diff --git a/about/introduction.rst b/about/introduction.rst index c6c9accc0..d4339d46f 100644 --- a/about/introduction.rst +++ b/about/introduction.rst @@ -65,7 +65,7 @@ This documentation is organized into several sections: engine to make games. It starts with the :ref:`Step by step ` tutorial which should be the entry point for all new users. **This is the best place to start if you're new!** -- The **Manual** can be read or referenced as needed, +- The **Manual** can be read or referenced as needed, in any order. It contains feature-specific tutorials and documentation. - **Contributing** gives information related to contributing to Godot, whether to the core engine, documentation, demos or other parts. diff --git a/contributing/development/compiling/compiling_for_ios.rst b/contributing/development/compiling/compiling_for_ios.rst index a79c0ea40..a5b2257cc 100644 --- a/contributing/development/compiling/compiling_for_ios.rst +++ b/contributing/development/compiling/compiling_for_ios.rst @@ -82,7 +82,7 @@ should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.releas $ lipo -create libgodot.ios.debug.arm64.simulator.a libgodot.ios.debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a $ cp libgodot.ios.opt.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a - $ lipo -create libgodot.ios.opt.arm64.simulator.a libgodot.ios.opt.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a + $ lipo -create libgodot.ios.opt.arm64.simulator.a libgodot.ios.opt.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode`` folder once it has been created. diff --git a/contributing/documentation/building_the_manual.rst b/contributing/documentation/building_the_manual.rst index 7fe9cb35b..732d17f2d 100644 --- a/contributing/documentation/building_the_manual.rst +++ b/contributing/documentation/building_the_manual.rst @@ -10,7 +10,7 @@ documentation as a PDF, EPUB, or LaTeX file, for example. Before you get started, make sure that you have: - `Git `_ -- `make `_ (unless you’re using Windows) +- `make `_ (unless you're using Windows) - `Python `_ 3 .. note:: Python 3 should come with the ``pip3`` command. You may need to write diff --git a/contributing/documentation/contributing_to_the_documentation.rst b/contributing/documentation/contributing_to_the_documentation.rst index b43ff354a..7d9d7916a 100644 --- a/contributing/documentation/contributing_to_the_documentation.rst +++ b/contributing/documentation/contributing_to_the_documentation.rst @@ -63,7 +63,7 @@ Editing existing pages To edit an existing page, locate its ``.rst`` source file and open it in your favorite text editor. You can then commit the changes, push them to your fork, and make a pull request. **Note that the pages in** ``classes/`` **should not be -edited here.** They are automatically generated from Godot’s `XML class +edited here.** They are automatically generated from Godot's `XML class reference `__. See :ref:`doc_updating_the_class_reference` for details. @@ -145,7 +145,7 @@ first letter capitalized. Sphinx and reStructuredText syntax ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Check Sphinx’s `reST Primer `__ +Check Sphinx's `reST Primer `__ and the `official reference `__ for details on the syntax. diff --git a/contributing/documentation/docs_image_guidelines.rst b/contributing/documentation/docs_image_guidelines.rst index 833d32103..4476a2201 100644 --- a/contributing/documentation/docs_image_guidelines.rst +++ b/contributing/documentation/docs_image_guidelines.rst @@ -31,7 +31,7 @@ All screenshots should ideally be taken on a 1080p screen. Anything higher resolution is adding detail that doesn't make the documentation better and dramatically increases file size. If you're taking screenshots on a higher resolution screen the screenshot should be scaled down. There are instructions -on how to do this later on this page. +on how to do this later on this page. Format conversion ----------------- diff --git a/getting_started/first_3d_game/going_further.rst b/getting_started/first_3d_game/going_further.rst index 96323d375..3ba482ca7 100644 --- a/getting_started/first_3d_game/going_further.rst +++ b/getting_started/first_3d_game/going_further.rst @@ -9,29 +9,29 @@ You can pat yourself on the back for having completed your first 3D game with Godot. In this series, we went over a wide range of techniques and editor features. -Hopefully, you’ve witnessed how intuitive Godot’s scene system can be and +Hopefully, you've witnessed how intuitive Godot's scene system can be and learned a few tricks you can apply in your projects. But we just scratched the surface: Godot has a lot more in store for you to save time creating games. And you can learn all that by browsing the documentation. -Where should you begin? Below, you’ll find a few pages to start exploring and -build upon what you’ve learned so far. +Where should you begin? Below, you'll find a few pages to start exploring and +build upon what you've learned so far. -But before that, here’s a link to download a completed version of the project: +But before that, here's a link to download a completed version of the project: ``_. Exploring the manual -------------------- -The manual is your ally whenever you have a doubt or you’re curious about a +The manual is your ally whenever you have a doubt or you're curious about a feature. It does not contain tutorials about specific game genres or mechanics. Instead, it explains how Godot works in general. In it, you will find information about 2D, 3D, physics, rendering and performance, and much more. Here are the sections we recommend you to explore next: -1. Read the :ref:`Scripting section ` to learn essential programming features you’ll use +1. Read the :ref:`Scripting section ` to learn essential programming features you'll use in every project. 2. The :ref:`3D ` and :ref:`Physics ` sections will teach you more about 3D game creation in the engine. @@ -40,5 +40,5 @@ Here are the sections we recommend you to explore next: You can start with these or, if you prefer, look at the sidebar menu on the left and pick your options. -We hope you enjoyed this tutorial series, and we’re looking forward to seeing +We hope you enjoyed this tutorial series, and we're looking forward to seeing what you achieve using Godot. diff --git a/getting_started/step_by_step/signals.rst b/getting_started/step_by_step/signals.rst index e5d737b50..9d8bffa5b 100644 --- a/getting_started/step_by_step/signals.rst +++ b/getting_started/step_by_step/signals.rst @@ -22,7 +22,7 @@ limits `coupling code flexible. For example, you might have a life bar on the screen that represents the -player’s health. When the player takes damage or uses a healing potion, you want +player's health. When the player takes damage or uses a healing potion, you want the bar to reflect the change. To do so, in Godot, you would use signals. .. note:: As mentioned in the introduction, signals are Godot's version of the diff --git a/tutorials/2d/2d_lights_and_shadows.rst b/tutorials/2d/2d_lights_and_shadows.rst index e8c534248..e7f4d193a 100644 --- a/tutorials/2d/2d_lights_and_shadows.rst +++ b/tutorials/2d/2d_lights_and_shadows.rst @@ -216,7 +216,7 @@ Manually drawing a light occluder ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Create a LightOccluder2D node, then select the node and click the "+" button at -the top top of the 2D editor. When asked to create a polygon resource, answer +the top of the 2D editor. When asked to create a polygon resource, answer **Yes**. You can then start drawing an occluder polygon by clicking to create new points. You can remove existing points by right-clicking them, and you can create new points from the existing line by clicking on the line then dragging. diff --git a/tutorials/3d/procedural_geometry/surfacetool.rst b/tutorials/3d/procedural_geometry/surfacetool.rst index f63bda50f..aee6e6521 100644 --- a/tutorials/3d/procedural_geometry/surfacetool.rst +++ b/tutorials/3d/procedural_geometry/surfacetool.rst @@ -95,7 +95,7 @@ note, ``generate_normals()`` only works if the primitive type is set to ``Mesh.P You may notice that normal mapping or other material properties look broken on the generated mesh. This is because normal mapping **requires** the mesh to feature *tangents*, which are separate from *normals*. You can either add custom -tangents manually, or generate them automatically with with +tangents manually, or generate them automatically with ``generate_tangents()``. This method requires that each vertex have UVs and normals set already. diff --git a/tutorials/animation/introduction.rst b/tutorials/animation/introduction.rst index 464244833..0b6370a1d 100644 --- a/tutorials/animation/introduction.rst +++ b/tutorials/animation/introduction.rst @@ -86,7 +86,7 @@ at various points, and change their timing. Each line in the Animation Panel is an animation track that references a Normal or Transform property of a node. Each track stores a path to a node and its affected property. For example, the position track -in the illustration refers to to the ``position`` property of the Sprite2D +in the illustration refers to the ``position`` property of the Sprite2D node. .. figure:: img/animation_normal_track.png diff --git a/tutorials/assets_pipeline/escn_exporter/animation.rst b/tutorials/assets_pipeline/escn_exporter/animation.rst index 65066d772..7ab057e16 100644 --- a/tutorials/assets_pipeline/escn_exporter/animation.rst +++ b/tutorials/assets_pipeline/escn_exporter/animation.rst @@ -34,7 +34,7 @@ Or it can be done stashing the action in ``Dope Sheet`` An NLA track can be ``mute`` or ``unmute``, the exporter will export all the ``mute`` NLA track as a separate action, while blends all the ``unmute`` -NLA tracks into every action (including the action action) being exported. +NLA tracks into every action (including the action) being exported. .. image:: img/nla_strip.jpg diff --git a/tutorials/audio/audio_effects.rst b/tutorials/audio/audio_effects.rst index 72bf61c04..eada442a5 100644 --- a/tutorials/audio/audio_effects.rst +++ b/tutorials/audio/audio_effects.rst @@ -91,7 +91,7 @@ a low-quality speaker or device. EQ ~~ -EQ is what all other equalizers inherit from. It can be extended with with Custom +EQ is what all other equalizers inherit from. It can be extended with Custom scripts to create an equalizer with a custom number of bands. EQ6, EQ10, EQ21 diff --git a/tutorials/platform/android/android_in_app_purchases.rst b/tutorials/platform/android/android_in_app_purchases.rst index 713336918..fb7ba07bc 100644 --- a/tutorials/platform/android/android_in_app_purchases.rst +++ b/tutorials/platform/android/android_in_app_purchases.rst @@ -94,7 +94,7 @@ Query available items ********************* Once the API has connected, query SKUs using ``querySkuDetails()``. You must successfully complete -a SKU query before before calling the ``purchase()`` or ``queryPurchases()`` functions, +a SKU query before calling the ``purchase()`` or ``queryPurchases()`` functions, or they will return an error. ``querySkuDetails()`` takes two parameters: an array of SKU name strings, and a string specifying the type of SKU being queried. The SKU type string should be ``"inapp"`` for normal in-app purchases or ``"subs"`` for subscriptions. diff --git a/tutorials/platform/ios/plugins_for_ios.rst b/tutorials/platform/ios/plugins_for_ios.rst index ec84d3aeb..5fa7a3d84 100644 --- a/tutorials/platform/ios/plugins_for_ios.rst +++ b/tutorials/platform/ios/plugins_for_ios.rst @@ -184,7 +184,7 @@ The response event will be a dictionary with the following fields: "invalid_ids": [ list of requested IDs that were invalid ], "ids": [ list of IDs that were valid ], "titles": [ list of valid product titles (corresponds with list of valid IDs) ], - "descriptions": [ list of valid product descriptions ] , + "descriptions": [ list of valid product descriptions ], "prices": [ list of valid product prices ], "localized_prices": [ list of valid product localized prices ], } diff --git a/tutorials/platform/web/customizing_html5_shell.rst b/tutorials/platform/web/customizing_html5_shell.rst index 68e7f29fb..69c9a6e78 100644 --- a/tutorials/platform/web/customizing_html5_shell.rst +++ b/tutorials/platform/web/customizing_html5_shell.rst @@ -101,7 +101,7 @@ optionally overriding any :js:attr:`EngineConfig` parameters. }); This snippet of code automatically loads and initializes the engine before starting the game. -It uses the given configuration to to load the engine. The :js:meth:`engine.startGame ` +It uses the given configuration to load the engine. The :js:meth:`engine.startGame ` method is asynchronous and returns a ``Promise``. This allows your control code to track if the game was loaded correctly without blocking execution or relying on polling. diff --git a/tutorials/rendering/jitter_stutter.rst b/tutorials/rendering/jitter_stutter.rst index 2dc52b496..573865201 100644 --- a/tutorials/rendering/jitter_stutter.rst +++ b/tutorials/rendering/jitter_stutter.rst @@ -220,7 +220,7 @@ better troubleshoot it. If you are reporting input lag problems, please include a capture made with a high speed camera (such as your phone's slow motion video mode). The capture **must** have both the screen and the input device visible so that the number of -frames between an input and the on-screen result can can be counted. Also, make +frames between an input and the on-screen result can be counted. Also, make sure to mention your monitor's refresh rate and your input device's polling rate (especially for mice).