Fix wrong usage of "it's" for "its" (#336)

(cherry picked from commit a75a30d897)
This commit is contained in:
Chris Bradfield
2017-01-29 22:42:13 -08:00
committed by Rémi Verschelde
parent f171c78980
commit bf6ff1831a
22 changed files with 39 additions and 39 deletions

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@@ -159,7 +159,7 @@ Member Functions
Numeric Constants Numeric Constants
----------------- -----------------
- **PI** = **3.141593** --- Constant that represents how many times the diameter of a circumference fits around it's perimeter. - **PI** = **3.141593** --- Constant that represents how many times the diameter of a circumference fits around its perimeter.
Description Description
----------- -----------

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@@ -27,7 +27,7 @@ Member Functions
Description Description
----------- -----------
Circular Shape for 2D Physics. This shape is useful for modeling balls or small characters and it's collision detection with everything else is very fast. Circular Shape for 2D Physics. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast.
Member Function Description Member Function Description
--------------------------- ---------------------------

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@@ -40,6 +40,6 @@ This function is called for each file exported and depending from the return val
2) If the returned value is a RawAray (array of bytes), the content of that array becomes the new file being exported. 2) If the returned value is a RawAray (array of bytes), the content of that array becomes the new file being exported.
3) If the file must also change it's name when exported, then a :ref:`Dictionary<class_dictionary>` must be returned with two fields: 'name' with the new filename and 'data' with a :ref:`RawArray<class_rawarray>` containing the raw contents of the file. Even if the name is changed, the run-time will redirect the old file to the new file automatically when accessed. 3) If the file must also change its name when exported, then a :ref:`Dictionary<class_dictionary>` must be returned with two fields: 'name' with the new filename and 'data' with a :ref:`RawArray<class_rawarray>` containing the raw contents of the file. Even if the name is changed, the run-time will redirect the old file to the new file automatically when accessed.

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@@ -13,7 +13,7 @@ EditorPlugin
Brief Description Brief Description
----------------- -----------------
Used by the editor to extend it's functionality. Used by the editor to extend its functionality.
Member Functions Member Functions
---------------- ----------------
@@ -332,7 +332,7 @@ Remove the import plugin, don't forget to call this on exit.
- void **save_external_data** **(** **)** virtual - void **save_external_data** **(** **)** virtual
This method is called after the editor save the project or when the it's closed. It asks the plugin to save edited external scenes/resources. This method is called after the editor saves the project or when it's closed. It asks the plugin to save edited external scenes/resources.
.. _class_EditorPlugin_set_state: .. _class_EditorPlugin_set_state:

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@@ -63,11 +63,11 @@ Numeric Constants
- **RESULT_CONNECTION_ERROR** = **4** --- Request failed due to connection(read/write) error. - **RESULT_CONNECTION_ERROR** = **4** --- Request failed due to connection(read/write) error.
- **RESULT_SSL_HANDSHAKE_ERROR** = **5** --- Request failed on SSL handshake. - **RESULT_SSL_HANDSHAKE_ERROR** = **5** --- Request failed on SSL handshake.
- **RESULT_NO_RESPONSE** = **6** --- Request does not have a response(yet). - **RESULT_NO_RESPONSE** = **6** --- Request does not have a response(yet).
- **RESULT_BODY_SIZE_LIMIT_EXCEEDED** = **7** --- Request exceded it's maximum size limit, see :ref:`set_body_size_limit<class_HTTPRequest_set_body_size_limit>`. - **RESULT_BODY_SIZE_LIMIT_EXCEEDED** = **7** --- Request exceded its maximum size limit, see :ref:`set_body_size_limit<class_HTTPRequest_set_body_size_limit>`.
- **RESULT_REQUEST_FAILED** = **8** --- Request failed. (unused) - **RESULT_REQUEST_FAILED** = **8** --- Request failed. (unused)
- **RESULT_DOWNLOAD_FILE_CANT_OPEN** = **9** --- HTTPRequest couldn't open the download file. - **RESULT_DOWNLOAD_FILE_CANT_OPEN** = **9** --- HTTPRequest couldn't open the download file.
- **RESULT_DOWNLOAD_FILE_WRITE_ERROR** = **10** --- HTTPRequest couldn't write to the download file. - **RESULT_DOWNLOAD_FILE_WRITE_ERROR** = **10** --- HTTPRequest couldn't write to the download file.
- **RESULT_REDIRECT_LIMIT_REACHED** = **11** --- Request reached it's maximum redirect limit, see :ref:`set_max_redirects<class_HTTPRequest_set_max_redirects>`. - **RESULT_REDIRECT_LIMIT_REACHED** = **11** --- Request reached its maximum redirect limit, see :ref:`set_max_redirects<class_HTTPRequest_set_max_redirects>`.
Description Description
----------- -----------

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@@ -82,7 +82,7 @@ Return a resolved item address, or an empty string if an error happened or resol
- :ref:`int<class_int>` **get_resolve_item_status** **(** :ref:`int<class_int>` id **)** const - :ref:`int<class_int>` **get_resolve_item_status** **(** :ref:`int<class_int>` id **)** const
Return the status of hostname queued for resolving, given it's queue ID. Returned status can be any of the RESOLVER_STATUS\_\* enumeration. Return the status of hostname queued for resolving, given its queue ID. Returned status can be any of the RESOLVER_STATUS\_\* enumeration.
.. _class_IP_resolve_hostname: .. _class_IP_resolve_hostname:

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@@ -42,6 +42,6 @@ Lowers the :ref:`Semaphore<class_semaphore>`, allowing one more thread in.
- Error **wait** **(** **)** - Error **wait** **(** **)**
Tries to wait for the :ref:`Semaphore<class_semaphore>`, if it's value is zero, blocks until non-zero. Tries to wait for the :ref:`Semaphore<class_semaphore>`, if its value is zero, blocks until non-zero.

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@@ -211,7 +211,7 @@ platform:
To create those yourself, just follow the instructions detailed for each To create those yourself, just follow the instructions detailed for each
platform in this same tutorial section. Each platform explains how to platform in this same tutorial section. Each platform explains how to
create it's own template. create its own template.
If you are working for multiple platforms, OSX is definitely the best If you are working for multiple platforms, OSX is definitely the best
host platform for cross compilation, since you can cross-compile for host platform for cross compilation, since you can cross-compile for

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@@ -17,11 +17,11 @@ A Variant can:
- Store almost any datatype - Store almost any datatype
- Perform operations between many variants (GDScript uses Variant as - Perform operations between many variants (GDScript uses Variant as
it's atomic/native datatype). its atomic/native datatype).
- Be hashed, so it can be compared quickly to over variants - Be hashed, so it can be compared quickly to over variants
- Be used to convert safely between datatypes - Be used to convert safely between datatypes
- Be used to abstract calling methods and their arguments (Godot - Be used to abstract calling methods and their arguments (Godot
exports all it's functions through variants) exports all its functions through variants)
- Be used to defer calls or move data between threads. - Be used to defer calls or move data between threads.
- Be serialized as binary and stored to disk, or transferred via - Be serialized as binary and stored to disk, or transferred via
network. network.

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@@ -47,7 +47,7 @@ CanvasLayers
------------ ------------
The answer is :ref:`CanvasLayer <class_CanvasLayer>`, The answer is :ref:`CanvasLayer <class_CanvasLayer>`,
which is a node that adds a separate 2D rendering layer for all it's which is a node that adds a separate 2D rendering layer for all its
children and grand-children. Viewport children will draw by default at children and grand-children. Viewport children will draw by default at
layer "0", while a CanvasLayer will draw at any numeric layer. Layers layer "0", while a CanvasLayer will draw at any numeric layer. Layers
with a greater number will be drawn above those with a smaller number. with a greater number will be drawn above those with a smaller number.

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@@ -29,7 +29,7 @@ Cutout in Godot
~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~
Godot provides a few tools for working with these kind of assets, but Godot provides a few tools for working with these kind of assets, but
it's overall design makes it ideal for the workflow. The reason is that, its overall design makes it ideal for the workflow. The reason is that,
unlike other tools meant for this, Godot has the following advantages: unlike other tools meant for this, Godot has the following advantages:
- **The animation system is fully integrated with the engine**: This - **The animation system is fully integrated with the engine**: This

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@@ -32,7 +32,7 @@ corner of the parent control or viewport.
.. image:: /img/marginend.png .. image:: /img/marginend.png
Here the control is set to expand it's bottom-right corner with that of Here the control is set to expand its bottom-right corner with that of
the parent, so when re-sizing the parent, the control will always cover the parent, so when re-sizing the parent, the control will always cover
it, leaving a 20 pixel margin: it, leaving a 20 pixel margin:

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@@ -114,7 +114,7 @@ ToneMapper
The ToneMapper is the heart of the algorithm. Many options for The ToneMapper is the heart of the algorithm. Many options for
tonemappers are provided: tonemappers are provided:
- Linear: Simplest tonemapper. It does it's job for adjusting scene - Linear: Simplest tonemapper. It does its job for adjusting scene
brightness, but if the differences in light are too big, it will brightness, but if the differences in light are too big, it will
cause colors to be too saturated. cause colors to be too saturated.
- Log: Similar to linear, but not as extreme. - Log: Similar to linear, but not as extreme.

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@@ -222,7 +222,7 @@ each viewport:
regardless of any other camera in the scene. If the property is set, regardless of any other camera in the scene. If the property is set,
it will become active, replacing the previous camera. it will become active, replacing the previous camera.
- If an active camera leaves the scene tree, the first camera in - If an active camera leaves the scene tree, the first camera in
tree-order will take it's place. tree-order will take its place.
Lights Lights
------ ------

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@@ -67,7 +67,7 @@ Example
------- -------
An example of this is creating a popup or panel with controls inside, An example of this is creating a popup or panel with controls inside,
and set it's pause mode to "Process" then just hide it: and set its pause mode to "Process" then just hide it:
.. image:: /img/pause_popup.png .. image:: /img/pause_popup.png

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@@ -21,14 +21,14 @@ The main uses in question are:
- **Sub-Viewports**: These can be created when a Viewport is a child of - **Sub-Viewports**: These can be created when a Viewport is a child of
a :ref:`Control <class_Control>`. a :ref:`Control <class_Control>`.
- **Render Targets**: Viewports can be set to "RenderTarget" mode. This - **Render Targets**: Viewports can be set to "RenderTarget" mode. This
means that the viewport is not directly visible, but it's contents means that the viewport is not directly visible, but its contents
can be accessed via a :ref:`Texture <class_Texture>`. can be accessed via a :ref:`Texture <class_Texture>`.
Input Input
----- -----
Viewports are also responsible of delivering properly adjusted and Viewports are also responsible of delivering properly adjusted and
scaled input events to all it's children nodes. Both the root viewport scaled input events to all its children nodes. Both the root viewport
and sub-viewports do this automatically, but render targets do not. and sub-viewports do this automatically, but render targets do not.
Because of this, the user must do it manually via the Because of this, the user must do it manually via the
:ref:`Viewport.input() <class_Viewport_input>` function if needed. :ref:`Viewport.input() <class_Viewport_input>` function if needed.
@@ -108,10 +108,10 @@ the game (like in Starcraft).
As a helper for situations where you want to create viewports that As a helper for situations where you want to create viewports that
display single objects and don't want to create a world, viewport has display single objects and don't want to create a world, viewport has
the option to use it's own World. This is very useful when you want to the option to use its own World. This is very useful when you want to
instance 3D characters or objects in the 2D world. instance 3D characters or objects in the 2D world.
For 2D, each Viewport always contains it's own :ref:`World2D <class_World2D>`. For 2D, each Viewport always contains its own :ref:`World2D <class_World2D>`.
This suffices in most cases, but in case sharing them may be desired, it This suffices in most cases, but in case sharing them may be desired, it
is possible to do so by calling the viewport API manually. is possible to do so by calling the viewport API manually.
@@ -147,7 +147,7 @@ display anything it has inside. The layout is something like this:
- Viewport - Viewport
The viewport will cover the area of it's parent control completely. The viewport will cover the area of its parent control completely.
.. image:: /img/subviewport.png .. image:: /img/subviewport.png

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@@ -32,7 +32,7 @@ spaceship. Be it for 2D in a drawing such as Paint.net, Gimp,
Photoshop, etc. or in 3D through a 3D DCC tool such as Blender, Max, Photoshop, etc. or in 3D through a 3D DCC tool such as Blender, Max,
Maya, etc. Maya, etc.
When it was designed, it was not rotated. It was designed in it's own When it was designed, it was not rotated. It was designed in its own
*coordinate system*. *coordinate system*.
.. image:: /img/tutomat2.png .. image:: /img/tutomat2.png
@@ -45,7 +45,7 @@ So, let's recall again that the ship was somewhere in space:
.. image:: /img/tutomat3.png .. image:: /img/tutomat3.png
How did it get there? What moved it and rotated it from the place it was How did it get there? What moved it and rotated it from the place it was
designed to it's current position? The answer is... a **transform**, the designed to its current position? The answer is... a **transform**, the
ship was *transformed* from their original position to the new one. This ship was *transformed* from their original position to the new one. This
allows the ship to be displayed where it is. allows the ship to be displayed where it is.
@@ -93,7 +93,7 @@ the point:
var final_pos = x.dot(new_pos) + y.dot(new_pos) var final_pos = x.dot(new_pos) + y.dot(new_pos)
Then what we have is.. wait a minute, it's the ship in it's design Then what we have is.. wait a minute, it's the ship in its design
position! position!
.. image:: /img/tutomat9.png .. image:: /img/tutomat9.png
@@ -149,7 +149,7 @@ Matrix32
:ref:`Matrix32 <class_Matrix32>` is a 3x2 matrix. It has 3 Vector2 elements and :ref:`Matrix32 <class_Matrix32>` is a 3x2 matrix. It has 3 Vector2 elements and
it's used for 2D. The "X" axis is the element 0, "Y" axis is the element 1 and it's used for 2D. The "X" axis is the element 0, "Y" axis is the element 1 and
"Origin" is element 2. It's not divided in basis/origin for convenience, due to "Origin" is element 2. It's not divided in basis/origin for convenience, due to
it's simplicity. its simplicity.
:: ::
@@ -174,7 +174,7 @@ By default, Matrix32 is created as an "identity" matrix. This means:
.. image:: /img/tutomat11.png .. image:: /img/tutomat11.png
It's easy to guess that an *identity* matrix is just a matrix that It's easy to guess that an *identity* matrix is just a matrix that
aligns the transform to it's parent coordinate system. It's an *OCS* aligns the transform to its parent coordinate system. It's an *OCS*
that hasn't been translated, rotated or scaled. All transform types in that hasn't been translated, rotated or scaled. All transform types in
Godot are created with *identity*. Godot are created with *identity*.
@@ -233,7 +233,7 @@ the scale). It will leave the origin alone:
:: ::
# Make the basis twice it's size. # Make the basis twice its size.
var m = Matrix32() var m = Matrix32()
m = m.scaled( Vector2(2,2) ) m = m.scaled( Vector2(2,2) )
@@ -378,7 +378,7 @@ Because in matrix math, A + B is not the same as B + A.
Multiplication by inverse Multiplication by inverse
------------------------- -------------------------
Multiplying a matrix by it's inverse, results in identity Multiplying a matrix by its inverse, results in identity
:: ::

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@@ -115,7 +115,7 @@ Collision exceptions
It is a very common case to attempt casting a ray from a character or It is a very common case to attempt casting a ray from a character or
another game scene to try to infer properties of the world around it. another game scene to try to infer properties of the world around it.
The problem with this is that the same character has a collider, so the The problem with this is that the same character has a collider, so the
ray can never leave the origin (it will keep hitting it's own collider), ray can never leave the origin (it will keep hitting its own collider),
as evidenced in the following image. as evidenced in the following image.
.. image:: /img/raycast_falsepositive.png .. image:: /img/raycast_falsepositive.png

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@@ -46,7 +46,7 @@ engine.cfg
---------- ----------
The engine.cfg file is the project description file, and it is always found at The engine.cfg file is the project description file, and it is always found at
the root of the project. In fact it's location defines where the root is. This the root of the project. In fact its location defines where the root is. This
is the first file that Godot looks for when opening a project. is the first file that Godot looks for when opening a project.
This file contains the project configuration in plain text, using the win.ini This file contains the project configuration in plain text, using the win.ini

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@@ -39,7 +39,7 @@ The basic node for UI elements is :ref:`Control <class_Control>`
provides user interface functionality descends from it. provides user interface functionality descends from it.
When controls are put in a scene tree as a child of another control, When controls are put in a scene tree as a child of another control,
it's coordinates (position, size) are always relative to the parent. its coordinates (position, size) are always relative to the parent.
This sets the basis for editing complex user interfaces quickly and This sets the basis for editing complex user interfaces quickly and
visually. visually.

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@@ -47,7 +47,7 @@ game engine over a low level middleware.
The scene system is the game engine, while the :ref:`OS <class_OS>` The scene system is the game engine, while the :ref:`OS <class_OS>`
and servers are the low level API. and servers are the low level API.
In any case, the scene system provides it's own main loop to OS, In any case, the scene system provides its own main loop to OS,
:ref:`SceneTree <class_SceneTree>`. :ref:`SceneTree <class_SceneTree>`.
This is automatically instanced and set when running a scene, no need This is automatically instanced and set when running a scene, no need
to do any extra work. to do any extra work.

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@@ -199,10 +199,10 @@ vector?
Normalization Normalization
------------- -------------
Taking any vector and reducing it's **magnitude** to 1.0 while keeping Taking any vector and reducing its **magnitude** to 1.0 while keeping
it's **direction** is called **normalization**. Normalization is its **direction** is called **normalization**. Normalization is
performed by dividing the x and y (and z in 3D) components of a vector performed by dividing the x and y (and z in 3D) components of a vector
by it's magnitude: by its magnitude:
:: ::
@@ -418,7 +418,7 @@ orientation of the surface) are called **unit normal vectors**. Though,
usually they are just abbreviated as \*normals. Normals appear in usually they are just abbreviated as \*normals. Normals appear in
planes, 3D geometry (to determine where each face or vertex is siding), planes, 3D geometry (to determine where each face or vertex is siding),
etc. A **normal** *is* a **unit vector**, but it's called *normal* etc. A **normal** *is* a **unit vector**, but it's called *normal*
because of it's usage. (Just like we call Origin to (0,0)!). because of its usage. (Just like we call Origin to (0,0)!).
It's as simple as it looks. The plane passes by the origin and the It's as simple as it looks. The plane passes by the origin and the
surface of it is perpendicular to the unit vector (or *normal*). The surface of it is perpendicular to the unit vector (or *normal*). The
@@ -512,7 +512,7 @@ so doing:
Will work as expected. Will work as expected.
So, remember, a plane is just that and it's main practical use is So, remember, a plane is just that and its main practical use is
calculating the distance to it. So, why is it useful to calculate the calculating the distance to it. So, why is it useful to calculate the
distance from a point to a plane? It's extremely useful! Let's see some distance from a point to a plane? It's extremely useful! Let's see some
simple examples.. simple examples..