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[Minor] Fix "it's" that should be "its" (#2595)
* Fix "it's" that should be "its" * Other fixes
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committed by
Nathan Lovato
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e3a2f6ac55
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91897778b2
@@ -618,7 +618,7 @@ _________
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Now let's look at ``process_movement``:
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First we ensure that ``dir`` does not have any movement on the ``Y`` axis by setting it's ``Y`` value to zero.
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First we ensure that ``dir`` does not have any movement on the ``Y`` axis by setting its ``Y`` value to zero.
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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
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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
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own positioning ability. This means the *Container* will control their positioning and any attempt to manually alter these
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nodes will be either ignored or invalidated the next time their parent is resized.
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Likewise, when a *Container* derived node is resized, all it's children will be re-positioned according to it,
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Likewise, when a *Container* derived node is resized, all its children will be re-positioned according to it,
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with a behavior based on the type of container used:
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.. 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
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FreeType
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^^^^^^^^
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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:
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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:
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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
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.. note:: ``METALLIC`` should be close to ``0`` or ``1`` for proper PBR shading. Only set it between
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them for blending between materials.
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Water is not a metal, so we will set it's ``METALLIC`` property to ``0.0``. But, water is also highly
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reflective, so we will set it's ``ROUGHNESS`` property to by quite low as well.
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Water is not a metal, so we will set its ``METALLIC`` property to ``0.0``. Water is also highly
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reflective, so we will set its ``ROUGHNESS`` property to be quite low as well.
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.. code-block:: glsl
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