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Various reported fixes.

Mikael Säker il y a 7 ans
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commit
484dbb4cf8

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

@@ -54,7 +54,7 @@ Now, let's add another sprite component and give the bean a shield:
 
 ![bean](images/addressing/bean_shield_editor.png)
 
-The new component must be uniquely identified within the game object. If you would give it the name "body" the script code would be ambiquous as to which sprite it should send the "disable" message. Therefore we pick the unique (and descriptive) identifier "shield". Now we can enable and disable the "body" and "shield" sprites at will.
+The new component must be uniquely identified within the game object. If you would give it the name "body" the script code would be ambiguous as to which sprite it should send the "disable" message. Therefore we pick the unique (and descriptive) identifier "shield". Now we can enable and disable the "body" and "shield" sprites at will.
 
 ![bean](images/addressing/bean_shield.png)
 

+ 0 - 2
docs/en/manuals/live-update.md

@@ -283,5 +283,3 @@ Forcing re-download of resources
 ## Known issues
 
 - At the moment you have access only to the manifest that is created at build-time. In the near future you will be able to store new manifests. This will allow you to modify existing resources, or add new resources to the game through Live update.
-- [`resource.store_resource()`](/ref/resource/#resource.store_resource) currently blocks the main thread, meaning that if you store large resources you will experience hitches.
-

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

@@ -52,7 +52,7 @@ Very little is needed in terms of graphics. One 16x16 segment for the snake, 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.tilesource".
+<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").
 
 Set the *Image* property to the graphics file you just imported.
 
@@ -66,7 +66,7 @@ Note that the *Extrude Borders* property is set to 1 pixel. This is to prevent v
 
 Now you have a tilesource ready for use so it's time to create the playfield tilemap component:
 
-<kbd>Right click</kbd> the *main* folder and select <kbd>New ▸ Tile Map</kbd>. Name the new file "grid.tilemap".
+<kbd>Right click</kbd> the *main* folder and select <kbd>New ▸ Tile Map</kbd>. Name the new file "grid" (the editor will save the file as "grid.tilemap").
 
 ![Set tilesource](images/snake/set_tilesource.png)
 
@@ -94,7 +94,7 @@ Then <kbd>Right click</kbd> then new game object and select <kbd>Add Component F
 
 ![add component](images/snake/add_component_file.png)
 
-<kbd>Right click</kbd> the folder *main* in the *Assets* browser and select <kbd>New ▸ Script</kbd>. Name the new script file "snake.script". This file will hold all the logic for the game.
+<kbd>Right click</kbd> the folder *main* in the *Assets* browser and select <kbd>New ▸ Script</kbd>. Name the new script file "snake" (it is saved as "snake.script"). This file will hold all the logic for the game.
 
 Go back to *main.collection* and <kbd>right click</kbd> then game object holding the tilemap. Select <kbd>Add Component File</kbd> and choose the file "snake.script".
 

+ 1 - 1
docs/en/tutorials/war-battles.md

@@ -92,7 +92,7 @@ Let's take a moment to familiarize ourselves with the various views in the edito
 
 5. The *Console* shows any error output or purposeful printing that you do while your game is running. Alongside the console are tabs containing the *Curve editor* which is used when editing curves in the particle editor, the *Build errors* view that shows build errors, and the *Search results* view that displays search results.
 
-6. The *Changed files* view lists any files that has been changed, added or deleted in your project. By synchronizing the project regularly you can bring your local copy in sync with what is stored in the project Git repository, that way you can collaborate within a team, and you won't lose your work if unfortune strikes. Some file oriented operations can be performed in this view:
+6. The *Changed files* view lists any files that have been changed, added or deleted in your project. By synchronizing the project regularly you can bring your local copy in sync with what is stored in the project Git repository, that way you can collaborate within a team, and you won't lose your work if misfortune strikes. Some file oriented operations can be performed in this view:
 
     * <kbd>Double click</kbd> a file to open it in a suitable editor, just like in the assets view.
     * <kbd>Right click</kbd> a file to open a pop up menu from where you can open a diff view, revert all changes done to the file, find the file on the filesystem and more.