Consistently use "built-in" and "built into", avoid "builtin" and "built-in to"

This commit is contained in:
tetrapod00
2024-11-08 17:28:29 -08:00
parent a362a0a7f2
commit 76bcb140d4
9 changed files with 9 additions and 9 deletions

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@@ -328,7 +328,7 @@ source to initialize any SCons build options passed via the command line:
use_llvm = "yes" use_llvm = "yes"
extra_suffix = "game_title" extra_suffix = "game_title"
You can also disable some of the builtin modules before compiling, saving some You can also disable some of the built-in modules before compiling, saving some
time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details. time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details.
.. seealso:: .. seealso::

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@@ -63,7 +63,7 @@ make an image look clean. Below is an example of good cropping.
.. image:: img/cropped_image.webp .. image:: img/cropped_image.webp
For cropping Krita is the recommended program. While some screenshot programs do For cropping Krita is the recommended program. While some screenshot programs do
have cropping built in it's not always easy to get something precise. And while have cropping built-in it's not always easy to get something precise. And while
Krita is designed as a painting program the cropping tool gives you pixel precision Krita is designed as a painting program the cropping tool gives you pixel precision
by default. Of course, feel free to use a different program you are familiar with. 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
------------------------------------------ ------------------------------------------
If you've followed the previous page on :ref:`doc_using_tilesets`, you should If you've followed the previous page on :ref:`doc_using_tilesets`, you should
have a TileSet resource that is built-in to the TileMapLayer node. This is good for have a TileSet resource that is built into the TileMapLayer node. This is good for
prototyping, but in a real world project, you will generally have multiple prototyping, but in a real world project, you will generally have multiple
levels reusing the same tileset. levels reusing the same tileset.

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@@ -11,7 +11,7 @@ Introduction
In certain situations, it may be desirable to limit what features can be used In certain situations, it may be desirable to limit what features can be used
in the Godot editor. For example, a UI designer on a team who doesn't need to in the Godot editor. For example, a UI designer on a team who doesn't need to
see 3D features, or an educator slowly introducing features to students. Godot see 3D features, or an educator slowly introducing features to students. Godot
has a built in system called "feature profiles" to do this. has a built-in system called "feature profiles" to do this.
With feature profiles, major features and nodes can be hidden from the editor. With feature profiles, major features and nodes can be hidden from the editor.
This only hides parts of the interface and does not actually remove support for This only hides parts of the interface and does not actually remove support for

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@@ -490,7 +490,7 @@ On success:
``show_game_center`` ``show_game_center``
~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~
Displays the built in Game Center overlay showing leaderboards, Displays the built-in Game Center overlay showing leaderboards,
achievements, and challenges. achievements, and challenges.
Parameters Parameters

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@@ -143,7 +143,7 @@ careful not to read from an index larger than the size of the buffer.
Finally, we write the ``main`` function which is where all the logic happens. We Finally, we write the ``main`` function which is where all the logic happens. We
access a position in the storage buffer using the ``gl_GlobalInvocationID`` access a position in the storage buffer using the ``gl_GlobalInvocationID``
built in variables. ``gl_GlobalInvocationID`` gives you the global unique ID for built-in variables. ``gl_GlobalInvocationID`` gives you the global unique ID for
the current invocation. the current invocation.
To continue, write the code above into your newly created ``compute_example.glsl`` 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.
Assign a new :ref:`Shader <class_Shader>` to the ``ColorRect``'s Assign a new :ref:`Shader <class_Shader>` to the ``ColorRect``'s
``ShaderMaterial``. You can access the frame's texture and UV with a ``ShaderMaterial``. You can access the frame's texture and UV with a
``sampler2D`` using ``hint_screen_texture`` and the built in ``SCREEN_UV`` ``sampler2D`` using ``hint_screen_texture`` and the built-in ``SCREEN_UV``
uniforms. uniforms.
Copy the following code to your shader. The code below is a hex pixelization 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:
- Create custom particle code. - Create custom particle code.
- And much more! - And much more!
Godot provides built in functionality to make frequent operations Godot provides built-in functionality to make frequent operations
easier. Additionally, Godot's shader editor will detect errors as you easier. Additionally, Godot's shader editor will detect errors as you
type, so you can see your edited shaders in real-time. It is also type, so you can see your edited shaders in real-time. It is also
possible to edit shaders using a visual, node-based graph editor. 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
lighting on an object; this can be useful when you only want the object visible lighting on an object; this can be useful when you only want the object visible
where it is covered by light. where it is covered by light.
If you define a ``light()`` function it will replace the built in light function, If you define a ``light()`` function it will replace the built-in light function,
even if your light function is empty. even if your light function is empty.
Below is an example of a light shader that takes a CanvasItem's normal map into account: Below is an example of a light shader that takes a CanvasItem's normal map into account: