Fix some typos in 'development' and 'getting started' sections

This commit is contained in:
frido
2019-10-10 23:51:29 +02:00
parent 383540ad8f
commit 2f4b025b14
4 changed files with 4 additions and 4 deletions

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@@ -108,7 +108,7 @@ If all goes well, the resulting binary executable will be placed in
``godot.windows.tools.64.exe``.
.. note:: By default, SCons will build a binary matching your CPU architecture,
but this can be overriden using ``bits=64`` or ``bits=32``.
but this can be overridden using ``bits=64`` or ``bits=32``.
This executable file contains the whole engine and runs without any
dependencies. Running it will bring up the Project Manager.

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@@ -224,7 +224,7 @@ You can then zip it and share the module with everyone else. When
building for every platform (instructions in the previous sections),
your module will be included.
.. note:: There is a paramter limit of 5 in C++ modules for things such
.. note:: There is a parameter limit of 5 in C++ modules for things such
as subclasses. This can be raised to 13 by including the header
file ``core/method_bind_ext.gen.inc``.

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@@ -18,7 +18,7 @@ to use this feature:
**1. Stash active action**
New created action is always an active action binded to object. There are
New created action is always an active action bound to object. There are
several ways to place an active action into NLA track,
one is of course doing it in ``NLA Editor``

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@@ -11,7 +11,7 @@ When dealing with 3D assets, Godot has a flexible and configurable importer.
Godot works with *scenes*. This means that the entire scene being worked on in your favorite 3D DCC will be
transferred as close as possible.
Godot supports the following 3D *scene file fomats*:
Godot supports the following 3D *scene file formats*:
* DAE (COLLADA), which is currently the most mature workflow.
* glTF 2.0. Both text and binary formats are supported. Godot has full support for it, but the format is new and gaining traction.