From d2a87eb0126a57f4654814c9194f2d6d843f306d Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Sun, 22 Dec 2019 18:32:19 +0100 Subject: [PATCH] Fixed some typos and wording in tutorials --- tutorials/3d/spatial_material.rst | 2 +- tutorials/physics/kinematic_character_2d.rst | 4 ++-- tutorials/physics/ragdoll_system.rst | 4 ++-- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/tutorials/3d/spatial_material.rst b/tutorials/3d/spatial_material.rst index 5039a428e..2cc8636a8 100644 --- a/tutorials/3d/spatial_material.rst +++ b/tutorials/3d/spatial_material.rst @@ -22,7 +22,7 @@ property of the node using the mesh. If you add a material to the mesh itself, every time that mesh is used it will have that material. If you add a material to the node using the mesh, the material will only be used by that node, it will also override the material property of the mesh. If a material is -added in the *Material Overrive* property of the node, it will only be used by that node. +added in the *Material Override* property of the node, it will only be used by that node. It will also override the regular material property of the node and the material property of the mesh. diff --git a/tutorials/physics/kinematic_character_2d.rst b/tutorials/physics/kinematic_character_2d.rst index 6e0c68116..01568bbb1 100644 --- a/tutorials/physics/kinematic_character_2d.rst +++ b/tutorials/physics/kinematic_character_2d.rst @@ -32,8 +32,8 @@ So, what is the difference?: solved, so a few collisions may seem to displace a tiny bit. Those problems can be fixed, but require a certain amount of skill. - A **kinematic character controller** is assumed to always begin in a - non-colliding state, and will always move to a non colliding state. - If it starts in a colliding state, it will try to free itself (like + non-colliding state, and will always move to a non-colliding state. + If it enters a colliding state, it will try to free itself (like rigid bodies do), but this is the exception, not the rule. This makes their control and motion a lot more predictable and easier to program. However, as a downside, they can't directly interact with diff --git a/tutorials/physics/ragdoll_system.rst b/tutorials/physics/ragdoll_system.rst index 90ed96e9b..5ef3120e1 100644 --- a/tutorials/physics/ragdoll_system.rst +++ b/tutorials/physics/ragdoll_system.rst @@ -35,9 +35,9 @@ Cleaning up the skeleton Each ``PhysicalBone`` the engine needs to simulate has a performance cost, so you want to remove every bone that is too small to make a difference in the simulation, as well as all utility bones. -For example, if we take a humanoid, you do not want to have physical bones for each finger. you can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers. +For example, if we take a humanoid, you do not want to have physical bones for each finger. You can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers. -Remove these physical bones : ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll. +Remove these physical bones: ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll. Collision shape adjustment ~~~~~~~~~~~~~~~~~~~~~~~~~~