Change all usages of "run-time" to "runtime"

This commit is contained in:
tetrapod00
2024-11-06 19:49:08 -08:00
parent a178d0c6c7
commit 5994348764
32 changed files with 57 additions and 57 deletions

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@@ -567,7 +567,7 @@ resulted in better usability while still being fast enough for most use cases.
That said, nothing prevents you from making use of composition in your project
by creating child Nodes with individual scripts. These nodes can then be added and
removed at run-time to dynamically add and remove behaviors.
removed at runtime to dynamically add and remove behaviors.
More information about Godot's design choices can be found in
`this article <https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine>`__.

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@@ -239,7 +239,7 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
**Global illumination with indirect lighting:**
- :ref:`Baked lightmaps <doc_using_lightmap_gi>` (fast, but can't be updated at run-time).
- :ref:`Baked lightmaps <doc_using_lightmap_gi>` (fast, but can't be updated at runtime).
- Supports baking indirect light only or baking both direct and indirect lighting.
The bake mode can be adjusted on a per-light basis to allow for hybrid light
@@ -256,7 +256,7 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
- :ref:`Voxel-based GI probes <doc_using_voxel_gi>`. Supports
dynamic lights *and* dynamic occluders, while also supporting reflections.
Requires a fast baking step which can be performed in the editor or at
run-time (including from an exported project).
runtime (including from an exported project).
- :ref:`Signed-distance field GI <doc_using_sdfgi>` designed for large open worlds.
Supports dynamic lights, but not dynamic occluders. Supports reflections.
No baking required.
@@ -290,7 +290,7 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
- Texture channels are smoothly overlaid on top of the underlying material,
with support for normal/ORM-only decals.
- Support for normal fade to fade the decal depending on its incidence angle.
- Does not rely on run-time mesh generation. This means decals can be used on
- Does not rely on runtime mesh generation. This means decals can be used on
complex skinned meshes with no performance penalty, even if the decal moves every frame.
- Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally).
- Optional distance fade system to fade distant decals, improving performance.
@@ -407,7 +407,7 @@ improve quality. This can be helpful when
- :ref:`3D geometry helper class <class_Geometry3D>`.
- Support for exporting the current scene as a glTF 2.0 file, both from the editor
and at run-time from an exported project.
and at runtime from an exported project.
3D physics
----------
@@ -544,7 +544,7 @@ Import
- Collada (.dae).
- Wavefront OBJ (static scenes only, can be loaded directly as a mesh or imported as a 3D scene).
- Support for loading glTF 2.0 scenes at run-time, including from an exported project.
- Support for loading glTF 2.0 scenes at runtime, including from an exported project.
- 3D meshes use `Mikktspace <http://www.mikktspace.com/>`__ to generate tangents
on import, which ensures consistency with other 3D applications such as Blender.
@@ -576,7 +576,7 @@ Navigation
- A* algorithm in :ref:`2D <class_AStar2D>` and :ref:`3D <class_AStar3D>`.
- Navigation meshes with dynamic obstacle avoidance in
:ref:`2D <doc_navigation_overview_2d>` and :ref:`3D <doc_navigation_overview_3d>`.
- Generate navigation meshes from the editor or at run-time (including from an exported project).
- Generate navigation meshes from the editor or at runtime (including from an exported project).
Networking
----------