From 5ea53bd20ab8ea30884e4a0c9a0fa059dfe3a108 Mon Sep 17 00:00:00 2001 From: David Date: Wed, 24 Feb 2016 01:09:26 -0600 Subject: [PATCH] a batch of typo fixes --- classes/class_canvasitem.rst | 4 ++-- classes/class_control.rst | 2 +- classes/class_directionallight.rst | 2 +- classes/class_fixedmaterial.rst | 4 ++-- classes/class_font.rst | 2 +- classes/class_hseparator.rst | 2 +- classes/class_joint2d.rst | 4 ++-- classes/class_material.rst | 2 +- classes/class_popup.rst | 2 +- classes/class_rigidbody2d.rst | 2 +- classes/class_spatial.rst | 2 +- classes/class_spotlight.rst | 2 +- classes/class_sprite.rst | 2 +- classes/class_staticbody2d.rst | 2 +- contributing/updating_the_class_reference.rst | 2 +- reference/bbcode_in_richtextlabel.rst | 2 +- reference/binary_serialization_api.rst | 2 +- reference/changing_editor_fonts.rst | 2 +- reference/compiling_for_osx.rst | 2 +- reference/compiling_for_universal_windows_apps.rst | 2 +- reference/compiling_for_windows.rst | 2 +- reference/core_types.rst | 4 ++-- reference/cross-compiling_for_ios_on_linux.rst | 2 +- reference/gdscript_more_efficiently.rst | 6 +++--- reference/object_class.rst | 10 +++++----- reference/shading_language.rst | 6 +++--- tutorials/http_client_class.rst | 4 ++-- tutorials/matrices_and_transforms.rst | 6 +++--- tutorials/ray-casting.rst | 2 +- tutorials/ssl_certificates.rst | 2 +- tutorials/vector_math.rst | 6 +++--- 31 files changed, 48 insertions(+), 48 deletions(-) diff --git a/classes/class_canvasitem.rst b/classes/class_canvasitem.rst index c0d7b53ee..ff7523302 100644 --- a/classes/class_canvasitem.rst +++ b/classes/class_canvasitem.rst @@ -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`, for anything GUI related, and by :ref:`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). diff --git a/classes/class_control.rst b/classes/class_control.rst index 1631e1fda..931ee88de 100644 --- a/classes/class_control.rst +++ b/classes/class_control.rst @@ -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` enables this function. -Finally, controls are skinned according to a :ref:`Theme`. Setting a :ref:`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`. Setting a :ref:`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 --------------------------- diff --git a/classes/class_directionallight.rst b/classes/class_directionallight.rst index 3a5c217ad..540e78704 100644 --- a/classes/class_directionallight.rst +++ b/classes/class_directionallight.rst @@ -42,7 +42,7 @@ Numeric Constants Description ----------- -A DirectionalLight is a type of :ref:`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` 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 --------------------------- diff --git a/classes/class_fixedmaterial.rst b/classes/class_fixedmaterial.rst index da18c6543..e6e28d78e 100644 --- a/classes/class_fixedmaterial.rst +++ b/classes/class_fixedmaterial.rst @@ -129,13 +129,13 @@ Return the texture coordinate mode. Each texture param (from the PARAM\_\* enum) - void **set_uv_transform** **(** :ref:`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` **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: diff --git a/classes/class_font.rst b/classes/class_font.rst index 7cfe76864..c084f5e3d 100644 --- a/classes/class_font.rst +++ b/classes/class_font.rst @@ -172,7 +172,7 @@ Draw "string" into a canvas item using the font at a given "pos" position, with - :ref:`float` **draw_char** **(** :ref:`RID` canvas_item, :ref:`Vector2` pos, :ref:`int` char, :ref:`int` next=-1, :ref:`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: diff --git a/classes/class_hseparator.rst b/classes/class_hseparator.rst index d6ca9d63a..70a60461e 100644 --- a/classes/class_hseparator.rst +++ b/classes/class_hseparator.rst @@ -18,5 +18,5 @@ Horizontal separator. Description ----------- -Horizontal separator. See :ref:`Separator`. It is used to separate objects vertiacally, though (but it looks horizontal!). +Horizontal separator. See :ref:`Separator`. It is used to separate objects vertically, though (but it looks horizontal!). diff --git a/classes/class_joint2d.rst b/classes/class_joint2d.rst index 4cf02d186..14f054d3e 100644 --- a/classes/class_joint2d.rst +++ b/classes/class_joint2d.rst @@ -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 --------------------------- diff --git a/classes/class_material.rst b/classes/class_material.rst index c8d2e4a70..abfbccf7a 100644 --- a/classes/class_material.rst +++ b/classes/class_material.rst @@ -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** diff --git a/classes/class_popup.rst b/classes/class_popup.rst index 1a13efb0f..02edeb45e 100644 --- a/classes/class_popup.rst +++ b/classes/class_popup.rst @@ -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` 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: diff --git a/classes/class_rigidbody2d.rst b/classes/class_rigidbody2d.rst index 8ca729241..e13cc954f 100644 --- a/classes/class_rigidbody2d.rst +++ b/classes/class_rigidbody2d.rst @@ -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` 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` 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` will be able to integrate them if overridden. .. _class_RigidBody2D_is_using_custom_integrator: diff --git a/classes/class_spatial.rst b/classes/class_spatial.rst index 4ff259845..6265ed859 100644 --- a/classes/class_spatial.rst +++ b/classes/class_spatial.rst @@ -161,7 +161,7 @@ Set the transform globally, relative to worldspace. - :ref:`Transform` **get_global_transform** **(** **)** const -Return the gloal transform, relative to worldspace. +Return the global transform, relative to worldspace. .. _class_Spatial_get_parent_spatial: diff --git a/classes/class_spotlight.rst b/classes/class_spotlight.rst index 2c531a99f..741584a2f 100644 --- a/classes/class_spotlight.rst +++ b/classes/class_spotlight.rst @@ -13,7 +13,7 @@ SpotLight Brief Description ----------------- -Spotlight :ref:`Light`, such as a reflector spotlight or a latern. +Spotlight :ref:`Light`, such as a reflector spotlight or a lantern. Description ----------- diff --git a/classes/class_sprite.rst b/classes/class_sprite.rst index 5b7b9378f..c623f438c 100644 --- a/classes/class_sprite.rst +++ b/classes/class_sprite.rst @@ -111,7 +111,7 @@ Set the sprite draw offset, useful for setting rotation pivots. - :ref:`Vector2` **get_offset** **(** **)** const -Return sprite draw offst. +Return sprite draw offset. .. _class_Sprite_set_flip_h: diff --git a/classes/class_staticbody2d.rst b/classes/class_staticbody2d.rst index 0cfef1409..9a1a8667e 100644 --- a/classes/class_staticbody2d.rst +++ b/classes/class_staticbody2d.rst @@ -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` 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` 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. diff --git a/contributing/updating_the_class_reference.rst b/contributing/updating_the_class_reference.rst index 8c4ecd9bf..399099eec 100644 --- a/contributing/updating_the_class_reference.rst +++ b/contributing/updating_the_class_reference.rst @@ -101,7 +101,7 @@ Here is an example with the Node2D class: Base node for 2D system. - 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. diff --git a/reference/bbcode_in_richtextlabel.rst b/reference/bbcode_in_richtextlabel.rst index f9da2ba02..3ce827960 100644 --- a/reference/bbcode_in_richtextlabel.rst +++ b/reference/bbcode_in_richtextlabel.rst @@ -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. | +-----------------+--------------------------------------------+--------------------------------------------------------------+ diff --git a/reference/binary_serialization_api.rst b/reference/binary_serialization_api.rst index f01b9d383..0be101518 100644 --- a/reference/binary_serialization_api.rst +++ b/reference/binary_serialization_api.rst @@ -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) ~~~~~~~~~~~~~~~~~~~~~ diff --git a/reference/changing_editor_fonts.rst b/reference/changing_editor_fonts.rst index 274663ebb..f4427451e 100644 --- a/reference/changing_editor_fonts.rst +++ b/reference/changing_editor_fonts.rst @@ -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 `. -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. diff --git a/reference/compiling_for_osx.rst b/reference/compiling_for_osx.rst index 416f4091f..f534c9f14 100644 --- a/reference/compiling_for_osx.rst +++ b/reference/compiling_for_osx.rst @@ -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: diff --git a/reference/compiling_for_universal_windows_apps.rst b/reference/compiling_for_universal_windows_apps.rst index 08d291ddd..028002aea 100644 --- a/reference/compiling_for_universal_windows_apps.rst +++ b/reference/compiling_for_universal_windows_apps.rst @@ -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. diff --git a/reference/compiling_for_windows.rst b/reference/compiling_for_windows.rst index c69f5c369..f423e727d 100644 --- a/reference/compiling_for_windows.rst +++ b/reference/compiling_for_windows.rst @@ -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 diff --git a/reference/core_types.rst b/reference/core_types.rst index aa89d0a5a..556905caa 100644 --- a/reference/core_types.rst +++ b/reference/core_types.rst @@ -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: diff --git a/reference/cross-compiling_for_ios_on_linux.rst b/reference/cross-compiling_for_ios_on_linux.rst index ad362fa9b..5d5e9f71a 100644 --- a/reference/cross-compiling_for_ios_on_linux.rst +++ b/reference/cross-compiling_for_ios_on_linux.rst @@ -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: diff --git a/reference/gdscript_more_efficiently.rst b/reference/gdscript_more_efficiently.rst index fdc6d1649..c93ff4389 100644 --- a/reference/gdscript_more_efficiently.rst +++ b/reference/gdscript_more_efficiently.rst @@ -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: diff --git a/reference/object_class.rst b/reference/object_class.rst index 7e624df1b..aed012cfb 100644 --- a/reference/object_class.rst +++ b/reference/object_class.rst @@ -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 *r_props); //return list of propertes + void _get_property_info(List *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 diff --git a/reference/shading_language.rst b/reference/shading_language.rst index 95c01d77c..483a9f81e 100644 --- a/reference/shading_language.rst +++ b/reference/shading_language.rst @@ -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 diff --git a/tutorials/http_client_class.rst b/tutorials/http_client_class.rst index 1526e4c76..bbfbca5ec 100644 --- a/tutorials/http_client_class.rst +++ b/tutorials/http_client_class.rst @@ -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! diff --git a/tutorials/matrices_and_transforms.rst b/tutorials/matrices_and_transforms.rst index f92997b9f..9f2b1f51b 100644 --- a/tutorials/matrices_and_transforms.rst +++ b/tutorials/matrices_and_transforms.rst @@ -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: :: diff --git a/tutorials/ray-casting.rst b/tutorials/ray-casting.rst index 99d45515f..d0003622a 100644 --- a/tutorials/ray-casting.rst +++ b/tutorials/ray-casting.rst @@ -34,7 +34,7 @@ The resulting space :ref:`RID ` can be used in :ref:`PhysicsServer ` and :ref:`Physics2DServer ` respectively for 3D and 2D. -Acessing space +Accessing space -------------- Godot physics runs by default in the same thread as game logic, but may diff --git a/tutorials/ssl_certificates.rst b/tutorials/ssl_certificates.rst index 69fb724a7..d99381400 100644 --- a/tutorials/ssl_certificates.rst +++ b/tutorials/ssl_certificates.rst @@ -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 diff --git a/tutorials/vector_math.rst b/tutorials/vector_math.rst index af70c1a64..1972a31c0 100644 --- a/tutorials/vector_math.rst +++ b/tutorials/vector_math.rst @@ -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 `__. :: @@ -399,7 +399,7 @@ computed angle. The beauty of this is that the same code works exactly the same and without modification in `3D `__. -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: ::