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Original file line number Diff line number Diff line change
Expand Up @@ -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::
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2 changes: 1 addition & 1 deletion contributing/documentation/docs_image_guidelines.rst
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Expand Up @@ -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.

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2 changes: 1 addition & 1 deletion tutorials/2d/using_tilemaps.rst
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Expand Up @@ -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.

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2 changes: 1 addition & 1 deletion tutorials/editor/managing_editor_features.rst
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Expand Up @@ -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
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2 changes: 1 addition & 1 deletion tutorials/platform/ios/plugins_for_ios.rst
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Expand Up @@ -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
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2 changes: 1 addition & 1 deletion tutorials/shaders/compute_shaders.rst
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Expand Up @@ -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``
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2 changes: 1 addition & 1 deletion tutorials/shaders/custom_postprocessing.rst
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Expand Up @@ -50,7 +50,7 @@ For this demo, we will use this :ref:`Sprite <class_Sprite2D>` of a sheep.

Assign a new :ref:`Shader <class_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
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2 changes: 1 addition & 1 deletion tutorials/shaders/shader_materials.rst
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Expand Up @@ -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.
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2 changes: 1 addition & 1 deletion tutorials/shaders/shader_reference/canvas_item_shader.rst
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Expand Up @@ -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:
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