Proofing/review: Remove filler words, adhere to style guide

This commit is contained in:
mhilbrunner
2018-05-06 05:23:37 +02:00
parent c9be19229a
commit ec725ff8a0
88 changed files with 338 additions and 375 deletions

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@@ -54,7 +54,7 @@ Toolchain
~~~~~~~~~
We usually try to keep the Godot Android build code up to date, but
Google changes their toolchain versions very often, so if compilation
Google changes their toolchain versions often, so if compilation
fails due to wrong toolchain version, go to your NDK directory and check
the current number, then set the following environment variable:
@@ -142,9 +142,8 @@ were compiled against the same version/commit as the editor. If you are
using official binaries for the editor, make sure to install the matching
export templates, or to build your own from the same version.
When exporting your game, Godot opens the APK, changes a few things inside,
adds your file and spits it back. It's really handy! (and required some
reverse engineering of the format).
When exporting your game, Godot opens the APK, changes a few things inside and
adds your files.
Installing the templates
~~~~~~~~~~~~~~~~~~~~~~~~

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@@ -99,7 +99,7 @@ Create a new Windows App project using the "App for OpenGL ES
``Visual C++/Windows/Universal`` category.
This is a base project with the ANGLE dependencies already set up. However, by
default it picks the debug version of the DLLs which usually have a very poor
default it picks the debug version of the DLLs which usually have poor
performance. So in the "Binaries" filter, click in each of the DLLs there
and in the "Properties" window and change the relative path from
``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices).

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@@ -334,7 +334,7 @@ make sure that you have installed Pywin32 so that parallel (-j) builds
work properly.
If you need to edit the compilation commands, they are located in
"Godot" project settings, NMAKE sheet. SCons is called at the very end of
"Godot" project settings, NMAKE sheet. SCons is called at the end of
the commands. If you make a mistake, copy the command from one of the
other build configurations (debug, release_debug, release) or
architectures (Win32/x64). They are equivalent.