Brenton Bostick hace 6 meses
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+ 3 - 3
docs/en/en.json

@@ -76,7 +76,7 @@
                 "embed": "https://www.youtube.com/embed/oLiJTcdBCkM",
                 "name": "How graphics works? Render pipeline explained. Example OpenGL + Defold",
                 "author": "Unfolding Gamedev",
-                "description": "Do you want to create breathtaking visual effects? Photrealistic or stylized games? You need to dig into how rendering works!"
+                "description": "Do you want to create breathtaking visual effects? Photorealistic or stylized games? You need to dig into how rendering works!"
             },
             {
                 "path": "https://www.youtube.com/watch?v=sLFHDihszfc",
@@ -135,7 +135,7 @@
                 "embed": "https://www.youtube.com/embed/83TcgJyv9vk",
                 "name": "Defold Drag and Drop",
                 "author": "Tactx Studios",
-                "description": "A walkthough is provided on how you can support a user selecting a specific game object and dragging it to a new location within your game."
+                "description": "A walkthrough is provided on how you can support a user selecting a specific game object and dragging it to a new location within your game."
             },
             {
                 "path": "https://www.youtube.com/watch?v=nLKKbxTDaas",
@@ -1787,7 +1787,7 @@
                     },
                     {
                         "path": "/manuals/extender-docker-images",
-                        "name": "Avaialble Docker images to run Extender"
+                        "name": "Available Docker images to run Extender"
                     }
                 ]
             }

+ 1 - 1
docs/en/manuals/camera.md

@@ -134,7 +134,7 @@ msg.post("@render:", "use_camera_projection")
 
 ### Render script
 
-Starting with Defold 1.9.6, when using the default render script Defold will automatically set the last enabled camera that should be used for rendering. Before this change, a script somewhere in the project needed to explicitly send the `use_camera_projection` message to the renderer to notify it that the view and projection from camera components should be used. This is no longer necesessary, but it is still possible to do so for backwards compatability purposes.
+Starting with Defold 1.9.6, when using the default render script Defold will automatically set the last enabled camera that should be used for rendering. Before this change, a script somewhere in the project needed to explicitly send the `use_camera_projection` message to the renderer to notify it that the view and projection from camera components should be used. This is no longer necessary, but it is still possible to do so for backwards compatibility purposes.
 
 Alternatively, you can set a specific camera that should be used for rendering in a render script. This could be useful in cases where you need to control more specifically which camera should be used for rendering, for example in a multiplayer game.
 

+ 1 - 1
docs/en/manuals/compute.md

@@ -218,7 +218,7 @@ function update(self)
 end
 ```
 
-## Compatability
+## Compatibility
 
 Defold currently supports compute shaders in the following graphics adapters:
 

+ 1 - 1
docs/en/manuals/debugging-game-and-system-logs.md

@@ -7,7 +7,7 @@ brief: This manual explains how to read game and system logs.
 
 The game log shows all of the output from the engine, native extensions and your game logic. The [print()](/ref/stable/base/#print:...) and [pprint()](/ref/stable/builtins/?q=pprint#pprint:v) commands can be used from your scripts and Lua modules to show information in the game log. You can use the functions in the [dmLog namespace](/ref/stable/dmLog/) to write to the game log from native extensions. The game log can be read from the editor, from a terminal window, using platform specific tools or from a log file.
 
-System logs are generated by the operating system and it can provide additional information that can help you pintpoint a problem. The system logs can contain stack traces for crashes and low memory warnings.
+System logs are generated by the operating system and it can provide additional information that can help you pinpoint a problem. The system logs can contain stack traces for crashes and low memory warnings.
 
 ::: important
 The game log will only show information in debug builds. The log will be completely empty in release builds.

+ 1 - 1
docs/en/manuals/extender-docker-images.md

@@ -4,7 +4,7 @@ brief: Document described available Docker images and Defold versions that used
 ---
 
 # Available Docker images
-Below is the list of all avaialble Docker images in public Registry. The images can be used to run Extender in environment with old SDKs that are no longer supported.
+Below is the list of all available Docker images in public Registry. The images can be used to run Extender in environment with old SDKs that are no longer supported.
 
 |SDK               |Image tag                                                                                                |Platform name (in Extender's config) |Defold version that used image |
 |------------------|---------------------------------------------------------------------------------------------------------|-------------------------------------|-------------------------------|

+ 2 - 2
docs/en/manuals/extender-local-setup.md

@@ -44,7 +44,7 @@ Once you have the above mentioned software installed follow these steps to insta
    ```sh
     TMP_DIR=$(pwd)/server/_tmp
     APPLICATION_DIR=$(pwd)/server/app
-    # set nesessary version of Extender and Manifest merge tool
+    # set necessary version of Extender and Manifest merge tool
     # versions can be found at Github release page https://github.com/defold/extender/releases
     # or you can pull latest version (see code sample below)
     EXTENDER_VERSION=2.6.5
@@ -86,7 +86,7 @@ where *profile* can be:
 * **nintendo** - runs frontend instance + remote instances to build Nintendo Switch version
 * **playstation** - runs frontend instance + remote instances to build PS4/PS5 versions
 * **metrics** - runs VictoriaMetrics + Grafana as metrics backend and tool for visualization
-For more information about `docker compose` argumets see https://docs.docker.com/reference/cli/docker/compose/.
+For more information about `docker compose` arguments see https://docs.docker.com/reference/cli/docker/compose/.
 
 When docker compose is up you can use **http://localhost:9000** as Build server address in Editor's preference or as `--build-server` value if you use Bob to build the project.
 

+ 2 - 2
docs/en/manuals/extensions.md

@@ -52,7 +52,7 @@ To create a new extension, create a folder in the project root. This folder will
 : This optional folder contains any include files.
 
 *lib*
-: This optional folder contains any compiled libraries that the extension depends on. Library files should be placed in subfolders named by `platform`, or `architecure-platform`, depending on what architectures are supported by your libraries.
+: This optional folder contains any compiled libraries that the extension depends on. Library files should be placed in subfolders named by `platform`, or `architecture-platform`, depending on what architectures are supported by your libraries.
 
   :[platforms](../shared/platforms.md)
 
@@ -60,7 +60,7 @@ To create a new extension, create a folder in the project root. This folder will
 : This optional folder contains additional files used in the build or bundling process. See below for details.
 
 *res*
-: This optional folder contains any extra resources that the extension depends on. Resource files should be placed in subfolders named by `platform`, or `architecure-platform` just as the "lib" subfolders. A subfolder `common` is also allowed, containing resource files common for all platforms.
+: This optional folder contains any extra resources that the extension depends on. Resource files should be placed in subfolders named by `platform`, or `architecture-platform` just as the "lib" subfolders. A subfolder `common` is also allowed, containing resource files common for all platforms.
 
 ### Manifest files
 

+ 1 - 1
docs/en/manuals/factory.md

@@ -158,7 +158,7 @@ self.spawned_drone = factory.create("#dronefactory", drone_position, nil, { pare
 
 function on_message(self, message_id, message, sender)
     if message_id == hash("drone_dead") then
-        self.spawed_drone = nil
+        self.spawned_drone = nil
     end
 end
 ```

+ 1 - 1
docs/en/manuals/file-access.md

@@ -125,7 +125,7 @@ For security reasons browsers (and by extension any JavaScript running in a brow
 
 
 ### System file access
-Access to system files may be restricted by the operating system for security reasons. You can use the [`extension-directiories`](https://defold.com/assets/extensiondirectories/) native extension to get the absolute path to some common system directories (ie documents, resource, temp). Once you have the absolute path of these files you can use the `io.*` and `os.*` functions to access the files (see above).
+Access to system files may be restricted by the operating system for security reasons. You can use the [`extension-directories`](https://defold.com/assets/extensiondirectories/) native extension to get the absolute path to some common system directories (ie documents, resource, temp). Once you have the absolute path of these files you can use the `io.*` and `os.*` functions to access the files (see above).
 
 ::: sidenote
 For security reasons browsers (and by extension any JavaScript running in a browser) is prevented from accessing system files. File operations in HTML5 builds in Defold still work, but only on a "virtual file system" using the IndexedDB API in the browser. What this means is that there is no way to access system files in HTML5 builds.

+ 2 - 2
docs/en/manuals/input-gamepads.md

@@ -81,9 +81,9 @@ function on_input(self, action_id, action)
         if action.gamepad == 0 then
           -- gamepad 0 was connected
         end
-    elseif action_id == hash("gamepad_dicconnected") then
+    elseif action_id == hash("gamepad_disconnected") then
         if action.gamepad == 0 then
-          -- gamepad 0 was dicconnected
+          -- gamepad 0 was disconnected
         end
     end
 end

+ 1 - 1
docs/en/manuals/ios.md

@@ -256,7 +256,7 @@ The Defold game engine uses encryption for the following purposes:
 * Making calls over secure channels (i.e. HTTPS and SSL)
 * Copyright protection of Lua code (to prevent duplication)
 
-These uses of encyption in the Defold engine are exempt from export compliance document requirements under United States and European Union law. Most Defold projects will remain exempt, but the addition of other cryptographic methods may change this status. It is your responsiblity to ensure that your project meets the requirements of these laws and the App Store's rules. See Apple's [Export Compliance Overview](https://help.apple.com/app-store-connect/#/dev88f5c7bf9) for more information.
+These uses of encryption in the Defold engine are exempt from export compliance document requirements under United States and European Union law. Most Defold projects will remain exempt, but the addition of other cryptographic methods may change this status. It is your responsibility to ensure that your project meets the requirements of these laws and the App Store's rules. See Apple's [Export Compliance Overview](https://help.apple.com/app-store-connect/#/dev88f5c7bf9) for more information.
 
 If you believe your project is exempt, set the [`ITSAppUsesNonExemptEncryption`](https://developer.apple.com/documentation/bundleresources/information-property-list/itsappusesnonexemptencryption) key to `False` in the project's `Info.plist` see [Application Manifests](/manuals/extensions-manifest-merge-tool) for more details.
 

+ 1 - 1
docs/en/manuals/lua.md

@@ -445,7 +445,7 @@ end
 local foo = "value 1"
 foo_global = "value 2"
 
-print(foo) --> "value 1". 'foo' is avalable in the topmost scope after declaration.
+print(foo) --> "value 1". 'foo' is available in the topmost scope after declaration.
 ```
 
 Note that if you declare functions `local` in a script file (which is generally a good idea) you need to watch out how you order the code. You can use forward declarations if you have functions that mutually call each other.

+ 1 - 1
docs/en/manuals/networking.md

@@ -23,5 +23,5 @@ Defold supports IPv4 and IPv6 connections for sockets and HTTP requests.
 
 Defold supports secure SSL connections for sockets and HTTP requests.
 
-Defold can optionally also verify the SSL certificate of any secure connection. SSL verification will be enabled when a PEM file containing public CA-root certificate keys or a self-signed certificate public key is provided in the [SSL Certificates setting](/manuals/project-settings/#network)) field of the Network section in *game.project*. A list of CA-root certificates is included in `builtins/ca-certificates`, but it is recommended to create a new PEM file and copy-paste the needed CA-root certificates depending on the server(s) the game conects to.
+Defold can optionally also verify the SSL certificate of any secure connection. SSL verification will be enabled when a PEM file containing public CA-root certificate keys or a self-signed certificate public key is provided in the [SSL Certificates setting](/manuals/project-settings/#network)) field of the Network section in *game.project*. A list of CA-root certificates is included in `builtins/ca-certificates`, but it is recommended to create a new PEM file and copy-paste the needed CA-root certificates depending on the server(s) the game connects to.
 

+ 1 - 1
docs/en/manuals/optimization-memory.md

@@ -9,7 +9,7 @@ brief: This manual describes how to optimize memory usage of a Defold game.
 The use of texture compression will not only reduce the size of resources within your game archive, but compressed textures may also reduce the amount of GPU memory required.
 
 ## Dynamic loading
-Most game have at least some content that is used infrequently. From a memory usage stand point it does not make sense to have such content loaded in memory at all times, but rather load and unload it when it is neded. This will obviously be a trade-off between having something readily accessible at the cost of runtime memory and loading something at the cost of loading time.
+Most game have at least some content that is used infrequently. From a memory usage stand point it does not make sense to have such content loaded in memory at all times, but rather load and unload it when it is needed. This will obviously be a trade-off between having something readily accessible at the cost of runtime memory and loading something at the cost of loading time.
 
 Defold has several different ways of loading content dynamically:
 

+ 1 - 1
docs/en/manuals/property-animation.md

@@ -5,7 +5,7 @@ brief: This manual describes how to use property animations in Defold.
 
 # Property animation
 
-All numeric properties (numbers, vector3, vector4 and quaterions) and shader constants can be animated with the built-in animation system, using the function `go.animate()`. The engine will automatically "tween" properties for you according to given playback modes and easing functions. You can also specify custom easing functions.
+All numeric properties (numbers, vector3, vector4 and quaternions) and shader constants can be animated with the built-in animation system, using the function `go.animate()`. The engine will automatically "tween" properties for you according to given playback modes and easing functions. You can also specify custom easing functions.
 
   ![Property animation](images/animation/property_animation.png)
   ![Bounce loop](images/animation/bounce.gif)

+ 1 - 1
docs/en/manuals/render.md

@@ -287,7 +287,7 @@ msg.post("@render:", "clear_color", { color = vmath.vector4(0.3, 0.4, 0.5, 0) })
 ```
 
 ## Render Resources
-To pass in certain engine resources into the render script, you can add these into the `Render Resoures` table in the .render file assigned to the project:
+To pass in certain engine resources into the render script, you can add these into the `Render Resources` table in the .render file assigned to the project:
 
 ![Render resources](images/render/render_resources.png)
 

+ 1 - 1
docs/en/shared/windows-faq.md

@@ -8,7 +8,7 @@ A: Try running Defold as administrator. Right-click on the Defold executable and
 
 #### Q: Why is my game not rendering properly on Windows using an Intel UHD integrated GPU (but my HTML5 build works)?
 
-A: Make sure to update your driver to a version higher than or equal to 27.20.100.8280. Check with the [Intel Driver Support Asistant](https://www.intel.com/content/www/us/en/search.html?ws=text#t=Downloads&layout=table&cf:Downloads=%5B%7B%22actualLabel%22%3A%22Graphics%22%2C%22displayLabel%22%3A%22Graphics%22%7D%2C%7B%22actualLabel%22%3A%22Intel%C2%AE%20UHD%20Graphics%20Family%22%2C%22displayLabel%22%3A%22Intel%C2%AE%20UHD%20Graphics%20Family%22%7D%2C%7B%22actualLabel%22%3A%22Intel%C2%AE%20UHD%20Graphics%20630%22%2C%22displayLabel%22%3A%22Intel%C2%AE%20UHD%20Graphics%20630%22%7D%5D). Additional information can be found in [this forum post](https://forum.defold.com/t/sprite-game-object-is-not-rendering/69198/35?u=britzl).
+A: Make sure to update your driver to a version higher than or equal to 27.20.100.8280. Check with the [Intel Driver Support Assistant](https://www.intel.com/content/www/us/en/search.html?ws=text#t=Downloads&layout=table&cf:Downloads=%5B%7B%22actualLabel%22%3A%22Graphics%22%2C%22displayLabel%22%3A%22Graphics%22%7D%2C%7B%22actualLabel%22%3A%22Intel%C2%AE%20UHD%20Graphics%20Family%22%2C%22displayLabel%22%3A%22Intel%C2%AE%20UHD%20Graphics%20Family%22%7D%2C%7B%22actualLabel%22%3A%22Intel%C2%AE%20UHD%20Graphics%20630%22%2C%22displayLabel%22%3A%22Intel%C2%AE%20UHD%20Graphics%20630%22%7D%5D). Additional information can be found in [this forum post](https://forum.defold.com/t/sprite-game-object-is-not-rendering/69198/35?u=britzl).
 
 #### Q: The Defold editor is crashing and the log shows `AWTError: Assistive Technology not found`
 

+ 1 - 1
docs/en/tutorials/15-puzzle.md

@@ -180,7 +180,7 @@ Now, given these two numbers it is possible to tell if a puzzle state is solvabl
 
 Each legal move moves a piece by switching its place with the empty square either horizontally or vertically.
 
-Moving a piece horizontally does not change the number of inversions, nor does it change the row number where you find the empy square.
+Moving a piece horizontally does not change the number of inversions, nor does it change the row number where you find the empty square.
 
 Moving a piece vertically, however, changes the parity of the number of inversions (from odd to even, or from even to odd). It also changes the parity of the empty square row.
 

+ 1 - 1
docs/en/tutorials/car.md

@@ -243,7 +243,7 @@ That was a huge function! But don't worry, this is how it all works:
 4. Here, we add the calculated acceleration to the velocity.
 5. Finally, we update the position of the car based on our current velocity.
 6. We slerp the steering angle based on our left/right input. This is done so that the wheels don't snap instantly whenever the input changes.
-7. The rotation of the the wheels is then set based on the current steer angle of the car. Similarily, the rotation of the car is set based on the direction it is currently moving in.
+7. The rotation of the the wheels is then set based on the current steer angle of the car. Similarly, the rotation of the car is set based on the direction it is currently moving in.
 8. Finally, we reset the acceleration and input vectors.
 
 Finally, it is time to make our car react to input. Update the `on_input` function so it looks like this:

+ 1 - 1
docs/en/tutorials/grading.md

@@ -84,7 +84,7 @@ function init(self)
     self.target = render.render_target("original", target_params) -- <2>
 end
 ```
-1. Set up color buffer parmeters for the render target. We use the game's target resolution.
+1. Set up color buffer parameters for the render target. We use the game's target resolution.
 2. Create the render target with the color buffer parameters.
 
 Now we just need to wrap the original rendering code with `render.set_render_target()` like this:

+ 1 - 1
docs/en/tutorials/rpgmap.md

@@ -7,7 +7,7 @@ brief: In this sample project, you learn one method of creating very large RPG m
 In this sample project which you can [open from the editor](/manuals/project-setup/) or [download from GitHub](https://github.com/defold/sample-rpgmap), we show one method of creating very large RPG maps in Defold. The design is based on the following assumptions:
 
 1. The world is presented one screen at a time. This allows the game to naturally contain enemies and NPC characters within the boundaries of a single screen. The level designer has full control over how the world is presented on the player's screen.
-2. The player character should be able to travel arbitrarily far without the game exhibiting floating point precision issues. These typically cause objects to flutter stangely when they move far from origin.
+2. The player character should be able to travel arbitrarily far without the game exhibiting floating point precision issues. These typically cause objects to flutter strangely when they move far from origin.
 3. The player's movement is restricted by obstacles on the map, so the level designer can lead the player between screens using trees, rocks, water and other obstacles.
 4. It should be possible to mix and match tilemaps, sprites and other visual content.
 

+ 2 - 2
docs/en/tutorials/runner.md

@@ -153,7 +153,7 @@ Game objects
 : These are things that exist in the running game. Each game object has a location in 3D space, a rotation and scaling. It doesn't necessarily have to be visible. A game object holds any number of _components_ that adds abilities like graphics (sprites, tilemaps, models, spine models and particle effects), sounds, physics, factories (for spawning) and more. Lua _script components_ can also be added to give a game object behaviors. Each game object that exist in your games has an *id* that you need in order to communicate with it, through message passing.
 
 Collections
-: Collections do not exist by themselves in a running game but are used to enable static naming of game object and at the same time allowing multiple instances of the same game object. In practice, collections are used as containers for game objects and other collections. You can use collections much like prototypes (also known as "prefabs" or "blueprints" in other engines) of complex hiearchies of game objects and collections. At startup, the engine loads a main collection and breathes life to anything you have put inside it. By default this is the *main.collection* file in the *main* folder of your project, but you can change that in the project settings.
+: Collections do not exist by themselves in a running game but are used to enable static naming of game object and at the same time allowing multiple instances of the same game object. In practice, collections are used as containers for game objects and other collections. You can use collections much like prototypes (also known as "prefabs" or "blueprints" in other engines) of complex hierarchies of game objects and collections. At startup, the engine loads a main collection and breathes life to anything you have put inside it. By default this is the *main.collection* file in the *main* folder of your project, but you can change that in the project settings.
 
 For the time being these description probably suffices. However, a much more comprehensive dive through these things can be found in the [Building blocks manual](/manuals/building-blocks). It is a good idea to visit that manual at a later stage to get a deeper understanding on how things work in Defold.
 
@@ -287,7 +287,7 @@ Finally, create a new *hero.script* file and add it to the game object.
 ![Hero game object](images/runner/2/hero_game_object.png)
 
 ::: sidenote
-The reason we are handling the collision ourselves is that if we instead set the type on the character's collision object to dynamic, the engine will peform a Newtonian simulation of the bodies involved. For a game like this, such a simulation is far from optimal so instead of fighting the physics engine with various forces, we take full control.
+The reason we are handling the collision ourselves is that if we instead set the type on the character's collision object to dynamic, the engine will perform a Newtonian simulation of the bodies involved. For a game like this, such a simulation is far from optimal so instead of fighting the physics engine with various forces, we take full control.
 
 Now, to do that and handle collision properly requires a little bit of vector mathematics. A thorough explanation on how to solve kinematic collisions is given in the [Physics documentation](/manuals/physics#resolving-kinematic-collisions).
 :::

+ 1 - 1
docs/en/tutorials/shadertoy.md

@@ -244,7 +244,7 @@ function update(self, dt)
     go.set("#model", "time", vmath.vector4(self.t, 0, 0, 0)) -- <3>
 end
 ```
-1. Store a value `t` in the script component (`self`) and intialize to 0.
+1. Store a value `t` in the script component (`self`) and initialize to 0.
 2. Each frame increase the value of `self.t` with the number of seconds that has passed since the last frame. This value is available through the parameter `dt` (delta time) and is 1/60 (`update()` is called 60 times a second).
 3. Set the "time" constant on the model component. The constant is a `vector4` so we use the `x`component for the time value.
 4. Finally, add *star-nest.script* as a script component to the "star-nest" game object: