Various grammar and spelling fixes

This commit is contained in:
A Thousand Ships
2025-06-23 16:37:26 +02:00
parent b2de954be7
commit 92cd36b50e
49 changed files with 84 additions and 84 deletions
+1 -1
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@@ -65,7 +65,7 @@ other). This can be done by artists, or programmatically within Godot using an a
There is also a cost to batching together objects in 3D. Several objects
rendered as one cannot be individually culled. An entire city that is off-screen
will still be rendered if it is joined to a single blade of grass that is on
screen. Thus, you should always take objects' location and culling into account
screen. Thus, you should always take objects' locations and culling into account
when attempting to batch 3D objects together. Despite this, the benefits of
joining static objects often outweigh other considerations, especially for large
numbers of distant or low-poly objects.
@@ -134,7 +134,7 @@ the project or the environment. The pipeline precompilation system will keep
track of these features as they're encountered for the first time and enable
precompilation of them for any meshes or surfaces that are created afterwards.
If your game makes use of these features, **make sure to have an scene that uses
If your game makes use of these features, **make sure to have a scene that uses
them as early as possible** before loading the majority of the assets. This
scene can be very simple and will do the job as long as it uses the features the
game plans to use. It can even be rendered off-screen for at least one frame if