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Fix typos with codespell
Using codespell 1.16.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
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@@ -143,7 +143,7 @@ code,
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.wy-menu-vertical p.caption {
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color: var(--navbar-heading-color);
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/* Improves the apperance of uppercase text */
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/* Improves the appearance of uppercase text */
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letter-spacing: 0.75px;
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}
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@@ -25,8 +25,8 @@ required:
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.. seealso:: For a general overview of SCons usage for Godot, see
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:ref:`doc_introduction_to_the_buildsystem`.
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Distro-specific oneliners
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^^^^^^^^^^^^^^^^^^^^^^^^^
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Distro-specific one-liners
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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+------------------+-----------------------------------------------------------------------------------------------------------+
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| **Alpine Linux** | :: |
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| | |
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@@ -192,12 +192,12 @@ function in your script:
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The documentation of each class in the :ref:`Class Reference <toc-class-ref>`
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shows the notifications it can receive. However, in most cases GDScript
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provides simpler overrideable functions.
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provides simpler overridable functions.
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Overrideable functions
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----------------------
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Overridable functions
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---------------------
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Such overrideable functions, which are described as
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Such overridable functions, which are described as
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follows, can be applied to nodes:
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.. tabs::
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@@ -48,7 +48,7 @@ either? Let's see an example:
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# such, preloading the value here actually does not benefit anyone.
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#
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# 3. Because the user exports the value, if this script stored on
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# a node in a scene file, the scene instantation code will overwrite the
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# a node in a scene file, the scene instantiation code will overwrite the
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# preloaded initial value anyway (wasting it). It's usually better to
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# provide null, empty, or otherwise invalid default values for exports.
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#
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@@ -6,7 +6,7 @@ Overview of debugging tools
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Introduction
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------------
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When developing your game, you want to test your game and debug when problems occurr. Godot provides several debugging options and
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When developing your game, you want to test your game and debug when problems occur. Godot provides several debugging options and
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tools which aid your debugging process. There are the debug dropdown options, Script editor debug options, debug project settings,
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and the debugger.
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@@ -80,7 +80,7 @@ Settings
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++++++++
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These are some general settings such as printing the current FPS to the Output panel, the
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maximum ammount of functions when profiling and others.
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maximum amount of functions when profiling and others.
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GDScript
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++++++++
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@@ -104,7 +104,7 @@ directly, and only for a specific control, by using the override API in
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l.AddColorOverride("fontColor", new Color(1.0f, 1.0f, 1.0f));
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In the inline help of Godot (in the script tab) you can check which theme options
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are overrideable, or check the :ref:`Control <class_Control>` class reference.
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are overridable, or check the :ref:`Control <class_Control>` class reference.
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Customizing a control
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---------------------
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@@ -180,7 +180,7 @@ The reason is that some sections of a curve (specifically, corners) may require
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Additionally, if both control points were ``0, 0`` (remember they are relative vectors), the Bezier curve would just be a straight line (so drawing a high amount of points would be wasteful).
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Before drawing Bezier curves, *tesselation* is required. This is often done with a recursive or divide and conquer function that splits the curve until the curvature amount becomes less than a certain threshold.
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Before drawing Bezier curves, *tessellation* is required. This is often done with a recursive or divide and conquer function that splits the curve until the curvature amount becomes less than a certain threshold.
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The *Curve* classes provide this via the
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:ref:`Curve2D.tessellate() <class_Curve2D_method_tessellate>` function (which receives optional ``stages`` of recursion and angle ``tolerance`` arguments). This way, drawing something based on a curve is easier.
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@@ -106,7 +106,7 @@ To summerize:
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- The :ref:`ARVRCamera <class_ARVRCamera>` node is offset on the Y axis by the user's height.
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- If the VR system supports room tracking, then the :ref:`ARVRCamera <class_ARVRCamera>` node may be offset on the X and Z axises as the player moves.
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- If the VR system supports room tracking, then the :ref:`ARVRCamera <class_ARVRCamera>` node may be offset on the X and Z axes as the player moves.
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- The :ref:`ARVRController <class_ARVRController>` nodes represent the VR controllers and handle all of the input from the VR controllers.
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@@ -697,7 +697,7 @@ over the last thirty ``_physics_process`` calls. While this is not perfect, it g
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``_physics_process_directional_movement`` function step-by-step explanation
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"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
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First this function gets the axises for the trackpad and the joystick and assigns them to :ref:`Vector2 <class_Vector2>` variables called ``trackpad_vector`` and ``joystick_vector`` respectively.
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First this function gets the axes for the trackpad and the joystick and assigns them to :ref:`Vector2 <class_Vector2>` variables called ``trackpad_vector`` and ``joystick_vector`` respectively.
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.. note:: You may need to remap the joystick and/or touchpad index values depending on your VR headset and controller. The inputs in this tutorial are the index values of a
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Windows Mixed Reality headset.
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