diff --git a/contributing/development/compiling/introduction_to_the_buildsystem.rst b/contributing/development/compiling/introduction_to_the_buildsystem.rst index 2a5cef9106b..fe229fbd960 100644 --- a/contributing/development/compiling/introduction_to_the_buildsystem.rst +++ b/contributing/development/compiling/introduction_to_the_buildsystem.rst @@ -328,7 +328,7 @@ source to initialize any SCons build options passed via the command line: use_llvm = "yes" extra_suffix = "game_title" -You can also disable some of the builtin modules before compiling, saving some +You can also disable some of the built-in modules before compiling, saving some time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details. .. seealso:: diff --git a/contributing/documentation/docs_image_guidelines.rst b/contributing/documentation/docs_image_guidelines.rst index 1e32ea765a9..02116c05bcd 100644 --- a/contributing/documentation/docs_image_guidelines.rst +++ b/contributing/documentation/docs_image_guidelines.rst @@ -63,7 +63,7 @@ make an image look clean. Below is an example of good cropping. .. image:: img/cropped_image.webp For cropping Krita is the recommended program. While some screenshot programs do -have cropping built in it's not always easy to get something precise. And while +have cropping built-in it's not always easy to get something precise. And while Krita is designed as a painting program the cropping tool gives you pixel precision by default. Of course, feel free to use a different program you are familiar with. diff --git a/tutorials/2d/using_tilemaps.rst b/tutorials/2d/using_tilemaps.rst index a9a29b9347e..06f4eac2fea 100644 --- a/tutorials/2d/using_tilemaps.rst +++ b/tutorials/2d/using_tilemaps.rst @@ -25,7 +25,7 @@ Specifying the TileSet in the TileMapLayer ------------------------------------------ If you've followed the previous page on :ref:`doc_using_tilesets`, you should -have a TileSet resource that is built-in to the TileMapLayer node. This is good for +have a TileSet resource that is built into the TileMapLayer node. This is good for prototyping, but in a real world project, you will generally have multiple levels reusing the same tileset. diff --git a/tutorials/editor/managing_editor_features.rst b/tutorials/editor/managing_editor_features.rst index f9a8148f97e..584e3add33b 100644 --- a/tutorials/editor/managing_editor_features.rst +++ b/tutorials/editor/managing_editor_features.rst @@ -11,7 +11,7 @@ Introduction In certain situations, it may be desirable to limit what features can be used in the Godot editor. For example, a UI designer on a team who doesn't need to see 3D features, or an educator slowly introducing features to students. Godot -has a built in system called "feature profiles" to do this. +has a built-in system called "feature profiles" to do this. With feature profiles, major features and nodes can be hidden from the editor. This only hides parts of the interface and does not actually remove support for diff --git a/tutorials/platform/ios/plugins_for_ios.rst b/tutorials/platform/ios/plugins_for_ios.rst index 5fa7a3d84f9..e80a239137b 100644 --- a/tutorials/platform/ios/plugins_for_ios.rst +++ b/tutorials/platform/ios/plugins_for_ios.rst @@ -490,7 +490,7 @@ On success: ``show_game_center`` ~~~~~~~~~~~~~~~~~~~~ -Displays the built in Game Center overlay showing leaderboards, +Displays the built-in Game Center overlay showing leaderboards, achievements, and challenges. Parameters diff --git a/tutorials/shaders/compute_shaders.rst b/tutorials/shaders/compute_shaders.rst index ea3e0efe54d..dd4c7a573c3 100644 --- a/tutorials/shaders/compute_shaders.rst +++ b/tutorials/shaders/compute_shaders.rst @@ -143,7 +143,7 @@ careful not to read from an index larger than the size of the buffer. Finally, we write the ``main`` function which is where all the logic happens. We access a position in the storage buffer using the ``gl_GlobalInvocationID`` -built in variables. ``gl_GlobalInvocationID`` gives you the global unique ID for +built-in variables. ``gl_GlobalInvocationID`` gives you the global unique ID for the current invocation. To continue, write the code above into your newly created ``compute_example.glsl`` diff --git a/tutorials/shaders/custom_postprocessing.rst b/tutorials/shaders/custom_postprocessing.rst index 937cd3a717c..8fd8a953c9c 100644 --- a/tutorials/shaders/custom_postprocessing.rst +++ b/tutorials/shaders/custom_postprocessing.rst @@ -50,7 +50,7 @@ For this demo, we will use this :ref:`Sprite ` of a sheep. Assign a new :ref:`Shader ` to the ``ColorRect``'s ``ShaderMaterial``. You can access the frame's texture and UV with a -``sampler2D`` using ``hint_screen_texture`` and the built in ``SCREEN_UV`` +``sampler2D`` using ``hint_screen_texture`` and the built-in ``SCREEN_UV`` uniforms. Copy the following code to your shader. The code below is a hex pixelization diff --git a/tutorials/shaders/shader_materials.rst b/tutorials/shaders/shader_materials.rst index 4c333e70530..fb326634ee9 100644 --- a/tutorials/shaders/shader_materials.rst +++ b/tutorials/shaders/shader_materials.rst @@ -23,7 +23,7 @@ Examples of this are: - Create custom particle code. - And much more! -Godot provides built in functionality to make frequent operations +Godot provides built-in functionality to make frequent operations easier. Additionally, Godot's shader editor will detect errors as you type, so you can see your edited shaders in real-time. It is also possible to edit shaders using a visual, node-based graph editor. diff --git a/tutorials/shaders/shader_reference/canvas_item_shader.rst b/tutorials/shaders/shader_reference/canvas_item_shader.rst index ae4ebb0dbbf..f1a703c1921 100644 --- a/tutorials/shaders/shader_reference/canvas_item_shader.rst +++ b/tutorials/shaders/shader_reference/canvas_item_shader.rst @@ -271,7 +271,7 @@ run. Use the ``light_only`` render mode if you only want to see the impact of lighting on an object; this can be useful when you only want the object visible where it is covered by light. -If you define a ``light()`` function it will replace the built in light function, +If you define a ``light()`` function it will replace the built-in light function, even if your light function is empty. Below is an example of a light shader that takes a CanvasItem's normal map into account: