From 5f718500b3e4ebb5fa72c3c97eb2d0265c84a23b Mon Sep 17 00:00:00 2001 From: okpom <97510169+okpom@users.noreply.github.com> Date: Mon, 31 Aug 2026 15:38:17 -0700 Subject: [PATCH] Merge pull request #12326 from okpom-contribute/random-typo-fixes-1 Documentation typo fixes --- tutorials/best_practices/scene_organization.rst | 2 +- tutorials/shaders/visual_shaders.rst | 8 ++++---- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/tutorials/best_practices/scene_organization.rst b/tutorials/best_practices/scene_organization.rst index a0fa92865..b76282b01 100644 --- a/tutorials/best_practices/scene_organization.rst +++ b/tutorials/best_practices/scene_organization.rst @@ -477,7 +477,7 @@ own place in the hierarchy as a sibling or some other relation. If building a networked game, keep in mind which nodes and gameplay systems are relevant to all players versus those just pertinent to the authoritative - server. For example, users do not all need to have a copy of every players' + server. For example, users do not all need to have a copy of every player's "PlayerController" logic - they only need their own. Keeping them in a separate branch from the "world" can help simplify the management of game connections and the like. diff --git a/tutorials/shaders/visual_shaders.rst b/tutorials/shaders/visual_shaders.rst index 929237c12..d2926c7f4 100644 --- a/tutorials/shaders/visual_shaders.rst +++ b/tutorials/shaders/visual_shaders.rst @@ -115,7 +115,7 @@ Visual shader nodes have input and output ports. The input ports are located on .. figure:: img/vs_node.webp -These ports are colored to differentiate type of port: +These ports are colored to differentiate the type of port: .. |scalar| image:: img/vs_scalar.webp .. |vector| image:: img/vs_vector.webp @@ -203,7 +203,7 @@ Fresnel node The ``Fresnel`` node is designed to accept normal and view vectors and produces a scalar which is the saturated dot product between them. Additionally, you can -setup the inversion and the power of equation. The ``Fresnel`` node is great for +set up the inversion and the power of equation. The ``Fresnel`` node is great for adding a rim-like lighting effect to objects. .. image:: img/vs_fresnel.webp @@ -220,7 +220,7 @@ can be used to enable or disable some effect parts with one click. If node ~~~~~~~ -The ``If`` node allows you to setup a vector which will be returned the result +The ``If`` node allows you to set up a vector which will be returned the result of the comparison between ``a`` and ``b``. There are three vectors which can be returned: ``a == b`` (in that case the tolerance parameter is provided as a comparison threshold – by default it is equal to the minimal value, i.e. @@ -243,7 +243,7 @@ Mesh Emitter The ``Mesh Emitter`` node is used for emitting particles from mesh vertices. This is only available for shaders that are in ``Particles`` mode. -Keep in mind that not all 3D objects are mesh files. a glTF file can't be dragged +Keep in mind that not all 3D objects are mesh files. A glTF file can't be dragged and dropped into the graph. However, you can create an inherited scene from it, save the mesh in that scene as its own file, and use that.