Improve flow and remove banned words

Improves flow and removes banned words.

Co-authored-by: WakaJoekoe <48286673+WakaJoekoe@users.noreply.github.com>
Co-authored-by: Hugo Locurcio <Calinou@users.noreply.github.com>
Co-authored-by: skyace65 <trekie96@hotmail.com>
This commit is contained in:
Max Hilbrunner
2022-08-24 19:24:00 +02:00
parent dad11cdaf5
commit 2dd9212352
4 changed files with 7 additions and 8 deletions

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@@ -6,7 +6,7 @@ Cross-compiling for iOS on Linux
.. highlight:: shell
The procedure for this is somewhat complex and requires a lot of steps,
but once you have the environment properly configured it will be easy to
but once you have the environment properly configured you can
compile Godot for iOS anytime you want.
Disclaimer

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@@ -219,7 +219,7 @@ Signals
-------
Objects can have a set of signals defined (similar to Delegates in other
languages). Connecting to them is rather easy:
languages). This example shows how to connect to them:
.. code-block:: cpp

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@@ -122,8 +122,8 @@ The PCK file contains a “mod_scene.tscn” test scene in its root.
By default, if you import a file with the same file path/name as one you already have in your
project, the imported one will replace it. This is something to watch out for when
creating DLC or mods (solved easily with a tool isolating mods to a specific mods
subfolder). However, it is also a way of creating patches for one's own game. A
creating DLC or mods. You can solve this problem by using a tool that isolates mods to a specific mods subfolder.
However, it is also a way of creating patches for one's own game. A
PCK file of this kind can fix the content of a previously loaded PCK.
To opt out of this behavior, pass ``false`` as the second argument to
@@ -137,8 +137,8 @@ The PCK file contains a “mod_scene.tscn” test scene in its root.
Summary
-------
This tutorial should illustrate how easy adding mods, patches or DLC to a game
is. The most important thing is to identify how one plans to distribute future
This tutorial explains how to add mods, patches, or DLC to a game.
The most important thing is to identify how one plans to distribute future
content for their game and develop a workflow that is customized for that
purpose. Godot should make that process smooth regardless of which route a
developer pursues.

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@@ -6,8 +6,7 @@ Making main screen plugins
What this tutorial covers
-------------------------
As seen in the :ref:`doc_making_plugins` page, making a basic plugin that
extends the editor is fairly easy. Main screen plugins allow you to create
Main screen plugins allow you to create
new UIs in the central part of the editor, which appear next to the
"2D", "3D", "Script", and "AssetLib" buttons. Such editor plugins are
referred as "Main screen plugins".