From 2f4b025b1491c318df9407234ea15584880dc384 Mon Sep 17 00:00:00 2001 From: frido Date: Thu, 10 Oct 2019 23:51:29 +0200 Subject: [PATCH] Fix some typos in 'development' and 'getting started' sections --- development/compiling/compiling_for_windows.rst | 2 +- development/cpp/custom_modules_in_cpp.rst | 2 +- getting_started/workflow/assets/escn_exporter/animation.rst | 2 +- getting_started/workflow/assets/importing_scenes.rst | 2 +- 4 files changed, 4 insertions(+), 4 deletions(-) diff --git a/development/compiling/compiling_for_windows.rst b/development/compiling/compiling_for_windows.rst index 968df59b0..958477c37 100644 --- a/development/compiling/compiling_for_windows.rst +++ b/development/compiling/compiling_for_windows.rst @@ -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. diff --git a/development/cpp/custom_modules_in_cpp.rst b/development/cpp/custom_modules_in_cpp.rst index b0b689400..5c2f1646c 100644 --- a/development/cpp/custom_modules_in_cpp.rst +++ b/development/cpp/custom_modules_in_cpp.rst @@ -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``. diff --git a/getting_started/workflow/assets/escn_exporter/animation.rst b/getting_started/workflow/assets/escn_exporter/animation.rst index eb19f3f31..1bb7ab8ab 100644 --- a/getting_started/workflow/assets/escn_exporter/animation.rst +++ b/getting_started/workflow/assets/escn_exporter/animation.rst @@ -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`` diff --git a/getting_started/workflow/assets/importing_scenes.rst b/getting_started/workflow/assets/importing_scenes.rst index 86c165df6..8cbdfa5d4 100644 --- a/getting_started/workflow/assets/importing_scenes.rst +++ b/getting_started/workflow/assets/importing_scenes.rst @@ -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.