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Fix typos with codespell
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@@ -48,7 +48,7 @@ Creating a ResourceFormatLoader
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Each file format consist of a data container and a ``ResourceFormatLoader``.
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ResourceFormatLoaders are usually simple classes which return all the
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necessary metadata for supporting new extentions in Godot. The
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necessary metadata for supporting new extensions in Godot. The
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class must the return the format name and the extension string.
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In addition, ResourceFormatLoaders must convert file paths into
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@@ -47,7 +47,7 @@ Now you have everything ready for changing the file icon. To do that, you will n
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Testing the result
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------------------
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You can now export the game and see whether you have change the icons sucessfully or not.
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You can now export the game and see whether you have change the icons successfully or not.
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If everything works fine, you will see this.
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.. image:: img/icon_result.png
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@@ -60,7 +60,7 @@ Regardless of which program you use to create your ICO file, there are some requ
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This is a bit tricky, as can be seen in the following StackOverflow threads: `one <https://stackoverflow.com/questions/3236115/which-icon-sizes-should-my-windows-applications-icon-include>`__, `two <https://stackoverflow.com/questions/40749785/windows-10-all-icon-resolutions-on-all-dpi-settings-format-pixel-art-as-icon>`__.
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Your ICO file should at least contain icons in the following resolutions: 16x16, 48x48 and 256x256.
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They should also be uncompressed. The 256x256 icon *can* be compressed, but this breaks backwards compability with Windows XP.
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They should also be uncompressed. The 256x256 icon *can* be compressed, but this breaks backwards compatibility with Windows XP.
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If you want to fully support high-DPI screens, this is the full list of supported icon sizes on Windows 10:
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16, 20, 24, 28, 30, 31, 32, 40, 42, 47, 48, 56, 60, 63, 84 and one larger than 255px. (I.e. 256 or 512 or 1024)
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@@ -128,7 +128,7 @@ This can be used to turn Fract Delta on or off.
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Drawing Parameters
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------------------
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Visability Rect
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Visibility Rect
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~~~~~~~~~~~~~~~
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The ``W`` and ``H`` values control width and height of the visibility
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@@ -202,7 +202,7 @@ accelerations (as described further below).
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Angular Velocity
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~~~~~~~~~~~~~~~~
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Angular velocity is the inital angular velocity applied to particles.
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Angular velocity is the initial angular velocity applied to particles.
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Spin Velocity
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~~~~~~~~~~~~~
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@@ -272,6 +272,6 @@ Used to change the color of the particles being emitted.
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Hue variation
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~~~~~~~~~~~~~
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The variation value sets the inital hue variation applied to each
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The variation value sets the initial hue variation applied to each
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particle. The Variation rand value controls the hue variation
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randomness ratio.
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@@ -972,7 +972,7 @@ and we set ``changing_weapon_name`` to a empty string.
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Adding ``process_reloading``
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____________________________
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Let's finish up our new modular weapon system and add ``process_reloading``. Make a new funciton called ``process_reloading`` and add the following:
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Let's finish up our new modular weapon system and add ``process_reloading``. Make a new function called ``process_reloading`` and add the following:
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::
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@@ -377,7 +377,7 @@ because they generally bounce around the world before exploding.
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- Halo (Rocket launchers, fragment grenades, sniper rifles, brute shot, and more)
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- Destiny (Rocket launchers, grenades, fusion rifles, sniper rifles, super moves, and more)
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- Call of Duty (Rocket launchers, grenades, ballistic knifes, crossbows, and more)
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- Call of Duty (Rocket launchers, grenades, ballistic knives, crossbows, and more)
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- Battlefield (Rocket launchers, grenades, claymores, mortars, and more)
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Another disadvantage with bullet objects is networking. Bullet objects have to sync the positions (at least) with however many clients are connected
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@@ -37,7 +37,7 @@ is required in the submission form here as well.
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* **Godot version**:
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The version of the engine that the asset works with.
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Currently it's not possible to have a single asset entry contain downloads for
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multiple engine versions, so you may need to re-submit the asset mulitple times,
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multiple engine versions, so you may need to re-submit the asset multiple times,
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with an entry for each Godot version it supports. This is particularly important
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when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x.
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* **Version**:
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@@ -208,7 +208,7 @@ This adds simple walking support by pressing left and right:
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else:
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velocity.x = 0
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# We don't need to multiply velocity by delta becuase MoveAndSlide already takes delta time into account.
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# We don't need to multiply velocity by delta because MoveAndSlide already takes delta time into account.
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# The second parameter of move_and_slide is the normal pointing up.
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# In the case of a 2d platformer, in Godot upward is negative y, which translates to -1 as a normal.
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