Selaa lähdekoodia

Formatting, words, typos

Björn Ritzl 6 kuukautta sitten
vanhempi
commit
8d952cfcaa

+ 73 - 8
.wordlist.txt

@@ -5,13 +5,60 @@ readme
 ctrl
 ctrl
 shift
 shift
 alt
 alt
+dmg
+TestFlight
+Nakama
+Colyseus
+PlayFab
+Steamworks
+GameKit
+GameAnalytics
+DevNet
+Middleware
+Ogg
+Vorbis
+glTF
+glb
+WAV
+NVDA
 PNG
 PNG
 TCP
 TCP
 RPG
 RPG
 UHD
 UHD
 NPC
 NPC
+ASTC
+OpenType
+TrueType
+PSNR
+RMS
+WEBP
+GPU
+GPUs
+GUI
+GUIs
+BasisU
+Cubemaps
+Adreno
+Tegra
+texel
+texels
 rgb
 rgb
 rgba
 rgba
+mipmap
+mipmapping
+skyboxes
+cubemap
+cubemaps
+renderer
+accelerometer
+unscaled
+flipbook
+quaternion
+vmath
+dialogs
+gamepads
+lookups
+integrations
 github
 github
 https
 https
 Lua
 Lua
@@ -28,24 +75,30 @@ config
 awterror
 awterror
 scroller
 scroller
 platformer
 platformer
-rodrigo
-monteiro
-andrioli
-ragnar
-svensson
+Rodrigo
+Monteiro
+Andrioli
+Ragnar
+Svensson
+Sergey
+Lerg
+Rosen
+Wolfire
 solvability
 solvability
 tilemap
 tilemap
 walkthrough
 walkthrough
+leaderboard
+leaderboards
 excitemike
 excitemike
 thrusted
 thrusted
 playfield
 playfield
+jitter
 normals
 normals
-rosen
-wolfire
 tilesource
 tilesource
 collectionfactory
 collectionfactory
 apis
 apis
 init
 init
+uncompress
 randomizer
 randomizer
 playtesting
 playtesting
 gameplay
 gameplay
@@ -116,10 +169,14 @@ codesign
 profiler
 profiler
 filetype
 filetype
 filesystem
 filesystem
+subfolders
+subdirectories
 radeon
 radeon
 zig
 zig
 windbg
 windbg
+dmSDK
 SDK
 SDK
+SDKs
 NDK
 NDK
 gdb
 gdb
 gdbserver
 gdbserver
@@ -131,4 +188,12 @@ libdmengine
 exe
 exe
 androideabi
 androideabi
 armeabi
 armeabi
-addr
+addr
+AndroidManifest
+mobileprovision
+AppStore
+codebase
+WebView
+WebViews
+cryptographic
+

+ 3 - 3
docs/en/faq/faq.md

@@ -233,7 +233,7 @@ A: No. The only effect is precision. The z-buffer is logarithmic and have very f
 
 
 #### Q: There is no consistency to how angles are represented, why?
 #### Q: There is no consistency to how angles are represented, why?
 
 
-A: 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.
+A: Actually there is consistency. Angles are expressed as degrees everywhere in the editor and the game APIs. The math libraries use radians. Currently the convention breaks for the `angular_velocity` physics property that is currently expressed as radians/s. That is expected to change.
 
 
 
 
 #### Q: When creating a GUI box-node with only color (no texture), how will it be rendered?
 #### Q: When creating a GUI box-node with only color (no texture), how will it be rendered?
@@ -261,7 +261,7 @@ A: In general all resources are statically declared with the benefit that you ge
 A: No, it is currently not possible.
 A: No, it is currently not possible.
 
 
 
 
-#### Q: Is there any quick way to render the collision objects in my scene? (like Box2D's debugdraw)
+#### Q: Is there any quick way to render the collision objects in my scene? (like Box2D's debug draw)
 
 
 A: Yes, set *physics.debug* flag in *game.project*. (Refer to the official [Project settings documentation](/manuals/project-settings/#debug))
 A: Yes, set *physics.debug* flag in *game.project*. (Refer to the official [Project settings documentation](/manuals/project-settings/#debug))
 
 
@@ -286,7 +286,7 @@ A: Each proxy loaded collection has their own input stack. Input is routed from
 A: 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 preferable since the editor automatically populate a drop-down with relevant URLs for you. See the [Script properties documentation](/manuals/script-properties) for details.
 A: 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 preferable since the editor automatically populate a drop-down with relevant URLs for you. See the [Script properties documentation](/manuals/script-properties) for details.
 
 
 
 
-#### Q: How do I access the individual cells of a matrix (created using [vmath.matrix4()](/ref/vmath/#vmath.matrix4:m1) or similar)?
+#### Q: How do I access the individual cells of a matrix (created using [`vmath.matrix4()`](/ref/vmath/#vmath.matrix4:m1) or similar)?
 
 
 A: You access the cells using `mymatrix.m11`, `mymatrix.m12`, `mymatrix.m21` etc
 A: You access the cells using `mymatrix.m11`, `mymatrix.m12`, `mymatrix.m21` etc
 
 

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

@@ -22,7 +22,7 @@ Height
 : The pixel height of the qualifier.
 : The pixel height of the qualifier.
 
 
 Device Models
 Device Models
-: A comma separated list of device models. The device model matches the start of the device model name, e.g. `iPhone10` will match "iPhone10,\*" models. Model names with commas should be enclosed in quotes, i.e. `"iPhone10,3", "iPhone10,6"` matches iPhone X models (see https://www.theiphonewiki.com/wiki/Models). Note that the only platforms reporting a device model when calling `sys.get_sys_info()` is Android and iOS. Other platforms return an empty string and will therefore never pick a display profile that has a device model qualifier.
+: A comma separated list of device models. The device model matches the start of the device model name, e.g. `iPhone10` will match "iPhone10,\*" models. Model names with commas should be enclosed in quotes, i.e. `"iPhone10,3", "iPhone10,6"` matches iPhone X models (see [iPhone wiki](https://www.theiphonewiki.com/wiki/Models)). Note that the only platforms reporting a device model when calling `sys.get_sys_info()` is Android and iOS. Other platforms return an empty string and will therefore never pick a display profile that has a device model qualifier.
 
 
 ![New display profiles](images/gui-layouts/new_profiles.png)
 ![New display profiles](images/gui-layouts/new_profiles.png)
 
 

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

@@ -222,8 +222,8 @@ The App Store icon does not have to be referenced from *game.project*. It is aut
 The editor writes an *.ipa* file which is an iOS application bundle. To install the file on your device, you can use one of the following tools:
 The editor writes an *.ipa* file which is an iOS application bundle. To install the file on your device, you can use one of the following tools:
 
 
 * Xcode via the "Devices and Simulators" window
 * Xcode via the "Devices and Simulators" window
-* [ios-deploy](https://github.com/ios-control/ios-deploy) command line tool
-* [Apple Configurator 2](https://apps.apple.com/us/app/apple-configurator-2/) from the macOS App Store
+* [`ios-deploy`](https://github.com/ios-control/ios-deploy) command line tool
+* [`Apple Configurator 2`](https://apps.apple.com/us/app/apple-configurator-2/) from the macOS App Store
 * iTunes
 * iTunes
 
 
 You can also use the `xcrun simctl` command line tool to work with the iOS simulators available via Xcode:
 You can also use the `xcrun simctl` command line tool to work with the iOS simulators available via Xcode:

+ 1 - 1
docs/en/manuals/texture-profiles.md

@@ -107,7 +107,7 @@ This example contains two path patterns and their corresponding profiles.
 `/**/*.atlas`
 `/**/*.atlas`
 : All *.atlas* files anywhere in the project will be process according to the profile "atlas".
 : All *.atlas* files anywhere in the project will be process according to the profile "atlas".
 
 
-Note that the more generic path is put last. The matcher works top down. The first occurrence that matches the resource path will be used. A matching path expression further down the list never overrides the first match. Had the paths been put in the opposite order every atlas would have been processed with profile "atlas", even the ones in directory */gui*.
+Note that the more generic path is put last. The matching algorithm works top down. The first occurrence that matches the resource path will be used. A matching path expression further down the list never overrides the first match. Had the paths been put in the opposite order every atlas would have been processed with profile "atlas", even the ones in directory */gui*.
 
 
 Texture resources that _do not_ match any path in the profiles file will be compiled and rescaled to the closest power of 2, but will otherwise be left intact.
 Texture resources that _do not_ match any path in the profiles file will be compiled and rescaled to the closest power of 2, but will otherwise be left intact.
 
 

+ 6 - 2
docs/en/shared/ios-faq.md

@@ -4,9 +4,13 @@ A: Make sure that you are using the same bundle identifier in your Defold projec
 #### Q: How can I check the entitlements of a bundled application?
 #### Q: How can I check the entitlements of a bundled application?
 A: From [Inspect the entitlements of a built app](https://developer.apple.com/library/archive/technotes/tn2415/_index.html#//apple_ref/doc/uid/DTS40016427-CH1-APPENTITLEMENTS):
 A: From [Inspect the entitlements of a built app](https://developer.apple.com/library/archive/technotes/tn2415/_index.html#//apple_ref/doc/uid/DTS40016427-CH1-APPENTITLEMENTS):
 
 
-> $ codesign -d --ent :- /path/to/the.app
+```sh
+codesign -d --ent :- /path/to/the.app
+```
 
 
 #### Q: How can I check the entitlements of a provisioning profile
 #### Q: How can I check the entitlements of a provisioning profile
 A: From [Inspecting a profile's entitlements](https://developer.apple.com/library/archive/technotes/tn2415/_index.html#//apple_ref/doc/uid/DTS40016427-CH1-PROFILESENTITLEMENTS):
 A: From [Inspecting a profile's entitlements](https://developer.apple.com/library/archive/technotes/tn2415/_index.html#//apple_ref/doc/uid/DTS40016427-CH1-PROFILESENTITLEMENTS):
 
 
-> $ security cms -D -i /path/to/iOSTeamProfile.mobileprovision
+```sh
+security cms -D -i /path/to/iOSTeamProfile.mobileprovision
+```

+ 6 - 2
docs/es/shared/ios-faq.md

@@ -4,9 +4,13 @@ A: Asegúrate de que utilizas el mismo identificador de bundle en tu proyecto De
 #### Q: ¿cómo puedo verificar los derechos de una aplicación empaquetada??
 #### Q: ¿cómo puedo verificar los derechos de una aplicación empaquetada??
 A: Desde [Inspect the entitlements of a built app](https://developer.apple.com/library/archive/technotes/tn2415/_index.html#//apple_ref/doc/uid/DTS40016427-CH1-APPENTITLEMENTS):
 A: Desde [Inspect the entitlements of a built app](https://developer.apple.com/library/archive/technotes/tn2415/_index.html#//apple_ref/doc/uid/DTS40016427-CH1-APPENTITLEMENTS):
 
 
-> $ codesign -d --ent :- /path/to/the.app
+```sh
+codesign -d --ent :- /path/to/the.app
+```
 
 
 #### Q: ¿Cómo puedo verificar los derechos de un perfil provisional?
 #### Q: ¿Cómo puedo verificar los derechos de un perfil provisional?
 A: Desde [Inspecting a profile's entitlements](https://developer.apple.com/library/archive/technotes/tn2415/_index.html#//apple_ref/doc/uid/DTS40016427-CH1-PROFILESENTITLEMENTS):
 A: Desde [Inspecting a profile's entitlements](https://developer.apple.com/library/archive/technotes/tn2415/_index.html#//apple_ref/doc/uid/DTS40016427-CH1-PROFILESENTITLEMENTS):
 
 
-> $ security cms -D -i /path/to/iOSTeamProfile.mobileprovision
+```sh
+security cms -D -i /path/to/iOSTeamProfile.mobileprovision
+```