[Minor] Fix "it's" that should be "its" (#2595)

* Fix "it's" that should be "its"

* Other fixes
This commit is contained in:
Remi Rampin
2019-07-15 01:44:07 -07:00
committed by Nathan Lovato
parent e3a2f6ac55
commit 91897778b2
8 changed files with 10 additions and 10 deletions

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@@ -618,7 +618,7 @@ _________
Now let's look at ``process_movement``:
First we ensure that ``dir`` does not have any movement on the ``Y`` axis by setting it's ``Y`` value to zero.
First we ensure that ``dir`` does not have any movement on the ``Y`` axis by setting its ``Y`` value to zero.
Next we normalize ``dir`` to ensure we're within a ``1`` radius unit circle. This makes it where we're moving at a constant speed regardless
of whether the player is moving straight or diagonally. If we did not normalize, the player would move faster on the diagonal than when going straight.

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@@ -25,7 +25,7 @@ When a :ref:`Container <class_Container>`-derived node is used, all children :re
own positioning ability. This means the *Container* will control their positioning and any attempt to manually alter these
nodes will be either ignored or invalidated the next time their parent is resized.
Likewise, when a *Container* derived node is resized, all it's children will be re-positioned according to it,
Likewise, when a *Container* derived node is resized, all its children will be re-positioned according to it,
with a behavior based on the type of container used:
.. image:: img/container_example.gif

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@@ -69,7 +69,7 @@ Godot itself contains software written by `third parties <https://github.com/god
FreeType
^^^^^^^^
Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. It's license requires attribution, so the following text must be included together with the Godot license:
Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. Its license requires attribution, so the following text must be included together with the Godot license:
Portions of this software are copyright © <year> The FreeType Project (www.freetype.org). All rights reserved.

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@@ -83,8 +83,8 @@ a low ``METALLIC`` has a more equal representation of sky color and ``ALBEDO`` c
.. note:: ``METALLIC`` should be close to ``0`` or ``1`` for proper PBR shading. Only set it between
them for blending between materials.
Water is not a metal, so we will set it's ``METALLIC`` property to ``0.0``. But, water is also highly
reflective, so we will set it's ``ROUGHNESS`` property to by quite low as well.
Water is not a metal, so we will set its ``METALLIC`` property to ``0.0``. Water is also highly
reflective, so we will set its ``ROUGHNESS`` property to be quite low as well.
.. code-block:: glsl