Fix some typos in 4.3 release post with codespell

This commit is contained in:
Rémi Verschelde
2024-08-15 16:11:16 +02:00
parent 6e9e354cc8
commit 3384dcbcf0

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@@ -303,7 +303,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
<div class="c-content">
<p>
Physics interpolation is used to decouple physics ticks and display
frame rates. It creates additional frames inbetween the last
frame rates. It creates additional frames between the last
physics position and the current one. This reduces jitter, effectively
making for a smoother appearance overall.
</p>
@@ -454,7 +454,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
we are adding back the option to export single-threaded applications.
</p>
<p>
By doing so, we achive better browser compatibility, making it easier and
By doing so, we achieve better browser compatibility, making it easier and
faster to upload your games to the Web platform. This also removes the
need for complicated server-side configurations and other limitations
users experienced before.
@@ -495,7 +495,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
<p>
By reducing the chance for edge cases causing deadlocks,
loading resources is now much more reliable overall.
This effect is noticable even during runtime, no matter
This effect is noticeable even during runtime, no matter
the complexity of resources and dependencies!
</p>
</div>
@@ -664,7 +664,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
<div class="c-content">
<p>
If you're working on a project with large game worlds, you might want to consider
splitting your navigation meshes in more managable chunks. This helps with memory
splitting your navigation meshes in more manageable chunks. This helps with memory
allocation and therefore performance.
</p>
<p>
@@ -734,7 +734,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
or roofs.
</p>
<p>
Shoutout to the game developement streamers in our community, since they were the ones to
Shoutout to the game development streamers in our community, since they were the ones to
raise this issue first!
</p>
</div>
@@ -1173,7 +1173,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
<p>
<code class="highlight"><span class="basetype">RenderingDevice</span></code>,
the part of the engine that powers the <em>Forward+</em>
and <em>Mobile</em> renderering backends, was improved by the introduction of a directed
and <em>Mobile</em> rendering backends, was improved by the introduction of a directed
acyclic render graph.
</p>
<p>
@@ -1403,7 +1403,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
</p>
<p>
On top of that, we introduced brand-new systems for body and face tracking, that are built in the
same standartized way, but currently only supported in OpenXR on Meta Quest headsets.
same standardized way, but currently only supported in OpenXR on Meta Quest headsets.
</p>
</div>
<div class="c-link"
@@ -2010,7 +2010,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
Circular dependencies (also known as cyclic dependencies) happen when
two scripts call upon one another. While this might be considered an
anti-pattern in software engineering, in reality it is a rather common
occurence.
occurrence.
</p>
<p>
We fixed some known issues in GDScript that would show up in connection
@@ -2053,7 +2053,7 @@ authors_list: "0x0ACB,8,8|0xafbf,1,1|20kdc,2,2|2nafish117,1,1|31,3,3|398utubzyt,
</h4>
<div class="c-content">
<p>
This feature is particulary interesting for those of you that use GDExtensions
This feature is particularly interesting for those of you that use GDExtensions
to code game logic.
</p>
<p>