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Original file line number Diff line number Diff line change
Expand Up @@ -60,7 +60,7 @@ order to achieve greater productivity. In this case, *a solution is needed*.

Believing that problems may arise in the future and that the software needs to
be ready to solve them by the time they appear is called *"Future proofing"* and
its characterized by lines of thought such as:
it's characterized by lines of thought such as:

- I think it would be useful for users to...
- I think users will eventually need to...
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10 changes: 5 additions & 5 deletions contributing/development/compiling/compiling_for_macos.rst
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Expand Up @@ -72,7 +72,7 @@ If all goes well, the resulting binary executable will be placed in the
runs without any dependencies. Executing it will bring up the Project
Manager.

.. note:: Using a standalone editor executable is not recommended, it should be always packaged into an
.. note:: Using a standalone editor executable is not recommended, it should be always packaged into a
``.app`` bundle to avoid UI activation issues.

.. note:: If you want to use separate editor settings for your own Godot builds
Expand All @@ -83,7 +83,7 @@ Manager.
Automatic ``.app`` bundle creation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

To automatically create an ``.app`` bundle like in the official builds, use the ``generate_bundle=yes`` option on the *last*
To automatically create a ``.app`` bundle like in the official builds, use the ``generate_bundle=yes`` option on the *last*
SCons command used to build editor:

::
Expand All @@ -101,7 +101,7 @@ run the above two commands and then use ``lipo`` to bundle them together:

lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal

To create an ``.app`` bundle, you need to use the template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
To create a ``.app`` bundle, you need to use the template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
editor binary built with ``dev_build=yes``::

cp -r misc/dist/macos_tools.app ./bin/Godot.app
Expand Down Expand Up @@ -169,11 +169,11 @@ x86_64 architectures.
scons platform=macos target=template_debug arch=arm64
scons platform=macos target=template_release arch=arm64 generate_bundle=yes

To create an ``.app`` bundle like in the official builds, you need to use the
To create a ``.app`` bundle like in the official builds, you need to use the
template located in ``misc/dist/macos_template.app``. This process can be automated by using
the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates
(so that all binaries can be included). This option also takes care of calling ``lipo`` to create
an *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
a *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).

.. note::

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2 changes: 1 addition & 1 deletion contributing/development/compiling/index.rst
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Expand Up @@ -7,7 +7,7 @@ Building from source

.. highlight:: shell

Godot prides itself on being very easy to build, by C++ projects' standards.
Godot prides itself on being very easy to build, by C++ project standards.
:ref:`Godot uses the SCons build system <doc_faq_why_scons>`, and after the initial
setup compiling the engine for your current platform should be as easy as running:

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Expand Up @@ -10,7 +10,7 @@ This is a detailed overview of the available 2D coordinate systems and 2D transf
built in. The basic concepts are covered in :ref:`doc_viewport_and_canvas_transforms`.

:ref:`Transform2D <class_Transform2D>` are matrices that convert coordinates from one coordinate
system to an other. In order to use them, it is beneficial to know which coordinate systems are
system to another. In order to use them, it is beneficial to know which coordinate systems are
available in Godot. For a deeper understanding, the :ref:`doc_matrices_and_transforms` tutorial
offers insights to the underlying functionality.

Expand Down Expand Up @@ -122,7 +122,7 @@ effects of each of them.
viewport. This transform is used for :ref:`Windows <class_Window>` as described in
:ref:`doc_multiple_resolutions`, but can also be manually set on *SubViewports* by means of
:ref:`size <class_SubViewport_property_size>` and
:ref:`size_2d_override <class_SubViewport_property_size_2d_override>`. It's
:ref:`size_2d_override <class_SubViewport_property_size_2d_override>`. Its
:ref:`translation <class_Transform2D_method_get_origin>`,
:ref:`rotation <class_Transform2D_method_get_rotation>` and
:ref:`skew <class_Transform2D_method_get_skew>` are the default values and it can only have
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Expand Up @@ -167,7 +167,7 @@ environment's paths:

# This is an absolute path where your .a libraries reside.
# If using a relative path, you must convert it to a
# full path using an utility function, such as `Dir('...').abspath`.
# full path using a utility function, such as `Dir('...').abspath`.
env.Append(LIBPATH=[Dir('libpath').abspath])

# Check with the documentation of the external library to see which library
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Expand Up @@ -44,7 +44,7 @@ the code, usually placed next to ``_bind_methods()``:
static void _bind_compatibility_methods();
#endif

They should start with a ``_`` to indicate that they are internal, and end with ``_bind_compat_`` followed by the PR number
They should start with an ``_`` to indicate that they are internal, and end with ``_bind_compat_`` followed by the PR number
that introduced the change (``88047`` in this example). These compatibility methods need to be implemented in a dedicated file,
like ``core/math/a_star_grid_2d.compat.inc`` in this case:

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2 changes: 1 addition & 1 deletion contributing/documentation/docs_image_guidelines.rst
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Expand Up @@ -25,7 +25,7 @@ On macOS, pressing :kbd:`Shift + Command + 3` does the same.
To take a picture of the entire screen press :kbd:`Shift + Command + 4`.
All screenshots taken will be saved to the desktop.

Each Linux desktop environment has it's own screenshot tool. For example,
Each Linux desktop environment has its own screenshot tool. For example,
on KDE Plasma the program Spectacle is used for taking screenshots. If your
distribution doesn't come with one by default try searching its package
repository, or Flathub if that's supported.
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Expand Up @@ -72,7 +72,7 @@ If you decide to document a class, but don't know what a particular method does,
worry. Leave it for now, and list the methods you skipped when you open a pull request
with your changes. Another writer will take care of it.

You can still look at the methods' implementation in Godot's source code on GitHub.
You can still look at the method's implementation in Godot's source code on GitHub.
If you have doubts, feel free to ask on the `Godot Forum <https://forum.godotengine.org/>`_
and `Godot Contributors Chat <https://chat.godotengine.org/>`_.

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2 changes: 1 addition & 1 deletion getting_started/step_by_step/scripting_player_input.rst
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Expand Up @@ -212,7 +212,7 @@ with the engine. These include ``_process()``, to apply changes to the node
every frame, and ``_unhandled_input()``, to receive input events like key and
button presses from the users. There are quite a few more.

The ``Input`` singleton allows you to react to the players' input anywhere in
The ``Input`` singleton allows you to react to the player's input anywhere in
your code. In particular, you'll get to use it in the ``_process()`` loop.

In the next lesson, :ref:`doc_signals`, we'll build upon the relationship between
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2 changes: 1 addition & 1 deletion tutorials/3d/lights_and_shadows.rst
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Expand Up @@ -189,7 +189,7 @@ Every face whose front-side is hit by the light rays is lit, while the others
stay dark. Unlike most other light types, directional lights don't have specific
parameters.

The directional light also offers a **Angular Distance** property, which
The directional light also offers an **Angular Distance** property, which
determines the light's angular size in degrees. Increasing this above ``0.0``
will make shadows softer at greater distances from the caster, while also
affecting the sun's appearance in procedural sky materials. This is called a
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2 changes: 1 addition & 1 deletion tutorials/animation/animation_tree.rst
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Expand Up @@ -24,7 +24,7 @@ and then use an ``AnimationTree`` to control the playback.

``AnimationPlayer`` and ``AnimationTree`` can be used in both 2D and 3D scenes. When importing 3D scenes and their animations, you can use
`name suffixes <https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.html#animation-loop-loop-cycle>`_
to simplify the process and import with the correct properties. At the end, the imported Godot scene will contain the animations in a ``AnimationPlayer`` node.
to simplify the process and import with the correct properties. At the end, the imported Godot scene will contain the animations in an ``AnimationPlayer`` node.
Since you rarely use imported scenes directly in Godot (they are either instantiated or inherited from), you can place the ``AnimationTree`` node in your
new scene which contains the imported one. Afterwards, point the ``AnimationTree`` node to the ``AnimationPlayer`` that was created in the imported scene.

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2 changes: 1 addition & 1 deletion tutorials/animation/creating_movies.rst
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Expand Up @@ -169,7 +169,7 @@ to another format for viewing on the web or by Godot with the VideoStreamPlayer
node. MJPEG does not support transparency. AVI output is currently limited to a
file of 4 GB in size at most.

To use AVI, specify a path to an ``.avi`` file to be created in the
To use AVI, specify a path to a ``.avi`` file to be created in the
**Editor > Movie Writer > Movie File** project setting.

PNG
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6 changes: 3 additions & 3 deletions tutorials/animation/playing_videos.rst
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Expand Up @@ -22,7 +22,7 @@ as it was too buggy and difficult to maintain.

.. note::

You may find videos with an ``.ogg`` or ``.ogx`` extensions, which are generic
You may find videos with a ``.ogg`` or ``.ogx`` extensions, which are generic
extensions for data within an Ogg container.

Renaming these file extensions to ``.ogv`` *may* allow the videos to be
Expand All @@ -34,7 +34,7 @@ Setting up VideoStreamPlayer

1. Create a VideoStreamPlayer node using the Create New Node dialog.
2. Select the VideoStreamPlayer node in the scene tree dock, go to the inspector
and load an ``.ogv`` file in the Stream property.
and load a ``.ogv`` file in the Stream property.

- If you don't have your video in Ogg Theora format yet, jump to
:ref:`doc_playing_videos_recommended_theora_encoding_settings`.
Expand Down Expand Up @@ -183,7 +183,7 @@ maximize the quality of the output Ogg Theora video, but this can require a lot
of disk space.

`FFmpeg <https://ffmpeg.org/>`__ (CLI) is a popular open source tool
for this purpose. FFmpeg has a steep learning curve, but it's powerful tool.
for this purpose. FFmpeg has a steep learning curve, but it's a powerful tool.

Here are example FFmpeg commands to convert an MP4 video to Ogg Theora. Since
FFmpeg supports a lot of input formats, you should be able to use the commands
Expand Down
2 changes: 1 addition & 1 deletion tutorials/best_practices/data_preferences.rst
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Expand Up @@ -105,7 +105,7 @@ Contiguous memory stores imply the following operation performance:
though. Done by re-sorting the Array after every edit and writing an
ordered-aware search algorithm.

Godot implements Dictionary as an ``HashMap<Variant, Variant, VariantHasher, StringLikeVariantComparator>``. The engine
Godot implements Dictionary as a ``HashMap<Variant, Variant, VariantHasher, StringLikeVariantComparator>``. The engine
stores a small array (initialized to 2^3 or 8 records) of key-value pairs. When
one attempts to access a value, they provide it a key. It then *hashes* the
key, i.e. converts it into a number. The "hash" is used to calculate the index
Expand Down
2 changes: 1 addition & 1 deletion tutorials/best_practices/scenes_versus_scripts.rst
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Expand Up @@ -10,7 +10,7 @@ declarative code.
Each system's capabilities are different as a result.
Scenes can define how an extended class initializes, but not what its
behavior actually is. Scenes are often used in conjunction with a script,
the scene declaring a composition of nodes, and the script adding behaviour with imperative code.
the scene declaring a composition of nodes, and the script adding behavior with imperative code.

Anonymous types
---------------
Expand Down
2 changes: 1 addition & 1 deletion tutorials/editor/command_line_tutorial.rst
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Expand Up @@ -16,7 +16,7 @@ suitable for this workflow.
On Windows and Linux, you can run a Godot binary in a terminal by specifying
its relative or absolute path.

On macOS, the process is different due to Godot being contained within an
On macOS, the process is different due to Godot being contained within a
``.app`` bundle (which is a *folder*, not a file). To run a Godot binary
from a terminal on macOS, you have to ``cd`` to the folder where the Godot
application bundle is located, then run ``Godot.app/Contents/MacOS/Godot``
Expand Down
2 changes: 1 addition & 1 deletion tutorials/editor/customizing_editor.rst
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Expand Up @@ -110,7 +110,7 @@ After making changes, open the **Editor** menu at the top of the editor then
choose **Editor Layouts**. In the dropdown list, you will see a list of saved
editor layouts, plus **Default** which is a hardcoded editor layout that can't
be removed. The default layout matches a fresh Godot installation with no
changes made to the docks' position and size, and no floating docks.
changes made to the docks' positions and sizes, and no floating docks.

You can remove a layout using the **Delete** option in the **Editor Layouts**
dropdown.
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2 changes: 1 addition & 1 deletion tutorials/editor/index.rst
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Expand Up @@ -13,7 +13,7 @@ Editor's interface
------------------

The following pages explain how to use the various windows, workspaces, and
docks that make up the Godot editor. We cover some specific editors' interface
docks that make up the Godot editor. We cover some specific editors' interfaces
in other sections where appropriate. For example, the :ref:`animation editor
<doc_introduction_animation>`.

Expand Down
2 changes: 1 addition & 1 deletion tutorials/i18n/localization_using_gettext.rst
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Expand Up @@ -216,7 +216,7 @@ You can generate an MO file with the command below:

msgfmt fr.po --no-hash -o fr.mo

If the PO file is valid, this command will create a ``fr.mo`` file besides
If the PO file is valid, this command will create an ``fr.mo`` file besides
the PO file. This MO file can then be loaded in Godot as described above.

The original PO file should be kept in version control so you can update
Expand Down
2 changes: 1 addition & 1 deletion tutorials/io/data_paths.rst
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Expand Up @@ -126,7 +126,7 @@ File logging can also be disabled completely using the
``debug/file_logging/enable_file_logging`` project setting.

When the project crashes, crash logs are written to the same file as the log
file. The crash log will only contain an usable backtrace if the binary that was
file. The crash log will only contain a usable backtrace if the binary that was
run contains debugging symbols, or if it can find a debug symbols file that
matches the binary. Official binaries don't provide debugging symbols, so this
requires a custom build to work. See
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6 changes: 3 additions & 3 deletions tutorials/io/runtime_file_loading_and_saving.rst
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Expand Up @@ -169,7 +169,7 @@ Audio/video files
-----------------

Godot supports loading Ogg Vorbis, MP3, and WAV audio at runtime. Note that not *all*
files with an ``.ogg`` extension are Ogg Vorbis files. Some may be Ogg Theora
files with a ``.ogg`` extension are Ogg Vorbis files. Some may be Ogg Theora
videos, or contain Opus audio within an Ogg container. These files will **not**
load correctly as audio files in Godot.

Expand All @@ -191,7 +191,7 @@ Example of loading an Ogg Theora video file in a :ref:`class_VideoStreamPlayer`

var video_stream_theora = VideoStreamTheora.new()
# File extension is ignored, so it is possible to load Ogg Theora videos
# that have an `.ogg` extension this way.
# that have a `.ogg` extension this way.
video_stream_theora.file = "/path/to/file.ogv"
$VideoStreamPlayer.stream = video_stream_theora

Expand All @@ -203,7 +203,7 @@ Example of loading an Ogg Theora video file in a :ref:`class_VideoStreamPlayer`

var videoStreamTheora = new VideoStreamTheora();
// File extension is ignored, so it is possible to load Ogg Theora videos
// that have an `.ogg` extension this way.
// that have a `.ogg` extension this way.
videoStreamTheora.File = "/Path/To/File.ogv";
GetNode<VideoStreamPlayer>("VideoStreamPlayer").Stream = videoStreamTheora;

Expand Down
2 changes: 1 addition & 1 deletion tutorials/performance/gpu_optimization.rst
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Expand Up @@ -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.
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2 changes: 1 addition & 1 deletion tutorials/performance/pipeline_compilations.rst
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Expand Up @@ -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
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Expand Up @@ -34,7 +34,7 @@ This has some implications:
Controlling the on / off behavior of 2D nodes therefore requires a little more
thought and planning.
- On the positive side, pivot behavior in the scene tree is perfectly preserved
during interpolation in 2D, which gives super smooth behaviour.
during interpolation in 2D, which gives super smooth behavior.

Resetting physics interpolation
-------------------------------
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Expand Up @@ -60,7 +60,7 @@ Adapt the tick rate?
~~~~~~~~~~~~~~~~~~~~

Instead of designing the game at a fixed physics tick rate, we could allow the tick
rate to scale according to the end users hardware. We could for example use a fixed
rate to scale according to the end user's hardware. We could for example use a fixed
tick rate that works for that hardware, or even vary the duration of each physics
tick to match a particular frame duration.

Expand All @@ -70,7 +70,7 @@ run in the ``_physics_process``) work best and most consistently when run at a
that has been designed for 60 TPS (ticks per second) at e.g. 10 TPS, the physics
will behave completely differently. Controls may be less responsive, collisions /
trajectories can be completely different. You may test your game thoroughly at 60
TPS, then find it breaks on end users machines when it runs at a different tick
TPS, then find it breaks on end users' machines when it runs at a different tick
rate.

This can make quality assurance difficult with hard to reproduce bugs, especially
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2 changes: 1 addition & 1 deletion tutorials/physics/using_jolt_physics.rst
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Expand Up @@ -8,7 +8,7 @@ Introduction

The Jolt physics engine was added as an alternative to the existing Godot Physics
physics engine in 4.4. Jolt is developed by Jorrit Rouwe with a focus on games and
VR applications. Previously it was available as a extension but is now built into
VR applications. Previously it was available as an extension but is now built into
Godot.

It is important to note that the built-in Jolt Physics module is considered
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2 changes: 1 addition & 1 deletion tutorials/platform/android/android_plugin.rst
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Expand Up @@ -138,7 +138,7 @@ Use the following steps if you have a v1 Android plugin you want to migrate to v

3. After updating the Godot Android library dependency, sync or build the plugin and resolve any compile errors:

- The ``Godot`` instance provided by ``GodotPlugin::getGodot()`` no longer has access to a ``android.content.Context`` reference. Use ``GodotPlugin::getActivity()`` instead.
- The ``Godot`` instance provided by ``GodotPlugin::getGodot()`` no longer has access to an ``android.content.Context`` reference. Use ``GodotPlugin::getActivity()`` instead.

4. Delete the ``gdap`` configuration file(s) and follow the instructions in the `Packaging a v2 Android plugin`_ section to set up the plugin configuration.

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2 changes: 1 addition & 1 deletion tutorials/plugins/editor/import_plugins.rst
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Expand Up @@ -241,7 +241,7 @@ you do this you have to be careful when you add more presets.
This is the method which defines the available options.
:ref:`_get_import_options() <class_EditorImportPlugin_private_method__get_import_options>` returns
an array of dictionaries, and each dictionary contains a few keys that are
checked to customize the option as its shown to the user. The following table
checked to customize the option as it's shown to the user. The following table
shows the possible keys:

+-------------------+------------+----------------------------------------------------------------------------------------------------------+
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