a batch of typo fixes

This commit is contained in:
David
2016-02-24 01:40:31 -06:00
parent 7bb4816644
commit 5ea53bd20a
31 changed files with 48 additions and 48 deletions
+2 -2
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@@ -141,7 +141,7 @@ Numeric Constants
- **BLEND_MODE_MIX** = **0** --- Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.
- **BLEND_MODE_ADD** = **1** --- Additive blending mode.
- **BLEND_MODE_SUB** = **2** --- Substractive blending mode.
- **BLEND_MODE_SUB** = **2** --- Subtractive blending mode.
- **BLEND_MODE_MUL** = **3** --- Multiplicative blending mode.
- **BLEND_MODE_PREMULT_ALPHA** = **4** --- Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
- **NOTIFICATION_DRAW** = **30** --- CanvasItem is requested to draw.
@@ -155,7 +155,7 @@ Description
Base class of anything 2D. Canvas items are laid out in a tree and children inherit and extend the transform of their parent. CanvasItem is extended by :ref:`Control<class_control>`, for anything GUI related, and by :ref:`Node2D<class_node2d>` for anything 2D engine related.
Any CanvasItem can draw. For this, the "update" function must be called, then NOTIFICATION_DRAW will be received on idle time to request redraw. Because of this, canvas items don't need to be redraw on every frame, improving the performance significan'tly. Several functions for drawing on the CanvasItem are provided (see draw\_\* functions). They can only be used inside the notification, signal or _draw() overrides function, though.
Any CanvasItem can draw. For this, the "update" function must be called, then NOTIFICATION_DRAW will be received on idle time to request redraw. Because of this, canvas items don't need to be redraw on every frame, improving the performance significantly. Several functions for drawing on the CanvasItem are provided (see draw\_\* functions). They can only be used inside the notification, signal or _draw() overrides function, though.
Canvas items are draw in tree order. By default, children are on top of their parents so a root CanvasItem will be drawn behind everything (this can be changed per item though).
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@@ -236,7 +236,7 @@ Only one control can hold the keyboard focus (receiving keyboard events), for th
It is sometimes desired for a control to ignore mouse/pointer events. This is often the case when placing other controls on top of a button, in such cases. Calling :ref:`set_ignore_mouse<class_Control_set_ignore_mouse>` enables this function.
Finally, controls are skinned according to a :ref:`Theme<class_theme>`. Setting a :ref:`Theme<class_theme>` on a control will propagate all the skinning down the tree. Optionally, skinning can be overrided per each control by calling the add\_\*_override functions, or from the editor.
Finally, controls are skinned according to a :ref:`Theme<class_theme>`. Setting a :ref:`Theme<class_theme>` on a control will propagate all the skinning down the tree. Optionally, skinning can be overridden per each control by calling the add\_\*_override functions, or from the editor.
Member Function Description
---------------------------
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@@ -42,7 +42,7 @@ Numeric Constants
Description
-----------
A DirectionalLight is a type of :ref:`Light<class_light>` node that emits light constantly in one direction (the negative z axis of the node). It is used lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldpace location of the DirectionalLight transform (origin) is ignored, only the basis is used do determine light direction.
A DirectionalLight is a type of :ref:`Light<class_light>` node that emits light constantly in one direction (the negative z axis of the node). It is used lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored, only the basis is used do determine light direction.
Member Function Description
---------------------------
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@@ -129,13 +129,13 @@ Return the texture coordinate mode. Each texture param (from the PARAM\_\* enum)
- void **set_uv_transform** **(** :ref:`Transform<class_transform>` transform **)**
Sets a special transform used to post-transform UV coordinates of the uv_xfrom tecoord mode: TEXCOORD_UV_TRANSFORM.
Sets a special transform used to post-transform UV coordinates of the uv_xform texcoord mode: TEXCOORD_UV_TRANSFORM.
.. _class_FixedMaterial_get_uv_transform:
- :ref:`Transform<class_transform>` **get_uv_transform** **(** **)** const
Returns the special transform used to post-transform UV coordinates of the uv_xfrom tecoord mode: TEXCOORD_UV_TRANSFORM.
Returns the special transform used to post-transform UV coordinates of the uv_xform texcoord mode: TEXCOORD_UV_TRANSFORM.
.. _class_FixedMaterial_set_light_shader:
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@@ -172,7 +172,7 @@ Draw "string" into a canvas item using the font at a given "pos" position, with
- :ref:`float<class_float>` **draw_char** **(** :ref:`RID<class_rid>` canvas_item, :ref:`Vector2<class_vector2>` pos, :ref:`int<class_int>` char, :ref:`int<class_int>` next=-1, :ref:`Color<class_color>` modulate=Color(1,1,1,1) **)** const
Draw character "char" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally kerning if "next" is apassed. clipping the width. "pos" specifies the baseline, not the top. To draw from the top, *ascent* must be added to the Y axis. The width used by the character is returned, making this function useful for drawing strings character by character.
Draw character "char" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally kerning if "next" is passed. clipping the width. "pos" specifies the baseline, not the top. To draw from the top, *ascent* must be added to the Y axis. The width used by the character is returned, making this function useful for drawing strings character by character.
.. _class_Font_set_fallback:
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@@ -18,5 +18,5 @@ Horizontal separator.
Description
-----------
Horizontal separator. See :ref:`Separator<class_separator>`. It is used to separate objects vertiacally, though (but it looks horizontal!).
Horizontal separator. See :ref:`Separator<class_separator>`. It is used to separate objects vertically, though (but it looks horizontal!).
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@@ -15,7 +15,7 @@ Joint2D
Brief Description
-----------------
Base node for all joint constraints in 2D phyisics.
Base node for all joint constraints in 2D physics.
Member Functions
----------------
@@ -41,7 +41,7 @@ Member Functions
Description
-----------
Base node for all joint constraints in 2D phyisics. Joints take 2 bodies and apply a custom constraint.
Base node for all joint constraints in 2D physics. Joints take 2 bodies and apply a custom constraint.
Member Function Description
---------------------------
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@@ -55,7 +55,7 @@ Numeric Constants
- **DEPTH_DRAW_NEVER** = **3**
- **BLEND_MODE_MIX** = **0** --- Use the regular alpha blending equation (source and dest colors are faded) (default).
- **BLEND_MODE_ADD** = **1** --- Use additive blending equation, often used for particle effects such as fire or light decals.
- **BLEND_MODE_SUB** = **2** --- Use substractive blending equation, often used for some smoke effects or types of glass.
- **BLEND_MODE_SUB** = **2** --- Use subtractive blending equation, often used for some smoke effects or types of glass.
- **BLEND_MODE_MUL** = **3**
- **BLEND_MODE_PREMULT_ALPHA** = **4**
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@@ -64,7 +64,7 @@ Popup (show the control in modal form) in the center of the screen, at the curre
- void **popup_centered_ratio** **(** :ref:`float<class_float>` ratio=0.75 **)**
Popup (show the control in modal form) in the center of the screen, scalled at a ratio of size of the screen.
Popup (show the control in modal form) in the center of the screen, scaled at a ratio of size of the screen.
.. _class_Popup_popup_centered_minsize:
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@@ -271,7 +271,7 @@ Return the maximum contacts that can be reported. See :ref:`set_max_contacts_rep
- void **set_use_custom_integrator** **(** :ref:`bool<class_bool>` enable **)**
Set to true if the body shall not do any internal force integration at all (like gravity or air friction). Only the :ref:`_integrate_forces<class_RigidBody2D__integrate_forces>` will be able to integrate them if overrided.
Set to true if the body shall not do any internal force integration at all (like gravity or air friction). Only the :ref:`_integrate_forces<class_RigidBody2D__integrate_forces>` will be able to integrate them if overridden.
.. _class_RigidBody2D_is_using_custom_integrator:
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@@ -161,7 +161,7 @@ Set the transform globally, relative to worldspace.
- :ref:`Transform<class_transform>` **get_global_transform** **(** **)** const
Return the gloal transform, relative to worldspace.
Return the global transform, relative to worldspace.
.. _class_Spatial_get_parent_spatial:
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@@ -13,7 +13,7 @@ SpotLight
Brief Description
-----------------
Spotlight :ref:`Light<class_light>`, such as a reflector spotlight or a latern.
Spotlight :ref:`Light<class_light>`, such as a reflector spotlight or a lantern.
Description
-----------
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@@ -111,7 +111,7 @@ Set the sprite draw offset, useful for setting rotation pivots.
- :ref:`Vector2<class_vector2>` **get_offset** **(** **)** const
Return sprite draw offst.
Return sprite draw offset.
.. _class_Sprite_set_flip_h:
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@@ -39,7 +39,7 @@ Member Functions
Description
-----------
Static body for 2D Physics. A static body is a simple body that is not intended to move. They don't consume any CPU resources in contrast to a :ref:`RigidBody2D<class_rigidbody2d>` so they are great for scenaro collision.
Static body for 2D Physics. A static body is a simple body that is not intended to move. They don't consume any CPU resources in contrast to a :ref:`RigidBody2D<class_rigidbody2d>` so they are great for scenario collision.
A static body can also be animated by using simulated motion mode. This is useful for implementing functionalities such as moving platforms. When this mode is active the body can be animated and automatically computes linear and angular velocity to apply in that frame and to influence other bodies.
@@ -101,7 +101,7 @@ Here is an example with the Node2D class:
Base node for 2D system.
</brief_description>
<description>
Base node for 2D system. Node2D contains a position, rotation and scale, which is used to position and animate. It can alternatively be used with a custom 2D transform ([Matrix32]). A tree of Node2Ds allows complex hierachies for animation and positioning.
Base node for 2D system. Node2D contains a position, rotation and scale, which is used to position and animate. It can alternatively be used with a custom 2D transform ([Matrix32]). A tree of Node2Ds allows complex hierarchies for animation and positioning.
</description>
<methods>
<method name="set_pos">
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@@ -40,7 +40,7 @@ Reference
+-----------------+--------------------------------------------+--------------------------------------------------------------+
| **fill** | ``[fill]{text}[/fill]`` | Makes {text} fill width. |
+-----------------+--------------------------------------------+--------------------------------------------------------------+
| **indent** | ``[indent]{text}[/indent]`` | Incrase indent level of {text}. |
| **indent** | ``[indent]{text}[/indent]`` | Increase indent level of {text}. |
+-----------------+--------------------------------------------+--------------------------------------------------------------+
| **url** | ``[url]{url}[/url]`` | Show {url} as such. |
+-----------------+--------------------------------------------+--------------------------------------------------------------+
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@@ -367,7 +367,7 @@ For each Name and Sub-Name
| X+4 | X | Bytes | UTF-8 Encoded String |
+----------+-------+-----------+------------------------+
Every name string is is padded to 4 bytes.
Every name string is padded to 4 bytes.
17: rid (unsupported)
~~~~~~~~~~~~~~~~~~~~~
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@@ -7,7 +7,7 @@ Godot allows changing the font for the editor, and the font for the code
editor. Both need to be in .fnt format, so they need to be imported
somewhere using the :ref:`font import tool <doc_importing_fonts>`.
Then copy or do whathever you want with the font, as long as the
Then copy or do whatever you want with the font, as long as the
location does not change, and set the relevant property in Editor
Settings. Code editor font is refreshed automatically, but the editor
needs to be restarted for the new global font to take effect.
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@@ -57,7 +57,7 @@ repository/extracted the zip), e.g.:
::
user@host:~$ export OSXCROSS_ROOT=/home/myuser/sources/oscross
user@host:~$ export OSXCROSS_ROOT=/home/myuser/sources/osxcross
Now you can compile with SCons like you normally would:
@@ -53,7 +53,7 @@ Windows Phone 8.1
Running
-------
On Visual studio, create a new project using any of the "Unversal App"
On Visual studio, create a new project using any of the "Universal App"
templates found under Visual C++ -> Store Apps -> Universal Apps. "Blank
App" should be fine.
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@@ -52,7 +52,7 @@ it will bring up the project manager.
Note for Godot 2.0+ if you are having issues:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You might also find other command prompts in your VS instalation. Make
You might also find other command prompts in your VS installation. Make
sure you do not use x64 Native or Cross Tools Command Prompts, because
64 bit version of the Visual C compiler can not compile Godot 2.0+, only
the 32 bit (x86) **compiler** can. If you get compiler errors about
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@@ -174,9 +174,9 @@ References:
String
------
Godot also provides a String class. This class has a huge amoun of
Godot also provides a String class. This class has a huge amount of
features, full Unicode support in all the functions (like case
operations) and utf8 parsing/exracting, as well as helpers for
operations) and utf8 parsing/extracting, as well as helpers for
conversion and visualization.
References:
@@ -147,7 +147,7 @@ way, with some additional arguments to provide the correct paths:
Producing fat binaries
~~~~~~~~~~~~~~~~~~~~~~
Apple requires a fat binary with both achitectures (``armv7`` and
Apple requires a fat binary with both architectures (``armv7`` and
``arm64``) in a single file. To do this, use the
``arm-apple-darwin11-lipo`` executable. The following example assumes
you are in the root Godot source directory:
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@@ -113,7 +113,7 @@ by passing a reference to the original one.
In C# or Java, everything not a built-in type (int, float, sometimes
String) is always a pointer or a reference. References are also
garbage-collected automatically, which means they are erased when no
onger used. Dynamically typed languages tend to use this memory model
longer used. Dynamically typed languages tend to use this memory model
too. Some Examples:
- C++:
@@ -167,7 +167,7 @@ are passed by value to functions (value is copied). Everything else
(instances, arrays, dictionaries, etc) is passed as reference. Classes
that inherit :ref:`class_Reference` (the default if nothing is specified)
will be freed when not used, but manual memory management is allowed too
if inheriting manualy from :ref:`class_Object`.
if inheriting manually from :ref:`class_Object`.
Arrays
------
@@ -450,7 +450,7 @@ and that's it. No need to consider inheritance, base classes, etc.
object.smash()
And that's it. If the object that hit the big rock has a smash() method,
it will be called. No need for inheritance or polymorphysm. Dynamically
it will be called. No need for inheritance or polymorphism. Dynamically
typed languages only care about the instance having the desired method
or member, not what it inherits or the class type. The definition of
Duck Typing should make this clearer:
+5 -5
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@@ -75,7 +75,7 @@ Default values for arguments can be passed in reverse order:
ObjectTypeDB::register_method(_MD("methodname","arg1name","arg2name"),&MyCustomType::method,DEFVAL(-1)); //default value for arg2name
``_MD`` is a macro that converts "methodname" to a StringName for more
efficiency. Argument names are used for instrospection, but when
efficiency. Argument names are used for introspection, but when
compiling on release, the macro ignores them, so the strings are unused
and optimized away.
@@ -139,7 +139,7 @@ For example:
This is an integer property, named "amount", hint is a range, range goes
from 0 to 49 in steps of 1 (integers). It is only usable for the editor
(edit value visually) but wont be serialized.
(edit value visually) but won't be serialized.
Another example:
@@ -158,7 +158,7 @@ Properties can also work like C# properties and be accessed from script
using indexing, but this usage is generally discouraged, as using
functions is preferred for legibility. Many properties are also bound
with categories, such as "animation/frame" which also make indexing
imposssible unless using operator [].
impossible unless using operator [].
From ``_bind_methods()``, properties can be created and bound as long as
set/get functions exist. Example:
@@ -176,14 +176,14 @@ Binding properties using ``_set``/``_get``/``_get_property_list``
An additional method of creating properties exists when more flexibility
is desired (i.e. adding or removing properties on context).
The following functions can be overriden in an Object derived class,
The following functions can be overridden in an Object derived class,
they are NOT virtual, DO NOT make them virtual, they are called for
every override and the previous ones are not invalidated (multilevel
call).
.. code:: cpp
void _get_property_info(List<PropertyInfo> *r_props); //return list of propertes
void _get_property_info(List<PropertyInfo> *r_props); //return list of properties
bool _get(const StringName& p_property, Variany& r_value) const; //return true if property was found
bool _set(const StringName& p_property, const Variany& p_value); //return true if property was found
+3 -3
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@@ -69,7 +69,7 @@ as ``//`` and ``/* */``. Example:
Swizzling
~~~~~~~~~
It is possible to use swizzling to reasigning subindices or groups of
It is possible to use swizzling to reassigning subindices or groups of
subindices, in order:
::
@@ -203,7 +203,7 @@ follows:
+-----------------------------------------------------------------------+---------------------------------------------+
| vec3 *reflect* ( vec3, vec3 ) | Reflect |
+-----------------------------------------------------------------------+---------------------------------------------+
| color *tex* ( texture, vec2 ) | Read from a texture in noormalized coords |
| color *tex* ( texture, vec2 ) | Read from a texture in normalized coords |
+-----------------------------------------------------------------------+---------------------------------------------+
| color *texcube* ( texture, vec3 ) | Read from a cubemap |
+-----------------------------------------------------------------------+---------------------------------------------+
@@ -447,7 +447,7 @@ CanvasItem (2D) - LightShader
+-------------------------------------+-------------------------------------------------------------------------------+
| const color *LIGHT\_COLOR* | Color of Light |
+-------------------------------------+-------------------------------------------------------------------------------+
| out vec4 *LIGHT* | Light Ouput (shader is ignored if this is not used) |
| out vec4 *LIGHT* | Light Output (shader is ignored if this is not used) |
+-------------------------------------+-------------------------------------------------------------------------------+
Examples
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@@ -70,7 +70,7 @@ It will connect and fetch a website.
if (http.is_response_chunked()):
#Does it use chunks?
print("Respose is Chunked!")
print("Response is Chunked!")
else:
#Or just plain Content-Length
var bl = http.get_response_body_length()
@@ -88,7 +88,7 @@ It will connect and fetch a website.
#got nothing, wait for buffers to fill a bit
OS.delay_usec(1000)
else:
rb = rb + chunk # append to read bufer
rb = rb + chunk # append to read buffer
#done!
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@@ -50,7 +50,7 @@ ship was *transformed* from their original position to the new one. This
allows the ship to be displayed where it is.
So, a transform is too generic of a term. To solve this puzzle, we will
overimpose the ship's original design position at their current
superimpose the ship's original design position at their current
position:
.. image:: /img/tutomat4.png
@@ -63,7 +63,7 @@ towards Y positive and a translation.
.. image:: /img/tutomat5.png
Let's call the 3 vectors "X", "Y" and "Origin", and let's also
overimpose them over the ship so it makes more sense:
superimpose them over the ship so it makes more sense:
.. image:: /img/tutomat6.png
@@ -227,7 +227,7 @@ Scale
-----
A matrix can be scaled too. Scaling will multiply the basis vectors by a
vetor (X vector by x component of the scale, Y vector by y component of
vector (X vector by x component of the scale, Y vector by y component of
the scale). It will leave the origin alone:
::
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@@ -34,7 +34,7 @@ The resulting space :ref:`RID <class_RID>` can be used in
:ref:`PhysicsServer <class_PhysicsServer>` and
:ref:`Physics2DServer <class_Physics2DServer>` respectively for 3D and 2D.
Acessing space
Accessing space
--------------
Godot physics runs by default in the same thread as game logic, but may
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@@ -18,7 +18,7 @@ specified in the project settings:
.. image:: /img/ssl_certs.png
This file should contain any number of public certificicates in
This file should contain any number of public certificates in
http://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail format.
Of course, remember to add .crt as filter so the exporter recognizes
+3 -3
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@@ -63,7 +63,7 @@ Magnitude
Finally, the length of the vector is the distance from the origin to the
position. Obtaining the length from a vector is easy, just use the
`Pithagorean
`Pythagorean
Theorem <http://en.wikipedia.org/wiki/Pythagorean_theorem>`__.
::
@@ -399,7 +399,7 @@ computed angle.
The beauty of this is that the same code works exactly the same and
without modification in
`3D <https://github.com/godotengine/godot/blob/master/demos/3d/kinematic_char/cubio.gd#L57>`__.
Vector math is, in a great deal, dimemsion-amount-independent, so adding
Vector math is, in a great deal, dimension-amount-independent, so adding
or removing an axis only adds very little complexity.
Planes
@@ -480,7 +480,7 @@ to reach a point in the plane, you will just do:
This will stretch (resize) the normal vector and make it touch the
plane. This math might seem confusing, but it's actually much simpler
than it seems. If we want to tell, again, the distance from the point to
the plane, we do the same but adjusing for distance:
the plane, we do the same but adjusting for distance:
::