gdscript/tests/scripts/parser/features/string_formatting.gd

@@ -13,6 +13,6 @@ func test():
 	print("hello %.02f" % 0.123456 == "hello 0.12")
 
 	# Dynamic padding:
-	# <https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_format_string.html#dynamic-padding>
+	# https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html#dynamic-padding
 	print("hello %*.*f" % [7, 3, 0.123456] == "hello   0.123")
 	print("hello %0*.*f" % [7, 3, 0.123456] == "hello 000.123")

+ 1 - 1
modules/multiplayer/scene_replication_interface.cpp

@@ -311,7 +311,7 @@ bool SceneReplicationInterface::is_rpc_visible(const ObjectID &p_oid, int p_peer
 	if (tnode.remote_peer && uint32_t(p_peer) == tnode.remote_peer) {
 		return true; // RPCs on spawned nodes are always visible to spawner.
 	} else if (spawned_nodes.has(p_oid)) {
-		// It's a spwaned node we control, this can be fast
+		// It's a spawned node we control, this can be fast.
 		if (p_peer) {
 			return peers_info.has(p_peer) && peers_info[p_peer].spawn_nodes.has(p_oid);
 		} else {

+ 1 - 1
platform/windows/README.md

@@ -11,5 +11,5 @@ used by this platform.
   - Instructions on building this platform port from source.
 - [Exporting for Windows](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_windows.html)
   - Instructions on using the compiled export templates to export a project.
-- [Changing application icon for Windows](https://docs.godotengine.org/en/stable/tutorials/export/changing_application_icon_for_windows.html)
+- [Changing application icon for Windows](https://docs.godotengine.org/en/latest/tutorials/export/changing_application_icon_for_windows.html)
   - Instructions on using a custom icon for the exported project executable.