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2 changes: 1 addition & 1 deletion about/introduction.rst
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Expand Up @@ -65,7 +65,7 @@ This documentation is organized into several sections:
engine to make games. It starts with the :ref:`Step by step
<toc-learn-step_by_step>` tutorial which should be the entry point for all
new users. **This is the best place to start if you're new!**
- The **Manual** can be read or referenced as needed,
- The **Manual** can be read or referenced as needed,
in any order. It contains feature-specific tutorials and documentation.
- **Contributing** gives information related to contributing to
Godot, whether to the core engine, documentation, demos or other parts.
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2 changes: 1 addition & 1 deletion contributing/development/compiling/compiling_for_ios.rst
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Expand Up @@ -82,7 +82,7 @@ should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.releas
$ lipo -create libgodot.ios.debug.arm64.simulator.a libgodot.ios.debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a

$ cp libgodot.ios.opt.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
$ lipo -create libgodot.ios.opt.arm64.simulator.a libgodot.ios.opt.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
$ lipo -create libgodot.ios.opt.arm64.simulator.a libgodot.ios.opt.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a

The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode``
folder once it has been created.
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2 changes: 1 addition & 1 deletion contributing/documentation/building_the_manual.rst
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Expand Up @@ -10,7 +10,7 @@ documentation as a PDF, EPUB, or LaTeX file, for example.
Before you get started, make sure that you have:

- `Git <https://git-scm.com/>`_
- `make <https://www.gnu.org/software/make/>`_ (unless youre using Windows)
- `make <https://www.gnu.org/software/make/>`_ (unless you're using Windows)
- `Python <https://www.python.org/>`_ 3

.. note:: Python 3 should come with the ``pip3`` command. You may need to write
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Original file line number Diff line number Diff line change
Expand Up @@ -63,7 +63,7 @@ Editing existing pages
To edit an existing page, locate its ``.rst`` source file and open it in your
favorite text editor. You can then commit the changes, push them to your fork,
and make a pull request. **Note that the pages in** ``classes/`` **should not be
edited here.** They are automatically generated from Godots `XML class
edited here.** They are automatically generated from Godot's `XML class
reference <https://github.com/godotengine/godot/tree/master/doc/classes>`__.
See :ref:`doc_updating_the_class_reference` for details.

Expand Down Expand Up @@ -145,7 +145,7 @@ first letter capitalized.
Sphinx and reStructuredText syntax
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Check Sphinxs `reST Primer <https://www.sphinx-doc.org/en/stable/rest.html>`__
Check Sphinx's `reST Primer <https://www.sphinx-doc.org/en/stable/rest.html>`__
and the `official reference <https://docutils.sourceforge.net/rst.html>`__ for
details on the syntax.

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2 changes: 1 addition & 1 deletion contributing/documentation/docs_image_guidelines.rst
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Expand Up @@ -31,7 +31,7 @@ All screenshots should ideally be taken on a 1080p screen. Anything higher
resolution is adding detail that doesn't make the documentation better and
dramatically increases file size. If you're taking screenshots on a higher
resolution screen the screenshot should be scaled down. There are instructions
on how to do this later on this page.
on how to do this later on this page.

Format conversion
-----------------
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14 changes: 7 additions & 7 deletions getting_started/first_3d_game/going_further.rst
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Expand Up @@ -9,29 +9,29 @@ You can pat yourself on the back for having completed your first 3D game with
Godot.

In this series, we went over a wide range of techniques and editor features.
Hopefully, youve witnessed how intuitive Godots scene system can be and
Hopefully, you've witnessed how intuitive Godot's scene system can be and
learned a few tricks you can apply in your projects.

But we just scratched the surface: Godot has a lot more in store for you to save
time creating games. And you can learn all that by browsing the documentation.

Where should you begin? Below, youll find a few pages to start exploring and
build upon what youve learned so far.
Where should you begin? Below, you'll find a few pages to start exploring and
build upon what you've learned so far.

But before that, heres a link to download a completed version of the project:
But before that, here's a link to download a completed version of the project:
`<https://github.com/godotengine/godot-3d-dodge-the-creeps>`_.

Exploring the manual
--------------------

The manual is your ally whenever you have a doubt or youre curious about a
The manual is your ally whenever you have a doubt or you're curious about a
feature. It does not contain tutorials about specific game genres or mechanics.
Instead, it explains how Godot works in general. In it, you will find
information about 2D, 3D, physics, rendering and performance, and much more.

Here are the sections we recommend you to explore next:

1. Read the :ref:`Scripting section <toc-scripting-core-features>` to learn essential programming features youll use
1. Read the :ref:`Scripting section <toc-scripting-core-features>` to learn essential programming features you'll use
in every project.
2. The :ref:`3D <toc-learn-features-3d>` and :ref:`Physics <toc-learn-features-physics>` sections will teach you more about 3D game creation in the
engine.
Expand All @@ -40,5 +40,5 @@ Here are the sections we recommend you to explore next:
You can start with these or, if you prefer, look at the sidebar menu on the left
and pick your options.

We hope you enjoyed this tutorial series, and were looking forward to seeing
We hope you enjoyed this tutorial series, and we're looking forward to seeing
what you achieve using Godot.
2 changes: 1 addition & 1 deletion getting_started/step_by_step/signals.rst
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Expand Up @@ -22,7 +22,7 @@ limits `coupling
code flexible.

For example, you might have a life bar on the screen that represents the
players health. When the player takes damage or uses a healing potion, you want
player's health. When the player takes damage or uses a healing potion, you want
the bar to reflect the change. To do so, in Godot, you would use signals.

.. note:: As mentioned in the introduction, signals are Godot's version of the
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2 changes: 1 addition & 1 deletion tutorials/2d/2d_lights_and_shadows.rst
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Expand Up @@ -216,7 +216,7 @@ Manually drawing a light occluder
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Create a LightOccluder2D node, then select the node and click the "+" button at
the top top of the 2D editor. When asked to create a polygon resource, answer
the top of the 2D editor. When asked to create a polygon resource, answer
**Yes**. You can then start drawing an occluder polygon by clicking to create
new points. You can remove existing points by right-clicking them, and you can
create new points from the existing line by clicking on the line then dragging.
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2 changes: 1 addition & 1 deletion tutorials/3d/procedural_geometry/surfacetool.rst
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Expand Up @@ -95,7 +95,7 @@ note, ``generate_normals()`` only works if the primitive type is set to ``Mesh.P
You may notice that normal mapping or other material properties look broken on
the generated mesh. This is because normal mapping **requires** the mesh to
feature *tangents*, which are separate from *normals*. You can either add custom
tangents manually, or generate them automatically with with
tangents manually, or generate them automatically with
``generate_tangents()``. This method requires that each vertex have UVs and
normals set already.

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2 changes: 1 addition & 1 deletion tutorials/animation/introduction.rst
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Expand Up @@ -86,7 +86,7 @@ at various points, and change their timing.
Each line in the Animation Panel is an animation track that references a
Normal or Transform property of a node. Each track stores a path to
a node and its affected property. For example, the position track
in the illustration refers to to the ``position`` property of the Sprite2D
in the illustration refers to the ``position`` property of the Sprite2D
node.

.. figure:: img/animation_normal_track.png
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2 changes: 1 addition & 1 deletion tutorials/assets_pipeline/escn_exporter/animation.rst
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Expand Up @@ -34,7 +34,7 @@ Or it can be done stashing the action in ``Dope Sheet``

An NLA track can be ``mute`` or ``unmute``, the exporter will export all
the ``mute`` NLA track as a separate action, while blends all the ``unmute``
NLA tracks into every action (including the action action) being exported.
NLA tracks into every action (including the action) being exported.

.. image:: img/nla_strip.jpg

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2 changes: 1 addition & 1 deletion tutorials/audio/audio_effects.rst
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Expand Up @@ -91,7 +91,7 @@ a low-quality speaker or device.
EQ
~~

EQ is what all other equalizers inherit from. It can be extended with with Custom
EQ is what all other equalizers inherit from. It can be extended with Custom
scripts to create an equalizer with a custom number of bands.

EQ6, EQ10, EQ21
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2 changes: 1 addition & 1 deletion tutorials/platform/android/android_in_app_purchases.rst
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Expand Up @@ -94,7 +94,7 @@ Query available items
*********************

Once the API has connected, query SKUs using ``querySkuDetails()``. You must successfully complete
a SKU query before before calling the ``purchase()`` or ``queryPurchases()`` functions,
a SKU query before calling the ``purchase()`` or ``queryPurchases()`` functions,
or they will return an error. ``querySkuDetails()`` takes two parameters: an array
of SKU name strings, and a string specifying the type of SKU being queried.
The SKU type string should be ``"inapp"`` for normal in-app purchases or ``"subs"`` for subscriptions.
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2 changes: 1 addition & 1 deletion tutorials/platform/ios/plugins_for_ios.rst
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Expand Up @@ -184,7 +184,7 @@ The response event will be a dictionary with the following fields:
"invalid_ids": [ list of requested IDs that were invalid ],
"ids": [ list of IDs that were valid ],
"titles": [ list of valid product titles (corresponds with list of valid IDs) ],
"descriptions": [ list of valid product descriptions ] ,
"descriptions": [ list of valid product descriptions ],
"prices": [ list of valid product prices ],
"localized_prices": [ list of valid product localized prices ],
}
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2 changes: 1 addition & 1 deletion tutorials/platform/web/customizing_html5_shell.rst
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Expand Up @@ -101,7 +101,7 @@ optionally overriding any :js:attr:`EngineConfig` parameters.
});

This snippet of code automatically loads and initializes the engine before starting the game.
It uses the given configuration to to load the engine. The :js:meth:`engine.startGame <Engine.prototype.startGame>`
It uses the given configuration to load the engine. The :js:meth:`engine.startGame <Engine.prototype.startGame>`
method is asynchronous and returns a ``Promise``. This allows your control code to track if
the game was loaded correctly without blocking execution or relying on polling.

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2 changes: 1 addition & 1 deletion tutorials/rendering/jitter_stutter.rst
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Expand Up @@ -220,7 +220,7 @@ better troubleshoot it.
If you are reporting input lag problems, please include a capture made with a
high speed camera (such as your phone's slow motion video mode). The capture
**must** have both the screen and the input device visible so that the number of
frames between an input and the on-screen result can can be counted. Also, make
frames between an input and the on-screen result can be counted. Also, make
sure to mention your monitor's refresh rate and your input device's polling rate
(especially for mice).

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