Add hyphens to some adjective phrases

Co-Authored-By: John Veness <2512915+JohnVeness@users.noreply.github.com>
This commit is contained in:
tetrapod00
2024-11-18 13:34:22 -08:00
parent feeea91cdf
commit d354f8cbc2
9 changed files with 10 additions and 10 deletions

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@@ -653,7 +653,7 @@ XR support (AR and VR)
- Including support for popular desktop headsets like the Valve Index, WMR headsets, and Quest over Link.
- Support for :ref:`Android based headsets <doc_deploying_to_android>` using OpenXR through a plugin.
- Support for :ref:`Android-based headsets <doc_deploying_to_android>` using OpenXR through a plugin.
- Including support for popular stand alone headsets like the Meta Quest 1/2/3 and Pro, Pico 4, Magic Leap 2, and Lynx R1.

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@@ -219,7 +219,7 @@ is always the advised one.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Not every problem has a simple solution and, many times, the right choice is to
use a third party library to solve the problem.
use a third-party library to solve the problem.
As Godot requires to be shipped in a large amount of platforms, we can't
link libraries dynamically. Instead, we bundle them in our source tree.

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@@ -3,7 +3,7 @@
Code::Blocks
============
`Code::Blocks <https://codeblocks.org/>`_ is a free, open source, cross platform IDE.
`Code::Blocks <https://codeblocks.org/>`_ is a free, open-source, cross-platform IDE.
Creating a new project
----------------------

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@@ -70,7 +70,7 @@ To run and debug the project you need to create a new configuration in the ``lau
.. figure:: img/vscode_1_create_launch.json.png
:align: center
- Select **C++ (GDB/LLDB)**. There may be another platform specific option here. If selected,
- Select **C++ (GDB/LLDB)**. There may be another platform-specific option here. If selected,
adjust the configuration example provided accordingly.
- Within the ``launch.json`` file find the ``"configurations"`` array and add a new section to it:

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@@ -104,7 +104,7 @@ effects of each of them.
*Viewport's* :ref:`canvas transform <class_Viewport_property_canvas_transform>` and the
*CanvasLayer's* :ref:`follow viewport scale <class_CanvasLayer_property_follow_viewport_scale>`
and can be used, if :ref:`enabled <class_CanvasLayer_property_follow_viewport_enabled>`, to
achieve a pseudo 3D effect. It affects the same child nodes as the *CanvasLayer transform*.
achieve a pseudo-3D effect. It affects the same child nodes as the *CanvasLayer transform*.
- **Viewport canvas transform**
The :ref:`canvas transform <class_Viewport_property_canvas_transform>` affects all

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@@ -141,7 +141,7 @@ select every scene or resource you want to export.
``.git`` from being included in the exported PCK file.
Below the list of resources are two filters that can be setup. The first allows
non resource files such as ``.txt``, ``.json`` and ``.csv`` to be exported with
non-resource files such as ``.txt``, ``.json`` and ``.csv`` to be exported with
the project. The second filter can be used to exclude every file of a certain
type without manually deselecting every one. For example, ``.png`` files.

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@@ -11,7 +11,7 @@ static mesh instancing.
In Godot, this can be accomplished with a custom :ref:`Shader <class_Shader>` and
a :ref:`MultiMeshInstance3D <class_MultiMeshInstance3D>`. Using the following technique you
can render thousands of animated objects, even on low end hardware.
can render thousands of animated objects, even on low-end hardware.
We will start by animating one fish. Then, we will see how to extend that animation to
thousands of fish.

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@@ -8,7 +8,7 @@ Console porting process
In order to develop for consoles in Godot, you need access to the console SDK and
export templates for it. These export templates need to be developed either by
yourself or someone hired to do it, or provided by a third party company.
yourself or someone hired to do it, or provided by a third-party company.
Currently, the only console Godot officially supports is Steam Deck (through the
official Linux export templates).

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@@ -19,7 +19,7 @@ result is used.
In Godot 4.3 we have implemented a unified approach that is explained on this help page
so you don't need to worry about these differences, the :ref:`XRInterface <class_xrinterface>`
implementation is now responsible for applying the correct platform dependent method [#]_.
implementation is now responsible for applying the correct platform-dependent method [#]_.
For headsets such as the Meta Quest and HTC Elite you will need to use the
`OpenXR vendors plugin v3.0.0 <https://github.com/GodotVR/godot_openxr_vendors/releases>`__
@@ -91,7 +91,7 @@ by the XR runtime.
.. image:: img/openxr_default_blend_mode.webp
For passthrough devices OpenXR requires additional settings to be configured.
These settings are platform dependent and provided through the OpenXR vendors plugin.
These settings are platform-dependent and provided through the OpenXR vendors plugin.
For example, these are the settings required on Meta Quest: