Draft: Remove "simple", "simply", "easy", and "just" from the docs (#4496)

* Various style edits

* Edit out "simple" when possible

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
This commit is contained in:
Marcin Sędłak-Jakubowski
2021-07-11 14:38:53 +02:00
committed by GitHub
parent a4a368af15
commit bd19917ea0
58 changed files with 195 additions and 203 deletions

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@@ -15,11 +15,11 @@ to be imported by Godot and be treated as first-class resources. The editor
itself comes bundled with a lot of import plugins to handle the common resources
like PNG images, Collada and glTF models, Ogg Vorbis sounds, and many more.
This tutorial will show you how to create a simple import plugin to load a
This tutorial shows how to create an import plugin to load a
custom text file as a material resource. This text file will contain three
numeric values separated by comma, which represents the three channels of a
color, and the resulting color will be used as the albedo (main color) of the
imported material. In this example it will contain the pure blue color
imported material. In this example it contains the pure blue color
(zero red, zero green, and full blue):
.. code-block:: none

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@@ -13,10 +13,10 @@ While this makes plugins less powerful, there are still many things you can
do with them. Note that a plugin is similar to any scene you can already
make, except it is created using a script to add editor functionality.
This tutorial will guide you through the creation of two simple plugins so
This tutorial will guide you through the creation of two plugins so
you can understand how they work and be able to develop your own. The first
will be a custom node that you can add to any scene in the project and the
other will be a custom dock added to the editor.
is a custom node that you can add to any scene in the project, and the
other is a custom dock added to the editor.
Creating a plugin
~~~~~~~~~~~~~~~~~
@@ -56,7 +56,7 @@ You should end up with a directory structure like this:
.. image:: img/making_plugins-my_custom_mode_folder.png
``plugin.cfg`` is a simple INI file with metadata about your plugin.
``plugin.cfg`` is an INI file with metadata about your plugin.
The name and description help people understand what it does.
Your name helps you get properly credited for your work.
The version number helps others know if they have an outdated version;
@@ -148,8 +148,8 @@ To create a new node type, you can use the function
that will act as the logic for the type. While that script doesn't have to use
the ``tool`` keyword, it can be added so the script runs in the editor.
For this tutorial, we'll create a simple button that prints a message when
clicked. For that, we'll need a simple script that extends from
For this tutorial, we'll create a button that prints a message when
clicked. For that, we'll need a script that extends from
:ref:`class_Button`. It could also extend
:ref:`class_BaseButton` if you prefer:

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@@ -9,9 +9,9 @@ Introduction
Spatial gizmo plugins are used by the editor and custom plugins to define the
gizmos attached to any kind of Spatial node.
This tutorial will show you the two main approaches to defining your own custom
This tutorial shows the two main approaches to defining your own custom
gizmos. The first option works well for simple gizmos and creates less clutter in
your plugin structure, while the second one will let you store some per-gizmo data.
your plugin structure, and the second one will let you store some per-gizmo data.
.. note:: This tutorial assumes you already know how to make generic plugins. If
in doubt, refer to the :ref:`doc_making_plugins` page.
@@ -56,7 +56,7 @@ This would be a basic setup:
remove_spatial_gizmo_plugin(gizmo_plugin)
For simple gizmos, just inheriting :ref:`EditorSpatialGizmoPlugin <class_EditorSpatialGizmoPlugin>`
For simple gizmos, inheriting :ref:`EditorSpatialGizmoPlugin <class_EditorSpatialGizmoPlugin>`
is enough. If you want to store some per-gizmo data or you are porting a Godot 3.0 gizmo
to 3.1+, you should go with the second approach.