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* Update docs/en/manuals/extensions-best-practices.md
Jesse Lawson 3 년 전
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c451cec923

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

@@ -36,7 +36,7 @@ For us, it's better to use `const char*` and a few helper functions.
 
 ### Make functions hidden
 
-Use the `static` keywork on functions local to your compile unit if possible. This lets the compiler do some optimizations, and can both improve performance as well as reduce executable size.
+Use the `static` keyword on functions local to your compile unit if possible. This lets the compiler do some optimizations, and can both improve performance as well as reduce executable size.
 
 ## 3rd party libraries
 

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

@@ -72,7 +72,7 @@ end
 return M
 ```
 
-The module can then be used. Again, it is prefered to assign it to a local variable:
+The module can then be used. Again, it is preferred to assign it to a local variable:
 
 ```lua
 local m = require "mymodule"

+ 1 - 1
docs/en/manuals/physics-objects.md

@@ -87,7 +87,7 @@ Bullet
 : Setting this property enables continuous collision detection (CCD) between the collision object and other dynamic collision objects. The Bullet property is ignored if the Type is not set to `Dynamic`.
 
 Group
-: The name of the collison group the object should belong to. You can have 16 different groups and you name them as you see fit for your game. For example "players", "bullets", "enemies" and "world". If the *Collision Shape* is set to a tile map, this field is not used but the groups names are taken from the tile source. [Learn more about collision groups](/manuals/physics-groups).
+: The name of the collision group the object should belong to. You can have 16 different groups and you name them as you see fit for your game. For example "players", "bullets", "enemies" and "world". If the *Collision Shape* is set to a tile map, this field is not used but the groups names are taken from the tile source. [Learn more about collision groups](/manuals/physics-groups).
 
 Mask
 : The other _groups_ this object should collide with. You can name one group or specify multiple groups in a comma separated list. If you leave the Mask field empty, the object will not collide with anything. [Learn more about collision groups](/manuals/physics-groups).

+ 1 - 1
docs/en/manuals/physics-resolving-collisions.md

@@ -1,5 +1,5 @@
 ---
-title: Resolving kinematic collsions in Defold
+title: Resolving kinematic collisions in Defold
 brief: This manual explains how to resolve kinematic physics collisions.
 ---
 

+ 5 - 5
docs/en/manuals/project-settings.md

@@ -42,7 +42,7 @@ A comma separated list of resources that will be included in the project. If dir
 
 #### Bundle Resources
 `bundle_resources`
-A comma separated list of directories containing resource files and folders that should be copied as-is into the resulting package when bundling. The directories must be specified with an absolute path from the project root, for example `/res`. The resource directory must contain subfolders named by `platform`, or `architecure-platform`.
+A comma separated list of directories containing resource files and folders that should be copied as-is into the resulting package when bundling. The directories must be specified with an absolute path from the project root, for example `/res`. The resource directory must contain subfolders named by `platform`, or `architecture-platform`.
 
 Supported platforms are `ios`, `android`, `osx`, `win32`, `linux`, `web`, `switch`
 
@@ -357,7 +357,7 @@ The max number of concurrent particles, `1024` by default.
 Max number of labels, `64` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
 
 #### Subpixels
-Check to allow lables to appear unaligned with respect to pixels, checked by default.
+Check to allow labels to appear unaligned with respect to pixels, checked by default.
 
 ---
 
@@ -586,7 +586,7 @@ Also note that the folder containing *game.project* will be the project root, wh
 When the engine starts, it is possible to provide config values from the command line that override the *game.project* settings:
 
 ```bash
-# Specify a bootstap collection
+# Specify a bootstrap collection
 $ dmengine --config=bootstrap.main_collection=/my.collectionc
 
 # Set two custom config values
@@ -629,7 +629,7 @@ The following attributes are currently available:
 
 ```
 // `type` - used for the value string parsing (only in bob.jar for now)
-my_property.type = string // one of the follwoing values: bool, string, number, integer, string_array, resource
+my_property.type = string // one of the following values: bool, string, number, integer, string_array, resource
 
 // `help` - used as help tip in the editor (not used for now)
 my_property.help = string
@@ -643,4 +643,4 @@ my_property.private = 1 // boolean value 1 or 0
 ``` 
 
 
-At the moment meta properties are used only in `bob.jar` when bundling application, but later will be parsed by the editor and represented in the `game.project` viewer. 
+At the moment meta properties are used only in `bob.jar` when bundling application, but later will be parsed by the editor and represented in the `game.project` viewer. 

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

@@ -1,6 +1,6 @@
 ---
 title: Defold resource management
-brief: This manual explains how Defold automatically manages resources and how you can manually manage loading of resources to adher to memory footprint and bundle size constraints.
+brief: This manual explains how Defold automatically manages resources and how you can manually manage loading of resources to adhere to memory footprint and bundle size constraints.
 ---
 
 # Resource management

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

@@ -78,7 +78,7 @@ UV coordinates
 
   ![UV coordinates](images/shader/uv_map.png){srcset="images/shader/[email protected] 2x"}
 
-  A UV-map is typically generated in the 3D modelling program and stored in the mesh. The texture coordinates for each vertex are provided to the vertex shader as an attribute. A varying variable is then used to find the UV coordinate for each fragment as interpolated from the vertex values.
+  A UV-map is typically generated in the 3D modeling program and stored in the mesh. The texture coordinates for each vertex are provided to the vertex shader as an attribute. A varying variable is then used to find the UV coordinate for each fragment as interpolated from the vertex values.
 
 Varying variables
 : Varying types of variables are used to pass information between the vertex stage and the fragment stage.
@@ -100,7 +100,7 @@ Before ending up on the screen, the data that you create for your game goes thro
 
 ![Render pipeline](images/shader/pipeline.png){srcset="images/shader/[email protected] 2x"}
 
-All visual components (sprites, GUI nodes, particle effects or models) consists of vertices, points in 3D world that describe the shape of the component. The good thing by this is that it is possible to view the shape from any angle and distance. The job of the vertex shader program is to take a single vertex and translate it into a position in the viewport so the shape can end up on screen. For a shape with 4 vertices, the vertex shader program runs 4 times, each in parallell.
+All visual components (sprites, GUI nodes, particle effects or models) consists of vertices, points in 3D world that describe the shape of the component. The good thing by this is that it is possible to view the shape from any angle and distance. The job of the vertex shader program is to take a single vertex and translate it into a position in the viewport so the shape can end up on screen. For a shape with 4 vertices, the vertex shader program runs 4 times, each in parallel.
 
 ![vertex shader](images/shader/vertex_shader.png){srcset="images/shader/[email protected] 2x"}
 
@@ -141,7 +141,7 @@ void main()
 
 
 
-After vertex shading, the on screen shape of the component is decided: primitive shapes are generated and rasterized, meaning that the graphics hardware splits each shape into *fragments*, or pixels. It then runs the fragment shader program, once for each of the fragments. For an on screen image 16x24 pixels in size, the program runs 384 times, each in parallell.
+After vertex shading, the on screen shape of the component is decided: primitive shapes are generated and rasterized, meaning that the graphics hardware splits each shape into *fragments*, or pixels. It then runs the fragment shader program, once for each of the fragments. For an on screen image 16x24 pixels in size, the program runs 384 times, each in parallel.
 
 ![fragment shader](images/shader/fragment_shader.png){srcset="images/shader/[email protected] 2x"}
 

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

@@ -118,7 +118,7 @@ Images are inserted into the document like this:
 
 ![A small icon](images/test/icon.svg){.icon} Images with class `.icon` are rendered inline aligned with the text. Use this to insert really small images (like ![A small icon](images/test/icon.svg){.icon}) into running text.
 
-Note that images are usually rendered centered in their own paragraph. Apply class `.inline` for inline behavior if you have several images as part of the same paragragh and you want to line up several images like this:
+Note that images are usually rendered centered in their own paragraph. Apply class `.inline` for inline behavior if you have several images as part of the same paragraph and you want to line up several images like this:
 
 ![A small image of sorts](images/test/small.png){.inline}
 ![A small image of sorts](images/test/small.png){.inline}
@@ -129,4 +129,4 @@ Pieces of text that are used in multiple places can be transcluded into a docume
 
 :[link](../shared/test.md)
 
-The end
+The end

+ 2 - 2
docs/zh/manuals/test.md

@@ -118,7 +118,7 @@ Images are inserted into the document like this:
 
 ![A small icon](images/test/icon.svg){.icon} Images with class `.icon` are rendered inline aligned with the text. Use this to insert really small images (like ![A small icon](images/test/icon.svg){.icon}) into running text.
 
-Note that images are usually rendered centered in their own paragraph. Apply class `.inline` for inline behavior if you have several images as part of the same paragragh and you want to line up several images like this:
+Note that images are usually rendered centered in their own paragraph. Apply class `.inline` for inline behavior if you have several images as part of the same paragraph and you want to line up several images like this:
 
 ![A small image of sorts](images/test/small.png){.inline}
 ![A small image of sorts](images/test/small.png){.inline}
@@ -129,4 +129,4 @@ Pieces of text that are used in multiple places can be transcluded into a docume
 
 :[link](../shared/test.md)
 
-The end
+The end