From 3678cc897d6427c4ea0fb478d1eb4d53777cb43c Mon Sep 17 00:00:00 2001 From: AnOpenSauceDev <119765865+AnOpenSauceDev@users.noreply.github.com> Date: Sun, 28 Jan 2024 04:13:48 +1000 Subject: [PATCH] Fix multiple typos related to Particle Systems (#8845) * Fix typo: Ammount -> Amount * Fix typos in `properties.rst` Changed "Ammount" to "Amount", and "Radio" to "Ratio". (cherry picked from commit 67b17958ca317cec3230d09ed01f45e799ecf949) --- tutorials/3d/particles/creating_a_3d_particle_system.rst | 2 +- tutorials/3d/particles/properties.rst | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/tutorials/3d/particles/creating_a_3d_particle_system.rst b/tutorials/3d/particles/creating_a_3d_particle_system.rst index b138aadca..2366c86f3 100644 --- a/tutorials/3d/particles/creating_a_3d_particle_system.rst +++ b/tutorials/3d/particles/creating_a_3d_particle_system.rst @@ -86,7 +86,7 @@ Some of the most notable features that are lost during the conversion include: You also lose the following properties: -- ``Ammount Ratio`` +- ``Amount Ratio`` - ``Interp to End`` - ``Damping as Friction`` - ``Emission Shape Offset`` diff --git a/tutorials/3d/particles/properties.rst b/tutorials/3d/particles/properties.rst index 0b3316724..b717d9f9a 100644 --- a/tutorials/3d/particles/properties.rst +++ b/tutorials/3d/particles/properties.rst @@ -16,8 +16,8 @@ want to activate or deactivate particle systems dynamically. The ``Amount`` property controls the maximum number of particles visible at any given time. Increase the value to spawn more particles at the cost of performance. -The ``Amount Ratio`` property is the radio of particles compared to the ammount that will be emitted. -If it's less than ``1.0`` the ammount of particles emitted through the lifetime will be the ``Ammount`` * +The ``Amount Ratio`` property is the ratio of particles compared to the amount that will be emitted. +If it's less than ``1.0``, the amount of particles emitted through the lifetime will be the ``Amount`` * ``Amount Ratio``. Changing this value while emitted doesn't affect already created particles and doesn't cause the particle system to restart. It's useful for making effects where the number of emitted particles varies over time.