From 2cf560bc8a047c476b47e068cd46961c2855152e Mon Sep 17 00:00:00 2001 From: Poommetee Ketson Date: Thu, 29 Mar 2018 12:38:45 +0700 Subject: [PATCH] Fix typos with codespell --- development/cpp/custom_resource_format_loaders.rst | 2 +- .../export/changing_application_icon_for_windows.rst | 4 ++-- tutorials/2d/particle_systems_2d.rst | 6 +++--- tutorials/3d/fps_tutorial/part_four.rst | 2 +- tutorials/3d/fps_tutorial/part_two.rst | 2 +- tutorials/assetlib/uploading_to_assetlib.rst | 2 +- tutorials/physics/kinematic_character_2d.rst | 2 +- 7 files changed, 10 insertions(+), 10 deletions(-) diff --git a/development/cpp/custom_resource_format_loaders.rst b/development/cpp/custom_resource_format_loaders.rst index d91796434..6d6e804bc 100644 --- a/development/cpp/custom_resource_format_loaders.rst +++ b/development/cpp/custom_resource_format_loaders.rst @@ -48,7 +48,7 @@ Creating a ResourceFormatLoader Each file format consist of a data container and a ``ResourceFormatLoader``. ResourceFormatLoaders are usually simple classes which return all the -necessary metadata for supporting new extentions in Godot. The +necessary metadata for supporting new extensions in Godot. The class must the return the format name and the extension string. In addition, ResourceFormatLoaders must convert file paths into diff --git a/getting_started/workflow/export/changing_application_icon_for_windows.rst b/getting_started/workflow/export/changing_application_icon_for_windows.rst index c83e9b606..da53bbec8 100644 --- a/getting_started/workflow/export/changing_application_icon_for_windows.rst +++ b/getting_started/workflow/export/changing_application_icon_for_windows.rst @@ -47,7 +47,7 @@ Now you have everything ready for changing the file icon. To do that, you will n Testing the result ------------------ -You can now export the game and see whether you have change the icons sucessfully or not. +You can now export the game and see whether you have change the icons successfully or not. If everything works fine, you will see this. .. image:: img/icon_result.png @@ -60,7 +60,7 @@ Regardless of which program you use to create your ICO file, there are some requ This is a bit tricky, as can be seen in the following StackOverflow threads: `one `__, `two `__. Your ICO file should at least contain icons in the following resolutions: 16x16, 48x48 and 256x256. -They should also be uncompressed. The 256x256 icon *can* be compressed, but this breaks backwards compability with Windows XP. +They should also be uncompressed. The 256x256 icon *can* be compressed, but this breaks backwards compatibility with Windows XP. If you want to fully support high-DPI screens, this is the full list of supported icon sizes on Windows 10: 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) diff --git a/tutorials/2d/particle_systems_2d.rst b/tutorials/2d/particle_systems_2d.rst index 3efce2361..f7b00953e 100644 --- a/tutorials/2d/particle_systems_2d.rst +++ b/tutorials/2d/particle_systems_2d.rst @@ -128,7 +128,7 @@ This can be used to turn Fract Delta on or off. Drawing Parameters ------------------ -Visability Rect +Visibility Rect ~~~~~~~~~~~~~~~ The ``W`` and ``H`` values control width and height of the visibility @@ -202,7 +202,7 @@ accelerations (as described further below). Angular Velocity ~~~~~~~~~~~~~~~~ -Angular velocity is the inital angular velocity applied to particles. +Angular velocity is the initial angular velocity applied to particles. Spin Velocity ~~~~~~~~~~~~~ @@ -272,6 +272,6 @@ Used to change the color of the particles being emitted. Hue variation ~~~~~~~~~~~~~ -The variation value sets the inital hue variation applied to each +The variation value sets the initial hue variation applied to each particle. The Variation rand value controls the hue variation randomness ratio. diff --git a/tutorials/3d/fps_tutorial/part_four.rst b/tutorials/3d/fps_tutorial/part_four.rst index 9cce02766..734538d0b 100644 --- a/tutorials/3d/fps_tutorial/part_four.rst +++ b/tutorials/3d/fps_tutorial/part_four.rst @@ -972,7 +972,7 @@ and we set ``changing_weapon_name`` to a empty string. Adding ``process_reloading`` ____________________________ -Let's finish up our new modular weapon system and add ``process_reloading``. Make a new funciton called ``process_reloading`` and add the following: +Let's finish up our new modular weapon system and add ``process_reloading``. Make a new function called ``process_reloading`` and add the following: :: diff --git a/tutorials/3d/fps_tutorial/part_two.rst b/tutorials/3d/fps_tutorial/part_two.rst index 64e35b084..6562c01a7 100644 --- a/tutorials/3d/fps_tutorial/part_two.rst +++ b/tutorials/3d/fps_tutorial/part_two.rst @@ -377,7 +377,7 @@ because they generally bounce around the world before exploding. - Halo (Rocket launchers, fragment grenades, sniper rifles, brute shot, and more) - Destiny (Rocket launchers, grenades, fusion rifles, sniper rifles, super moves, and more) - - Call of Duty (Rocket launchers, grenades, ballistic knifes, crossbows, and more) + - Call of Duty (Rocket launchers, grenades, ballistic knives, crossbows, and more) - Battlefield (Rocket launchers, grenades, claymores, mortars, and more) Another disadvantage with bullet objects is networking. Bullet objects have to sync the positions (at least) with however many clients are connected diff --git a/tutorials/assetlib/uploading_to_assetlib.rst b/tutorials/assetlib/uploading_to_assetlib.rst index f4024ad14..df1aa357f 100644 --- a/tutorials/assetlib/uploading_to_assetlib.rst +++ b/tutorials/assetlib/uploading_to_assetlib.rst @@ -37,7 +37,7 @@ is required in the submission form here as well. * **Godot version**: The version of the engine that the asset works with. Currently it's not possible to have a single asset entry contain downloads for - multiple engine versions, so you may need to re-submit the asset mulitple times, + multiple engine versions, so you may need to re-submit the asset multiple times, with an entry for each Godot version it supports. This is particularly important when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x. * **Version**: diff --git a/tutorials/physics/kinematic_character_2d.rst b/tutorials/physics/kinematic_character_2d.rst index 495f86e21..6efbb698c 100644 --- a/tutorials/physics/kinematic_character_2d.rst +++ b/tutorials/physics/kinematic_character_2d.rst @@ -208,7 +208,7 @@ This adds simple walking support by pressing left and right: else: velocity.x = 0 - # We don't need to multiply velocity by delta becuase MoveAndSlide already takes delta time into account. + # We don't need to multiply velocity by delta because MoveAndSlide already takes delta time into account. # The second parameter of move_and_slide is the normal pointing up. # In the case of a 2d platformer, in Godot upward is negative y, which translates to -1 as a normal.