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Consistently use "built-in" and "built into", avoid "builtin" and "built-in to"
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@@ -328,7 +328,7 @@ source to initialize any SCons build options passed via the command line:
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use_llvm = "yes"
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use_llvm = "yes"
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extra_suffix = "game_title"
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extra_suffix = "game_title"
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You can also disable some of the builtin modules before compiling, saving some
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You can also disable some of the built-in modules before compiling, saving some
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time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details.
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time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details.
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.. seealso::
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.. seealso::
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@@ -63,7 +63,7 @@ make an image look clean. Below is an example of good cropping.
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.. image:: img/cropped_image.webp
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.. image:: img/cropped_image.webp
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For cropping Krita is the recommended program. While some screenshot programs do
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For cropping Krita is the recommended program. While some screenshot programs do
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have cropping built in it's not always easy to get something precise. And while
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have cropping built-in it's not always easy to get something precise. And while
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Krita is designed as a painting program the cropping tool gives you pixel precision
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Krita is designed as a painting program the cropping tool gives you pixel precision
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by default. Of course, feel free to use a different program you are familiar with.
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by default. Of course, feel free to use a different program you are familiar with.
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@@ -25,7 +25,7 @@ Specifying the TileSet in the TileMapLayer
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------------------------------------------
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------------------------------------------
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If you've followed the previous page on :ref:`doc_using_tilesets`, you should
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If you've followed the previous page on :ref:`doc_using_tilesets`, you should
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have a TileSet resource that is built-in to the TileMapLayer node. This is good for
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have a TileSet resource that is built into the TileMapLayer node. This is good for
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prototyping, but in a real world project, you will generally have multiple
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prototyping, but in a real world project, you will generally have multiple
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levels reusing the same tileset.
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levels reusing the same tileset.
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@@ -11,7 +11,7 @@ Introduction
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In certain situations, it may be desirable to limit what features can be used
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In certain situations, it may be desirable to limit what features can be used
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in the Godot editor. For example, a UI designer on a team who doesn't need to
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in the Godot editor. For example, a UI designer on a team who doesn't need to
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see 3D features, or an educator slowly introducing features to students. Godot
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see 3D features, or an educator slowly introducing features to students. Godot
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has a built in system called "feature profiles" to do this.
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has a built-in system called "feature profiles" to do this.
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With feature profiles, major features and nodes can be hidden from the editor.
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With feature profiles, major features and nodes can be hidden from the editor.
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This only hides parts of the interface and does not actually remove support for
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This only hides parts of the interface and does not actually remove support for
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@@ -490,7 +490,7 @@ On success:
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``show_game_center``
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``show_game_center``
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~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~
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Displays the built in Game Center overlay showing leaderboards,
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Displays the built-in Game Center overlay showing leaderboards,
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achievements, and challenges.
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achievements, and challenges.
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Parameters
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Parameters
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@@ -143,7 +143,7 @@ careful not to read from an index larger than the size of the buffer.
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Finally, we write the ``main`` function which is where all the logic happens. We
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Finally, we write the ``main`` function which is where all the logic happens. We
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access a position in the storage buffer using the ``gl_GlobalInvocationID``
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access a position in the storage buffer using the ``gl_GlobalInvocationID``
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built in variables. ``gl_GlobalInvocationID`` gives you the global unique ID for
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built-in variables. ``gl_GlobalInvocationID`` gives you the global unique ID for
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the current invocation.
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the current invocation.
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To continue, write the code above into your newly created ``compute_example.glsl``
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To continue, write the code above into your newly created ``compute_example.glsl``
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@@ -50,7 +50,7 @@ For this demo, we will use this :ref:`Sprite <class_Sprite2D>` of a sheep.
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Assign a new :ref:`Shader <class_Shader>` to the ``ColorRect``'s
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Assign a new :ref:`Shader <class_Shader>` to the ``ColorRect``'s
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``ShaderMaterial``. You can access the frame's texture and UV with a
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``ShaderMaterial``. You can access the frame's texture and UV with a
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``sampler2D`` using ``hint_screen_texture`` and the built in ``SCREEN_UV``
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``sampler2D`` using ``hint_screen_texture`` and the built-in ``SCREEN_UV``
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uniforms.
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uniforms.
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Copy the following code to your shader. The code below is a hex pixelization
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Copy the following code to your shader. The code below is a hex pixelization
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@@ -23,7 +23,7 @@ Examples of this are:
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- Create custom particle code.
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- Create custom particle code.
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- And much more!
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- And much more!
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Godot provides built in functionality to make frequent operations
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Godot provides built-in functionality to make frequent operations
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easier. Additionally, Godot's shader editor will detect errors as you
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easier. Additionally, Godot's shader editor will detect errors as you
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type, so you can see your edited shaders in real-time. It is also
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type, so you can see your edited shaders in real-time. It is also
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possible to edit shaders using a visual, node-based graph editor.
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possible to edit shaders using a visual, node-based graph editor.
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@@ -271,7 +271,7 @@ run. Use the ``light_only`` render mode if you only want to see the impact of
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lighting on an object; this can be useful when you only want the object visible
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lighting on an object; this can be useful when you only want the object visible
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where it is covered by light.
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where it is covered by light.
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If you define a ``light()`` function it will replace the built in light function,
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If you define a ``light()`` function it will replace the built-in light function,
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even if your light function is empty.
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even if your light function is empty.
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Below is an example of a light shader that takes a CanvasItem's normal map into account:
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Below is an example of a light shader that takes a CanvasItem's normal map into account:
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