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Fixed a bunch of typos

Björn Ritzl 5 anos atrás
pai
commit
33936bcc41

+ 23 - 24
docs/en/faq/faq.md

@@ -31,7 +31,7 @@ What kind of user tracking are you doing?
 
 Who made Defold?
 
-: Defold was created by Ragnar Svensson and Christian Murray. They started working on the engine, editor and servers in 2009. King and Defold started a partnership in 2013 and King acquired Defold in 2014. Read the full story [here](/about-us).
+: Defold was created by Ragnar Svensson and Christian Murray. They started working on the engine, editor and servers in 2009. King and Defold started a partnership in 2013 and King acquired Defold in 2014. Read the full story [here](/history).
 
 ## Platform questions
 
@@ -39,15 +39,15 @@ What platforms does Defold run on?
 
 : The following platforms are supported for the editor/tools and the engine runtime:
 
-  | System                    | Supported            |
-  | ------------------------- | -------------------- |
-  | macOS 10.7 Lion           | Editor and runtime   |
-  | Windows Vista             | Editor and runtime   |
-  | Ubuntu 16.04 (64 bit)(1)  | Editor               |
-  | Linux (64 bit)(2)         | Runtime              |
-  | iOS 8.0                   | Runtime              |
+  | System                     | Supported            |
+  | -------------------------- | -------------------- |
+  | macOS 10.7 Lion            | Editor and runtime   |
+  | Windows Vista              | Editor and runtime   |
+  | Ubuntu 16.04 (64 bit)(1)   | Editor               |
+  | Linux (64 bit)(2)          | Runtime              |
+  | iOS 8.0                    | Runtime              |
   | Android 4.1 (API level 16) | Runtime              |
-  | HTML5                     | Runtime              |
+  | HTML5                      | Runtime              |
 
   (1 The editor is built and tested for 64-bit Ubuntu 16.04. It should work on other distributions as well but we give no guarantees.)
 
@@ -72,14 +72,14 @@ Can I do 3D games in Defold?
 
 What programming language do I work with in Defold?
 
-: All application and game logic in your Defold project is controlled through script. The Defold engine has the Lua language embedded for scripting. Lua is a lightweight dynamic language that is fast and very powerful. Read more on our [technology summary](/technology).
+: All application and game logic in your Defold project is controlled through script. The Defold engine has the Lua language embedded for scripting. Lua is a lightweight dynamic language that is fast and very powerful. You can also use native code (C/C++, Objective-C, Java and JavaScript depending on the platform) to extend the Defold engine with new functionality.
 
   When building custom materials, OpenGL ES SL shader language is used to write vertex and fragment
 shaders.
 
 Is there a way to know what version I'm running?
 
-: Yes, select the "About Defold Editor" in the menu. The popup clearly shows Defold beta version and, more importantly, the specific release SHA1. For runtime version lookup, use [`sys.get_engine_info()`](/ref/sys/#sys.get_engine_info).
+: Yes, select the "About" option in the Help menu. The popup clearly shows Defold beta version and, more importantly, the specific release SHA1. For runtime version lookup, use [`sys.get_engine_info()`](/ref/sys/#sys.get_engine_info).
 
   The latest beta version available for download from http://d.defold.com/beta can be checked by opening http://d.defold.com/beta/info.json (the same file exists for stable versions as well: http://d.defold.com/stable/info.json)
 
@@ -94,7 +94,7 @@ Are Defold beta versions auto-updating?
 
 ## Publishing games
 
-I try to publish my game to Appstore. How should I respond to IDFA?
+I'm trying to publish my game to Appstore. How should I respond to IDFA?
 
 : When submitting, Apple has three checkboxes for their three valid use cases for the IDFA:
 
@@ -104,13 +104,13 @@ I try to publish my game to Appstore. How should I respond to IDFA?
 
   If you check option 1, the app reviewer will look for ads to show up in the app. If your game does not show ads, the game might get rejected. Defold itself doesn't use AD id.
 
-How do I monetize from my game?
+How do I monetize my game?
 
-: Defold ships with built in support for purchases through Apple’s Appstore "in-app purchases" on iOS devices and Google Play’s or Amazon’s "in-app billing" on Android devices. Facebook Canvas "game payments" are supported for Facebook Canvas.
+: Defold ships with built-in support for purchases through Apple’s Appstore "in-app purchases" on iOS devices and Google Play’s or Amazon’s "in-app billing" on Android devices. Facebook Canvas "game payments" are supported for Facebook Canvas.
 
 What about ads?
 
-: There is no built in support for ads, but there are a couple of extensions and libraries available for various ad networks:
+: There is no built-in support for ads, but there are a couple of extensions and libraries available for various ad networks:
 
   * *AdMob*, see https://github.com/defold/extension-admob
   * *UnityAds*, see https://github.com/AGulev/DefUnityAds
@@ -208,7 +208,7 @@ Does Defold support prefabs?
 I can't add a game object as a child to another game object, why?
 
 : Chances are that you try to add a child in the game object file and that is not possible.
-  To understand why you have to remember that parent-child hierarchies are strictly a _scene-graph_
+  To understand why, you have to remember that parent-child hierarchies are strictly a _scene-graph_
   transform hierarchy. A game object that has not been placed (or spawned) into a scene (collection) is not part of a scene-graph and can't therefore be part of a scene-graph hierarchy.
 
 Why can't I broadcast messages to all children of a game object?
@@ -256,8 +256,8 @@ Would changing the view projection Z-range to -100 to 100 impact performance?
 
 There is no consistency to how angles are represented, why?
 
-: There is actually consistency. Angles are expressed as degrees everywhere
-  in the editor and the game API:s. The math libs use radians. Currently the
+: Actually there is consistency. Angles are expressed as degrees everywhere
+  in the editor and the game APIs. The math libs use radians. Currently the
   convention breaks for the `angular_velocity` physics property that is
   currently expressed as radians/s. That is expected to change.
 
@@ -273,9 +273,8 @@ If I change assets on the fly, will the engine automatically unload them?
 Is it possible to play audio without the use of an audio component attached to a game object?
 
 : Everything is component-based. It's possible to create a headless
-  gameobject with multiple sounds and play sounds by sending messages to the
-  sound-controller object. A benefit is that you can duck sounds based on
-  interval, etc
+  game object with multiple sounds and play sounds by sending messages to the
+  sound-controller object.
 
 Is it possible to change the audio file associated with an audio component at run time?
 
@@ -312,8 +311,8 @@ Can I use string type script properties?
 
 : No. Defold supports properties of [hash](/ref/builtins#hash) types. These can be used
   to indicate types, state identifiers or keys of any kind. Hashes can also be used to store
-  game object id:s (paths) although [url](/ref/msg#msg.url) properties are often
-  preferrable since the editor automatically populate a drop-down with relevant url:s
+  game object id's (paths) although [url](/ref/msg#msg.url) properties are often
+  preferrable since the editor automatically populate a drop-down with relevant URLs
   for you. See the [Script properties documentation](/manuals/script-properties) for details.
 
 How do I access the individual cells of a matrix (created using [vmath.matrix4()](/ref/vmath/#vmath.matrix4:m1) or similar)?
@@ -341,7 +340,7 @@ Which Lua standard libraries are included in Defold?
   - socket (from [LuaSocket](https://github.com/diegonehab/luasocket))
   - bitop (from [BitOp](http://bitop.luajit.org/api.html))
 
-  All libraries are documented in the [reference API documentation](/ref/)
+  All libraries are documented in the [reference API documentation](/ref/go)
 
 ## The forum
 

+ 4 - 4
docs/en/manuals/animation.md

@@ -5,7 +5,7 @@ brief: This manual describes Defold's animation support.
 
 # Animation
 
-Defold has built in support for many types of animation that you can use as a source of graphics for components:
+Defold has built-in support for many types of animation that you can use as a source of graphics for components:
 
 * Flip-book animation
 * Spine animation
@@ -14,7 +14,7 @@ Defold has built in support for many types of animation that you can use as a so
 
 ## Flip-book animation
 
-A flip book animation consists of a series of still images that are shown in succession. The technique is very similar to traditional cell animation (see http://en.wikipedia.org/wiki/Traditional_animation). The technique offers limitless opportunities since each frame can be manipulated individually. However, since each frame is stored in a unique image, the memory footprint can be high. The smoothness of animation is also dependent on the number of images shown each second but increasing the number of images usually also increase the amount of work. Defold flip book animations are either stored as individual images added to an [Atlas](/manuals/atlas), or as a [Tile Source](/manuals/tilesource) with all frames laid out in a horizontal sequence.
+A flipbook animation consists of a series of still images that are shown in succession. The technique is very similar to traditional cell animation (see http://en.wikipedia.org/wiki/Traditional_animation). The technique offers limitless opportunities since each frame can be manipulated individually. However, since each frame is stored in a unique image, the memory footprint can be high. The smoothness of animation is also dependent on the number of images shown each second but increasing the number of images usually also increase the amount of work. Defold flipbook animations are either stored as individual images added to an [Atlas](/manuals/atlas), or as a [Tile Source](/manuals/tilesource) with all frames laid out in a horizontal sequence.
 
   ![Animation sheet](images/animation/animsheet.png){.inline}
   ![Run loop](images/animation/runloop.gif){.inline}
@@ -39,7 +39,7 @@ Skeletal animation of 3D models is similar to Spine animation but works in 3D as
 
 ## 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 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.
 
   ![Property animation](images/animation/property_animation.png){.inline srcset="images/animation/[email protected] 2x"}
   ![Bounce loop](images/animation/bounce.gif){.inline}
@@ -104,7 +104,7 @@ end
 
 ### GUI box node example
 
-When selecting an animation or image for a node, you are in fact assigning the image source (atlas or tile source) and default animation in one go. The image source is statically set in the node, but the current animation to play can be changed in runtime. Still images are treated as one frame animations so changing an image means in run time is equivalent to playing a different flip book animation for the node:
+When selecting an animation or image for a node, you are in fact assigning the image source (atlas or tile source) and default animation in one go. The image source is statically set in the node, but the current animation to play can be changed in runtime. Still images are treated as one frame animations so changing an image means in run time is equivalent to playing a different flipbook animation for the node:
 
 ```lua
 local function flipbook_done(self)

+ 5 - 5
docs/en/manuals/atlas.md

@@ -11,7 +11,7 @@ In Defold, an atlas resource is a list of separate images files, which are autom
 
 ## Creating an Atlas
 
-Select <kbd>New... ▸ Atlas</kbd> from the context menu in the *Assets* browser. Name the new atlas file. The editor will now open the file in the atlas editor. The atlas properties are shown in the 
+Select <kbd>New... ▸ Atlas</kbd> from the context menu in the *Assets* browser. Name the new atlas file. The editor will now open the file in the atlas editor. The atlas properties are shown in the
 *Properties* pane so you can edit them (see below for details).
 
 You need to populate an atlas with images or animations before you can use it as a graphics source for object components like Sprites and ParticleFX components.
@@ -20,7 +20,7 @@ Make sure that you have added your images to the project (drag and drop image fi
 
 Adding single images
 : <kbd>Right click</kbd> the root Atlas entry in the *Outline* pane.
-  
+
   Select <kbd>Add Images</kbd> from the pop up context menu to add single images.
 
   A dialog opens from which you can find and select the images you want to add to the Atlas. Note that you can filter the image files and select multiple files at once.
@@ -31,17 +31,17 @@ Adding single images
 
   ![Images added](images/atlas/single_images.png){srcset="images/atlas/[email protected] 2x"}
 
-Adding flip-book animations
+Adding flipbook animations
 : <kbd>Right click</kbd> the root Atlas entry in the *Outline* pane.
 
-  Select <kbd>Add Animation Group</kbd> from the pop up context menu to create a flip book animation group.
+  Select <kbd>Add Animation Group</kbd> from the pop up context menu to create a flipbook animation group.
 
   A new, empty, animation group with a default name ("New Animation") is added to the atlas.
 
   <kbd>Right click</kbd> then new group and select <kbd>Add Images</kbd> from the context menu.
 
   A dialog opens from which you can find and select the images you want to add to the animation group.
-  
+
   ![Creating an atlas, adding images](images/atlas/add_animation.png){srcset="images/atlas/[email protected] 2x"}
 
   Press <kbd>Space</kbd> with the animation group selected to preview it. Adjust the *Properties* for the animation as needed (see below).

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

@@ -5,7 +5,7 @@ brief: This manual explains the debugging facilities present in Defold.
 
 # Debugging
 
-Defold contains an integrated Lua debugger with an inspection facility. Together with the built in [profiling tools](/manuals/profiling) it is a powerful tool that can help finding the root cause of bugs or performance issues.
+Defold contains an integrated Lua debugger with an inspection facility. Together with the built-in [profiling tools](/manuals/profiling) it is a powerful tool that can help finding the root cause of bugs or performance issues.
 
 ## Print and visual debugging
 

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

@@ -18,7 +18,7 @@ The design of the editor and engine is carefully crafted to reach those goals. S
 - We require static declaration of the resource tree and all naming. This requires some initial effort from you, but helps the development process tremendously in the long run.
 - We encourage message passing between simple encapsulated entities.
 - There is no object orientation inheritance.
-- Our API:s are asynchronous.
+- Our APIs are asynchronous.
 - The rendering pipeline is code driven and fully customizable.
 - All our resource files are in simple plain text formats, optimally structured for Git merges as well as import and processing with external tools.
 - Resources can be changed and hot reloaded into a running game allowing for extremely fast iteration and experimentation.

+ 1 - 1
docs/en/manuals/extensions-best-practices.md

@@ -5,7 +5,7 @@ brief: This manual describes best practices when developing native extensions.
 
 # Best Practices
 
-Writing cross platform code can be difficult, but there are some ways to make it easier to both develop and maintain. In this manual we list some ways we at Defold work with cross platform native code and API's.
+Writing cross platform code can be difficult, but there are some ways to make it easier to both develop and maintain. In this manual we list some ways we at Defold work with cross platform native code and APIs.
 
 ## Defold code
 

+ 6 - 7
docs/en/manuals/factory.md

@@ -88,7 +88,7 @@ Defold does not currently support non uniform scaling of collision shapes. If yo
 
 ## Tracking spawned and parent objects
 
-When you call `factory.create()` you get back the id of the new game object, allowing you to store the id for future reference. One common use is to spawn objects and add their id:s to a table so you can delete them all at a later point, for instance when resetting a level layout:
+When you call `factory.create()` you get back the id of the new game object, allowing you to store the id for future reference. One common use is to spawn objects and add their id's to a table so you can delete them all at a later point, for instance when resetting a level layout:
 
 ```lua
 -- spawner.script
@@ -164,7 +164,7 @@ Synchronous loading
       -- load will create the resources synchronously.
       self.go_id = factory.create("#factory")
   end
-  
+
   function final(self)  
       -- Delete game objects. Will decref resources.
       -- In this case resources are deleted since the factory component
@@ -184,19 +184,19 @@ Asynchronous loading
       -- Loading is complete, resources are ready to spawn
       self.go_id = factory.create(url)
   end
-  
+
   function init(self)
-      -- No factory resources are loaded when the factory’s parent 
+      -- No factory resources are loaded when the factory’s parent
       -- collection is loaded. Calling load will load the resources.
       factory.load("#factory", load_complete)
   end
-  
+
   function final(self)
       -- Delete game object. Will decref resources.
       -- In this case resources aren’t deleted since the factory component
       -- still holds a reference.
       go.delete(self.go_id)
-  
+
       -- Calling unload will decref resources held by the factory component,
       -- resulting in resources being destroyed.
       factory.unload("#factory")
@@ -214,4 +214,3 @@ So if you set *max_instances* to 1024 and have 24 manually placed game objects i
 ## Pooling of game objects
 
 It may seem like a good idea to save spawned game objects in a pool and reuse them. However, the engine is already doing object pooling under the hood so additional overhead will only slow things down. So delete game objects and spawn new ones, that is both faster and cleaner.
-

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

@@ -134,7 +134,7 @@ Motion tweens allow the animation of various properties of an object, including
 
 ## Defold—property animation
 
-Defold works with pixel images as opposed to vector graphics, thus it does not have an equivalent for shape tweening. However, motion tweening has a powerful equivalent in [property animation](/ref/go/#go.animate). This is accomplished via script, using the `go.animate()` function. The go.animate() function tweens a property (such as color, scale, rotation or position) from the starting value to the desired end value, using one of many available easing functions (including custom ones). Where Flash required user implementation of more advanced easing functions, Defold includes [many easing functions](/manuals/animation/#easing) built into the engine.
+Defold works with pixel images as opposed to vector graphics, thus it does not have an equivalent for shape tweening. However, motion tweening has a powerful equivalent in [property animation](/ref/go/#go.animate). This is accomplished via script, using the `go.animate()` function. The go.animate() function tweens a property (such as color, scale, rotation or position) from the starting value to the desired end value, using one of many available easing functions (including custom ones). Where Flash required user implementation of more advanced easing functions, Defold includes [many easing functions](/manuals/animation/#easing) built-into the engine.
 
 Where Flash makes use of keyframes of graphics on a timeline for animation, one of the main methods of graphic animation in Defold is by flipbook animation of imported image sequences. Animations are organised in a game object component known as an atlas. In this instance we have an atlas for a game character with an animation sequence called "run". This consists of a series of png files:
 

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

@@ -49,7 +49,7 @@ Components are used to give specific expression and/or functionality to game obj
 
 ## Debugging
 
-At some point your game will behave in an unexpected way and you need to figure out what is wrong. Learning how to debug is an art and fortunately Defold ships with a built in debugger to help you out. See the [Debugging manual](/manuals/debugging) for more information.
+At some point your game will behave in an unexpected way and you need to figure out what is wrong. Learning how to debug is an art and fortunately Defold ships with a built-in debugger to help you out. See the [Debugging manual](/manuals/debugging) for more information.
 
 ## Display profiles
 

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

@@ -59,7 +59,7 @@ Learn more about tilemaps in the [Tilemap manual](/manuals/tilemap).
 Learn more about particle effects in the [Particle fx manual](/manuals/particlefx).
 
 ![gui](images/icons/gui.png){.icon} GUI
-: GUI box nodes and pie nodes can use still images and flip book animations from atlases and tile sources.
+: GUI box nodes and pie nodes can use still images and flipbook animations from atlases and tile sources.
 
   ![gui](images/graphics/gui.png){srcset="images/graphics/[email protected] 2x"}
 

+ 1 - 1
docs/en/manuals/gui-layouts.md

@@ -9,7 +9,7 @@ Defold supports GUIs that automatically adapt to screen orientation changes on m
 
 ## Creating display profiles
 
-By default, the "game.project" settings specify that a built in display profiles settings file ("builtins/render/default.display_profiles") is used. The default profiles are "Landscape" (1280 pixels wide and 720 pixels high) and "Portrait" (720 pixels wide and 1280 pixels high). No device models are set on the profiles so they will match on any device.
+By default, the "game.project" settings specify that a built-in display profiles settings file ("builtins/render/default.display_profiles") is used. The default profiles are "Landscape" (1280 pixels wide and 720 pixels high) and "Portrait" (720 pixels wide and 1280 pixels high). No device models are set on the profiles so they will match on any device.
 
 To create a new profiles settings file, either copy the one from the "builtins" folder or <kbd>right click</kbd> a suitable location in the *Assets* view and select <kbd>New... ▸ Display Profiles</kbd>. Give the new file a suitable name and click <kbd>Ok</kbd>.
 

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

@@ -288,7 +288,7 @@ In both cases there is a need to convert from the screen space coordinates of th
 
 ## Gamepads settings file
 
-Gamepad mappings for specific hardware gamepads are set in a *gamepads* file. Defold ships with a built in gamepads file with settings for common gamepads:
+Gamepad mappings for specific hardware gamepads are set in a *gamepads* file. Defold ships with a built-in gamepads file with settings for common gamepads:
 
 ![Gamepad settings](images/input/gamepads.png){srcset="images/input/[email protected] 2x"}
 

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

@@ -55,7 +55,7 @@ Another way of reducing initial application size is to exclude parts of the game
 
 
 ## Optimize for application speed
-Before trying to optimize a game with the goal to increase the speed at which the game runs you need to know where your bottlenecks are. What is actually taking up most of the time in a frame of your game? Is it the rendering? Is it your game logic? Is it the scene graph? To figure this out it is recommended to use the built in profiling tools. Use the [on-screen or web profiler](/manuals/profiling/) to sample the performance of your game and then make a decision if and what to optimize. Once you have a better understanding of what takes time you can start addressing the problems.
+Before trying to optimize a game with the goal to increase the speed at which the game runs you need to know where your bottlenecks are. What is actually taking up most of the time in a frame of your game? Is it the rendering? Is it your game logic? Is it the scene graph? To figure this out it is recommended to use the built-in profiling tools. Use the [on-screen or web profiler](/manuals/profiling/) to sample the performance of your game and then make a decision if and what to optimize. Once you have a better understanding of what takes time you can start addressing the problems.
 
 ### Reduce script execution time
 Reducing script execution time is needed if the profiler shows high values for the `Script` scope. As a general rule of thumb you should of course try to run as little code as possible every frame. Running a lot of code in `update()` and `on_input()` every frame is likely to have an impact on your game's performance, especially on low end devices. Some guidelines are:

+ 3 - 3
docs/en/manuals/profiling.md

@@ -5,7 +5,7 @@ brief: This manual explains the profiling facilities present in Defold.
 
 # Profiling
 
-Defold includes a set of profiling tools that are integrated with the engine and the build pipeline. These are designed to help find problems with performance and memory usage. The built in profilers are available on debug builds only.
+Defold includes a set of profiling tools that are integrated with the engine and the build pipeline. These are designed to help find problems with performance and memory usage. The built-in profilers are available on debug builds only.
 
 ## The runtime visual profiler
 
@@ -92,10 +92,10 @@ The *Structure* section shows sizes based on how resources are organized in the
 
 ## External tools
 
-In addition to the built in tools, there is a wide range of free high quality tracing and profiling tools available. Here is a selection:
+In addition to the built-in tools, there is a wide range of free high quality tracing and profiling tools available. Here is a selection:
 
 ProFi (Lua)
-: We do not ship any built in Lua profiler but there are external libraries that are easy enough to use. To find where your scripts spend time, either insert time measures in your code yourself, or use a Lua profiling library like ProFi.
+: We do not ship any built-in Lua profiler but there are external libraries that are easy enough to use. To find where your scripts spend time, either insert time measures in your code yourself, or use a Lua profiling library like ProFi.
 
   https://github.com/jgrahamc/ProFi
 

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

@@ -265,7 +265,7 @@ all_n = push.get_all_scheduled()
 pprint(all_n)
 ```
 
-Which results in a table pairing notification id:s with their respective data:
+Which results in a table pairing notification id's with their respective data:
 
 ```txt
 DEBUG:SCRIPT:

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

@@ -279,7 +279,7 @@ on_message()
   ```
 
 `"draw_text"`
-: Draw debug text. Use to print debug information. The text is drawn with the built in "system_font" font. The system font has a material with tag "text" and is rendered with other text in the default render script.
+: Draw debug text. Use to print debug information. The text is drawn with the built-in "system_font" font. The system font has a material with tag "text" and is rendered with other text in the default render script.
 
   ```lua
   -- draw a text message

+ 1 - 1
docs/en/manuals/script-properties.md

@@ -89,7 +89,7 @@ local props = { health = 50, target = msg.url("player") }
 factory.create("#can_factory", nil, nil, props)
 ```
 
-When spawning a hierarchy of game objects through `collectionfactory.create()` you need to pair object id:s with property tables. These are put together in a table and passed to the `create()` function:
+When spawning a hierarchy of game objects through `collectionfactory.create()` you need to pair object id's with property tables. These are put together in a table and passed to the `create()` function:
 
 ```lua
 local props = {}

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

@@ -120,7 +120,7 @@ function on_message(self, message_id, message, sender)
 end
 ```
 
-Even in this quite simple case we get fairly tangled up logic. It's possible to make this look better with the help of coroutines in a module (see below), but let's instead try to make this reactive and use a built in timing mechanism.
+Even in this quite simple case we get fairly tangled up logic. It's possible to make this look better with the help of coroutines in a module (see below), but let's instead try to make this reactive and use a built-in timing mechanism.
 
 ```lua
 local function send_first()

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

@@ -116,7 +116,7 @@ void main()
 }
 ```
 
-A more complete example is the built in sprite vertex shader:
+A more complete example is the built-in sprite vertex shader:
 
 ```glsl
 -- sprite.vp
@@ -157,7 +157,7 @@ void main()
 }
 ```
 
-Again, a more complete example is the built in sprite fragment shader:
+Again, a more complete example is the built-in sprite fragment shader:
 
 ```glsl
 // sprite.fp

+ 3 - 3
docs/en/manuals/version-control.md

@@ -1,11 +1,11 @@
 ---
 title: Version control
-brief: This manual covers how to work with the built in version control system.
+brief: This manual covers how to work with the built-in version control system.
 ---
 
 # Version control
 
-Defold is built intended for small teams that work in intense collaboration to create games. Team members can work in parallel on the same content with very little friction. Defold has built in support for version control using [Git](https://git-scm.com). Git is designed for distributed collaborative work and it is an extremely powerful tool that allows for a wide range of workflows.
+Defold is built intended for small teams that work in intense collaboration to create games. Team members can work in parallel on the same content with very little friction. Defold has built-in support for version control using [Git](https://git-scm.com). Git is designed for distributed collaborative work and it is an extremely powerful tool that allows for a wide range of workflows.
 
 ## Changed files
 
@@ -43,7 +43,7 @@ View Diff
 
   On the left hand side is the file pulled from the server. The right hand side shows your local version. Any differences are clearly highlighted so you can quickly review them.
 
-  The built in file comparison tool works on text files only. However, since Defold stores all working files (game objects, collections, atlases, etc etc) in easily understandable JSON files, you can often figure out the meaning of the changes that have been made to such files:
+  The built-in file comparison tool works on text files only. However, since Defold stores all working files (game objects, collections, atlases, etc etc) in easily understandable JSON files, you can often figure out the meaning of the changes that have been made to such files:
 
 Use Ours
 : Discard the changes from the server and instead use your version.

+ 1 - 1
docs/en/manuals/writing-code.md

@@ -7,7 +7,7 @@ brief: This manual briefly covers how to work with code in Defold.
 
 While Defold allows you to create a lot of your game content using visual tools such as the tilemap and particle effect editors you still create your game logic using a code editor. Game logic is written using the [Lua programming language](https://www.lua.org/) while extensions to the engine itself are written using the native language(s) for the target platform.
 
-Defold has a built in text editor that allows you to open and edit Lua files (.lua), Defold script files (.script, .gui_script and .render_script) as well as any other file with a file extension not natively handled by the editor. Additionally the editor provides syntax highlighting for Lua and script files.
+Defold has a built-in text editor that allows you to open and edit Lua files (.lua), Defold script files (.script, .gui_script and .render_script) as well as any other file with a file extension not natively handled by the editor. Additionally the editor provides syntax highlighting for Lua and script files.
 
 ## Writing Lua code
 

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

@@ -59,7 +59,7 @@ Download the image, then drag it to the *main* folder of your project.
 
 ## Representing the grid
 
-Defold contains a built in *Tilemap* component that is perfect for visualizing the puzzle board. Tilemaps allow you to set and read individual tiles, which is all you need for this project.
+Defold contains a built-in *Tilemap* component that is perfect for visualizing the puzzle board. Tilemaps allow you to set and read individual tiles, which is all you need for this project.
 
 But before you create the tilemap, you need a *Tilesource* that the tilemap will pull its tile images from.
 

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

@@ -15,7 +15,7 @@ With the default render script, each visual component (sprite, tilemap, particle
 
 You can replace a component's shader program with one that modifies the pixel data, or creates wholly new pixel colors programmatically. The [Shadertoy tutorial](/tutorials/shadertoy) teaches you how to do that.
 
-Now let's say that you want to render your whole game in black-and-white. One possible solution is to modify the individual shader program for each components type so that each shader desaturates pixel colors. Currently, Defold ships with 6 built in materials and 6 vertex and fragment shader program pairs so it will take a fair amount of work. Furthermore, any subsequent changes or effect additions has to be made to each shader program.
+Now let's say that you want to render your whole game in black-and-white. One possible solution is to modify the individual shader program for each components type so that each shader desaturates pixel colors. Currently, Defold ships with 6 built-in materials and 6 vertex and fragment shader program pairs so it will take a fair amount of work. Furthermore, any subsequent changes or effect additions has to be made to each shader program.
 
 A much more flexible approach is to instead do the rendering in two separate steps:
 
@@ -28,7 +28,7 @@ With this method, we are able to read the resulting visual data and modify it be
 
 ## Setting up a custom renderer
 
-We need to modify the built in render script and add the new rendering functionality. The default render script is a good starting point so start by copying it:
+We need to modify the built-in render script and add the new rendering functionality. The default render script is a good starting point so start by copying it:
 
 1. Copy */builtins/render/default.render_script*: In the *Asset* view, right click *default.render_script*, select <kbd>Copy</kbd> then right click *main* and select <kbd>Paste</kbd>. Right click the copy and select <kbd>Rename...</kbd> and give it a suitable name, like "grade.render_script".
 2. Create a new render file called */main/grade.render* by right clicking *main* in the *Asset* view and selecting <kbd>New ▸ Render</kbd>.

+ 3 - 3
docs/en/tutorials/runner.md

@@ -212,7 +212,7 @@ function update(self, dt) -- <3>
     end
 end
 ```
-1. Store the id:s of the ground game objects in a Lua table so we can iterate over them.
+1. Store the id's of the ground game objects in a Lua table so we can iterate over them.
 2. The `init()` function is called when the game object comes to life in the game. We initiate a object local member variable that contains the speed of the ground.
 3. `update()` is called once each frame, typically 60 times per second. `dt` contains the number of seconds since the last call.
 4. Iterate over all the ground game objects.
@@ -225,7 +225,7 @@ end
 ::: sidenote
 Defold is a fast engine core that manages your data and game objects. Any logic or behavior that you need for your game is created in the Lua language. Lua is a fast and light-weight programming language that is great for writing game logic. There are great resources available to learn the language, like the book http://www.lua.org/pil/[Programming in Lua] and the official http://www.lua.org/manual/5.3/[Lua reference manual].
 
-Defold adds a set of API:s on top of Lua, as well as a _message passing_ system that allows you to program communications between game objects. See the [Message passing manual](/manuals/message-passing) for details on how this works.
+Defold adds a set of APIs on top of Lua, as well as a _message passing_ system that allows you to program communications between game objects. See the [Message passing manual](/manuals/message-passing) for details on how this works.
 :::
 
 Now that we have a script file, we should add a reference to it to a component in a game object. That way, the script will be executed as part of the game object lifecycle. We do this by creating a new game object in *ground.collection* and add a *Script* component to the object that refers to the Lua script file we just created:
@@ -740,7 +740,7 @@ That's all that's needed to add jump and fall animations to the hero. If you run
 
 If you try the game now it quickly becomes apparent that the reset mechanism doesn't work. The hero reset is fine, but you can easily reset into a situation where you will instantly fall onto a platform edge and die again. What we want to do is to properly reset the whole level on death. Since the level is just a series of spawned platforms, we just need to track all spawned platforms and then delete them at reset:
 
-1. Open the *controller.script* file and edit the code to store the id:s of all spawned platforms:
+1. Open the *controller.script* file and edit the code to store the id's of all spawned platforms:
 
     ```lua
     -- controller.script

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

@@ -99,7 +99,7 @@ Now everything is in place to start working on the actual shader code. Let's fir
 
 2. Lines 21 and 63 contains the input fragment X and Y screen space texture coordinates (`in vec2 fragCoord`), and output fragment color (`out vec4 fragColor`).
 
-    In Defold, the input texture coordinates are passed from the vertex shader as UV coordinates (in the range 0--1) through a varying variable `var_texcoord0`. The output fragment color is set to the built in variable `gl_FragColor`.
+    In Defold, the input texture coordinates are passed from the vertex shader as UV coordinates (in the range 0--1) through a varying variable `var_texcoord0`. The output fragment color is set to the built-in variable `gl_FragColor`.
 
 3. Lines 23--27 sets up the dimensions of the texture as well as movement direction and scaled time. The resolution of the viewport/texture is passed to the shader as `uniform vec3 iResolution`. The shader calculates UV style coordinates with the right aspect ratio from the fragment coordinates and the resolution. Some resolution offsetting is also done to get a nicer framing.
 

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

@@ -55,7 +55,7 @@ Very little is needed in terms of graphics. One 16x16 segment for the snake, one
 
 ![snake sprites](images/snake/snake.png)
 
-Defold provides a built in *Tilemap* component that you will use to create the playfield. A tilemap allows you to set and read individual tiles, which suits this game perfectly. Since tilemaps fetch their graphics from a *Tilesource* so you need to create one:
+Defold provides a built-in *Tilemap* component that you will use to create the playfield. A tilemap allows you to set and read individual tiles, which suits this game perfectly. Since tilemaps fetch their graphics from a *Tilesource* so you need to create one:
 
 <kbd>Right click</kbd> the *main* folder and select <kbd>New ▸ Tile Source</kbd>. Name the new file "snake" (the editor will save the file as "snake.tilesource").
 
@@ -137,7 +137,7 @@ end
 
 The script code above is written in the Lua language. There are a few things to note about the code:
 
-- Defold reserves a set of built in callback *functions* that are called during the lifetime of a script component. These are *not* methods but plain functions. The runtime passes a reference to the current script component instance through the parameter `self`. The `self` reference is used to store instance data.
+- Defold reserves a set of built-in callback *functions* that are called during the lifetime of a script component. These are *not* methods but plain functions. The runtime passes a reference to the current script component instance through the parameter `self`. The `self` reference is used to store instance data.
 - Lua table literals are written surrounded with curly braces. Table entries can be key/value pairs (`{x = 10, y = 20}`), nested Lua tables (`{ {a = 1}, {b = 2} a}`) or other data types.
 - The `self` reference can be used as a Lua table that you can store data in. Just use the dot notation as you would with any other table: `self.data = "value"`. The reference is valid throughout the lifetime of the script, in this case from game start until you quit it.
 

+ 1 - 1
docs/ko/manuals/gui.md

@@ -48,7 +48,7 @@ GUI 컴포넌트는 여러 개의 노드로 구성됩니다. 노드는 아래 
 
 이들 각 프로퍼티는 스크립트를 통해 애니메이션을 적용할 수도 있습니다. (아래 [Property animation](/manuals/animation/#property-animation) 참고)
 
-## Textures and flip book animations
+## Textures and flipbook animations
 GUI 인터페이스 컴포넌트의 일부분으로 텍스쳐 아틀라스나 타일 소스의 이미지나 애니메이션을 사용 할 수 있습니다. 먼저 이미지 리소스(아틀라스 혹은 타일 소스)가 추가하면 이 리소스에 포함된 모든 이미지와 애니메이션을 GUI 노드에 반영할 수 있습니다. 상단의 "GUI" 메뉴를 사용하거나 키보드 단축키를 사용하거나 "Textures" 폴더에 마우스 오른쪽 버튼을 눌러서 텍스쳐를 추가해 보세요.
 
 GUI에 추가된 텍스쳐는 box나 pie 노드에 반영할 수 있습니다.

+ 1 - 1
docs/ko/manuals/project-settings.md

@@ -56,7 +56,7 @@ $ adb shell cat /mnt/sdcard/Android/data/com.defold.dmengine/files/log.txt
 #### compress_archive
 번들을 만들 때 데이터 압축을 활성화 합니다. 모든 플랫폼에 적용되며 압축된 모든 데이터를 이미 포함하고 있는 apk를 사용하는 Android는 제외됩니다.
 #### dependencies
-이 프로젝트가 사용하는 프로젝트의 **Library URL:s** ([Defold dashboard](https://www.defold.com/dashboard/)에서 찾을 수 있음) 을 쉼표로 구분하여 나열합니다. 종속 프로젝트의 멤버여야 합니다.
+이 프로젝트가 사용하는 프로젝트의 **Library URLs** ([Defold dashboard](https://www.defold.com/dashboard/)에서 찾을 수 있음) 을 쉼표로 구분하여 나열합니다. 종속 프로젝트의 멤버여야 합니다.
 #### custom_resources (hidden setting)
 프로젝트에 포함될 쉼표로 구분된 리소스 목록입니다. 디렉토리가 지정되면 이 디렉토리의 모든 파일과 디렉토리들이 재귀적으로(recursively) 포함됩니다.
 #### bundle_resources