Pārlūkot izejas kodu

Fix typo in the "optimizations" word (#250)

* update physics

* update input

* update

* update code sharing in getting-help.md

* Export Compliance

* update on file i/o

* pi / 4

* inputs

* forum url

* read only user

* html5 gamepad

* sdk api update

* update

* image properties

* update editor

* defold sdk update

* animation updates

* animation fix

* run as admin

* update bob

* update about AndroidX support

* software render

* linux-faq.md update

* 4.28.2021 updates

* Basis Universal format

* sound & mesh

* gamepad event mapping

* admob url

* Minor edit to building blocks intro text

* update gamepad & ios

* project settings

* libffi version

* scaling

* image compression

* update gamepads

* increase memory

* caching assets

* update 2021/10/6

* update 2021/10/16
blend-modes.md

* update 2021/11/12

* allow dynamic transforms update

* Bundle update

* update faq

* bullet & bob

* script properties update

* editor-styling

* build server url

* editor templates

* spine extension update

* Fix typo in the "optimizations" word in Chinese docs
COCO 3 gadi atpakaļ
vecāks
revīzija
606b5a8940
1 mainītis faili ar 10 papildinājumiem un 10 dzēšanām
  1. 10 10
      docs/zh/manuals/project-settings.md

+ 10 - 10
docs/zh/manuals/project-settings.md

@@ -287,7 +287,7 @@ HTTP超时秒数. 设置为 `0` 则关闭超时, 默认关闭.
 ### Sprite
 
 #### Max Count
-每个集合最大sprite数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimzations).
+每个集合最大sprite数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
 
 #### Subpixels
 开启后允许sprite不与像素对齐, 默认开启.
@@ -297,7 +297,7 @@ HTTP超时秒数. 设置为 `0` 则关闭超时, 默认关闭.
 ### Tilemap
 
 #### Max Count
-每个集合的瓷砖地图最大数目, 默认是 `16`. [(参见最大组件数优化)](#component_max_count_optimzations).
+每个集合的瓷砖地图最大数目, 默认是 `16`. [(参见最大组件数优化)](#component_max_count_optimizations).
 
 #### Max Tile Count
 每个集合可同时显示的瓷砖最大数目, 默认是 `2048`.
@@ -314,21 +314,21 @@ spine 模型最大数目, 默认是 `128`.
 ### Mesh
 
 #### Max Count
-每个集合最大容纳3D模型面数, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimzations).
+每个集合最大容纳3D模型面数, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
 
 ---
 
 ### Model
 
 #### Max Count
-每个集合最大容纳3D模型组件个数, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimzations).
+每个集合最大容纳3D模型组件个数, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
 
 ---
 
 ### GUI
 
 #### Max Count
-GUI 组件最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimzations).
+GUI 组件最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimizations).
 
 #### Max Particlefx Count
 同一时间粒子发射器最大数目, 默认是 `64`.
@@ -341,7 +341,7 @@ GUI 组件最大数目, 默认是 `64`. [(参见最大组件数优化)](#compone
 ### Label
 
 #### Max Count
-label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimzations).
+label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimizations).
 
 #### Subpixels
 开启后允许 lables 不与像素对齐, 默认开启.
@@ -351,7 +351,7 @@ label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_m
 ### Particle FX
 
 #### Max Count
-同一时间粒子发射器最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimzations).
+同一时间粒子发射器最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimizations).
 
 #### Max Particle Count
 同一时间粒子最大数目, 默认是 `1024`.
@@ -361,21 +361,21 @@ label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_m
 ### Collection proxy
 
 #### Max Count
-集合代理最大数目, 默认是 `8`. [(参见最大组件数优化)](#component_max_count_optimzations).
+集合代理最大数目, 默认是 `8`. [(参见最大组件数优化)](#component_max_count_optimizations).
 
 ---
 
 ### Collection factory
 
 #### Max Count
-集合工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimzations).
+集合工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
 
 ---
 
 ### Factory
 
 #### Max Count
-游戏对象工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimzations).
+游戏对象工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
 
 ---