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Merge pull request #9582 from russellsanborn/comma-before-but
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Add commas before "but" throughout documentation
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skyace65 authored Aug 16, 2024
2 parents 35e2adc + 97f2823 commit b54f912
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Expand Up @@ -167,7 +167,7 @@ who design software) to actually understand all future user needs. Trying to
write very flexible structures that cater to many use cases at once is often a
mistake.

We may come up with something we believe is brilliant but later find out that
We may come up with something we believe is brilliant, but later find out that
users will never even use half of it or that they require features that don't
quite fit into our original design, forcing us to either throw it away
or make it even more complex.
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8 changes: 4 additions & 4 deletions contributing/development/code_style_guidelines.rst
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Expand Up @@ -35,7 +35,7 @@ fine. If you plan to contribute regularly, however, we strongly advise that you
set up clang-format locally to check and automatically fix all your commits.

.. warning:: Godot's code style should *not* be applied to third-party code,
i.e. that is included in Godot's source tree but was not written
i.e. code that is included in Godot's source tree, but was not written
specifically for our project. Such code usually comes from
different upstream projects with their own style guides (or lack
thereof), and don't want to introduce differences that would make
Expand Down Expand Up @@ -65,7 +65,7 @@ Pre-commit hook
^^^^^^^^^^^^^^^

For ease of use, we provide hooks for Git with the `pre-commit <https://pre-commit.com/>`__
Python framework that will run clang-format automatically on all your commits with the
Python framework that will run clang-format automatically on all your commits with the
correct version of clang-format.
To set up:

Expand All @@ -77,7 +77,7 @@ To set up:

You can also run the hook manually with ``pre-commit run``.

.. note::
.. note::

Previously, we supplied a hook in the folder ``misc/hooks``. If you copied the
script manually, these hooks should still work, but symlinks will be broken.
Expand Down Expand Up @@ -382,7 +382,7 @@ instead.
// ...
}
For member variables, don't use Javadoc-style comments but use single-line comments instead:
For member variables, don't use Javadoc-style comments, but use single-line comments instead:

.. code-block:: cpp
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Expand Up @@ -403,7 +403,7 @@ To perform an SCU build, use the ``scu_build=yes`` SCons option.
regular build prior to submitting the PR. This is because SCU builds
by nature include headers from earlier ``.cpp`` files in the
translation unit, therefore won't catch all the includes you will
need in a regular build. The CI will catch these errors but it will
need in a regular build. The CI will catch these errors, but it will
usually be faster to catch them on a local build on your machine.

Export templates
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2 changes: 1 addition & 1 deletion contributing/documentation/building_the_manual.rst
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Expand Up @@ -120,7 +120,7 @@ If you run into errors, you may try the following command:
If you get a ``MemoryError`` or ``EOFError``, you can remove the ``classes/`` folder and
run ``make`` again.
This will drop the class references from the final HTML documentation but will keep the
This will drop the class references from the final HTML documentation, but will keep the
rest intact.

.. important::
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Expand Up @@ -89,7 +89,7 @@ and to log in to use it. Once logged in, you can propose change like so:

4. At the bottom of the web page, summarize the changes you made and click the
button **Propose file change**. Make sure to replace the placeholder "Update file.rst"
by a short but clear one-line description, as this is the commit title.
by a short, but clear one-line description, as this is the commit title.

5. On the following screens, click the **Create pull request** button until you
see a message like *Username wants to merge 1 commit into godotengine:master
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14 changes: 7 additions & 7 deletions contributing/workflow/pr_review_guidelines.rst
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Expand Up @@ -12,7 +12,7 @@ Pull request review process
wanting to know how to ensure that their PR is merged.

From a high level, the ideal life cycle of a pull request looks like the
following:
following:

1. A contributor opens a PR that fixes a specific problem (optimally closing
a GitHub `issue <https://github.com/godotengine/godot>`_ or implementing
Expand All @@ -33,9 +33,9 @@ following:

This document will explain steps 2, 3, 4, and 5 in more detail. For a more
detailed explanation of the pull request workflow please see the :ref:`pull
request workflow document <doc_pr_workflow>`.
request workflow document <doc_pr_workflow>`.

.. note::
.. note::
In practice these steps may blend together. Oftentimes maintainers will
provide comments on code style and code quality at the same time and will
approve a pull request for both.
Expand Down Expand Up @@ -160,7 +160,7 @@ As you review pull requests, keep the Godot `Code of Conduct

* Always assume positive intent from others.

* Feedback is always welcome but keep your criticism constructive.
* Feedback is always welcome, but keep your criticism constructive.

Here are some things to avoid as you iterate on a pull request with a
contributor:
Expand All @@ -178,7 +178,7 @@ contributor:
areas and in performance-sensitive areas than it is in editor code for
example.

* **Expanding the scope of a pull request.**
* **Expanding the scope of a pull request.**

Providing context or related/similar issues or proposals that may be fixed
similarly can be helpful, but adding a "may as well fix that thing over there
Expand Down Expand Up @@ -253,7 +253,7 @@ Merging pull requests
In general, pull requests should only be merged by members of the production
team or team leaders for pull requests in their area of the engine. For example,
the networking team leader could merge a networking pull request that doesn't
substantially change non-networking sections of code.
substantially change non-networking sections of code.

In practice it is best to wait for a member of the production team to merge the
pull request as they keep a close eye on the entire codebase and will likely
Expand All @@ -275,7 +275,7 @@ steps yourself.
Production team members should ensure that the right people look at a pull
request before it is merged. In some cases this may require multiple people to
weigh in. In other cases, only one substantive approval is needed before the
code can be merged.
code can be merged.

In general, try not to merge things based on one review alone, especially if it
is your own. Get a second opinion from another maintainer, and make sure all the
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2 changes: 1 addition & 1 deletion tutorials/2d/2d_sprite_animation.rst
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Expand Up @@ -271,7 +271,7 @@ released.
it's important to keep in mind that ``play()`` isn't applied instantly.
Instead, it's applied the next time the :ref:`AnimationPlayer <class_AnimationPlayer>` is processed.
This may end up being on the next frame, causing a 'glitch' frame,
where the property change was applied but the animation was not.
where the property change was applied, but the animation was not.
If this turns out to be a problem, after calling ``play()``, you can call ``advance(0)``
to update the animation immediately.

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2 changes: 1 addition & 1 deletion tutorials/2d/2d_transforms.rst
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Expand Up @@ -45,7 +45,7 @@ resizing or stretching the screen. This transform is used internally (as
described in :ref:`doc_multiple_resolutions`), but can also be manually set
on each viewport.

Input events are multiplied by this transform but lack the ones above. To
Input events are multiplied by this transform, but lack the ones above. To
convert InputEvent coordinates to local CanvasItem coordinates, the
:ref:`CanvasItem.make_input_local() <class_CanvasItem_method_make_input_local>`
function was added for convenience.
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2 changes: 1 addition & 1 deletion tutorials/3d/environment_and_post_processing.rst
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Expand Up @@ -499,7 +499,7 @@ own, the effect may not be that noticeable, which is intended.
Instead, :abbr:`SSIL (Screen-Space Indirect Lighting)` is meant to be used as a
*complement* to other global illumination techniques such as VoxelGI, SDFGI and
LightmapGI. :abbr:`SSIL (Screen-Space Indirect Lighting)` also provides
a subtle ambient occlusion effect, similar to SSAO but with less detail.
a subtle ambient occlusion effect, similar to SSAO, but with less detail.

This feature only provides indirect lighting. It is not a full global illumination
solution. This makes it different from screen-space global illumination (SSGI)
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22 changes: 11 additions & 11 deletions tutorials/3d/lights_and_shadows.rst
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Expand Up @@ -160,12 +160,12 @@ at the cost of decreased performance.
all" settings. To achieve the best visuals, you may need to use different
shadow bias values on a per-light basis.

**Note on Appearance Changes**: When enabling shadows on a light, be aware that the light's
appearance might change compared to when it's rendered without shadows in the compatibility
renderer. Due to limitations with older mobile devices, shadows are implemented using a multi-pass
rendering approach so lights with shadows are rendered in sRGB space instead of linear space.
This change in rendering space can sometimes drastically alter the light's appearance. To achieve a similar
appearance to an unshadowed light, you may need to adjust the light's energy setting.
**Note on Appearance Changes**: When enabling shadows on a light, be aware that the light's
appearance might change compared to when it's rendered without shadows in the compatibility
renderer. Due to limitations with older mobile devices, shadows are implemented using a multi-pass
rendering approach so lights with shadows are rendered in sRGB space instead of linear space.
This change in rendering space can sometimes drastically alter the light's appearance. To achieve a similar
appearance to an unshadowed light, you may need to adjust the light's energy setting.

Directional light
-----------------
Expand Down Expand Up @@ -208,10 +208,10 @@ receive low-resolution shadows that may appear blocky.
To fix this, a technique named *Parallel Split Shadow Maps* (PSSM) is used.
This splits the view frustum in 2 or 4 areas. Each area gets its own shadow map.
This allows small areas close to the viewer to have the same shadow resolution
as a huge, far-away area. When shadows are enabled for DirectionalLight3D, the
default shadow mode is PSSM with 4 splits. In scenarios where an object is large
enough to appear in all four splits, it results in increased draw calls. Specifically,
such an object will be rendered five times in total: once for each of the four shadow
as a huge, far-away area. When shadows are enabled for DirectionalLight3D, the
default shadow mode is PSSM with 4 splits. In scenarios where an object is large
enough to appear in all four splits, it results in increased draw calls. Specifically,
such an object will be rendered five times in total: once for each of the four shadow
splits and once for the final scene rendering. This can impact performance, understanding
this behavior is important for optimizing your scene and managing performance expectations.

Expand Down Expand Up @@ -535,7 +535,7 @@ not use mipmaps, which makes them faster to render. However, projectors will
look grainy at distance. **Nearest/Linear Mipmaps** will look smoother at a
distance, but projectors will look blurry when viewed from oblique angles. This
can be resolved by using **Nearest/Linear Mipmaps Anisotropic**, which is the
highest-quality mode but also the most expensive.
highest-quality mode, but also the most expensive.

If your project has a pixel art style, consider setting the filter to one of the
**Nearest** values so that projectors use nearest-neighbor filtering. Otherwise,
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6 changes: 3 additions & 3 deletions tutorials/3d/mesh_lod.rst
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Expand Up @@ -148,14 +148,14 @@ independently from other viewports.
The default mesh LOD threshold of 1 pixel is tuned to look *perceptually*
lossless; it provides a significant performance gain with an unnoticeable loss
in quality. Higher values will make LOD transitions happen sooner when the
camera moves away, resulting in higher performance but lower quality.
camera moves away, resulting in higher performance, but lower quality.

If you need to perform per-object adjustments to mesh LOD, you can adjust how
aggressive LOD transitions should be by adjusting the **LOD Bias** property on
any node that inherits from GeometryInstance3D. Values *above* ``1.0`` will make
LOD transitions happen later than usual (resulting in higher quality but lower
LOD transitions happen later than usual (resulting in higher quality, but lower
performance). Values *below* ``1.0`` will make LOD transitions happen sooner than
usual (resulting in lower quality but higher performance).
usual (resulting in lower quality, but higher performance).

Additionally, ReflectionProbe nodes have their own **Mesh LOD Threshold** property
that can be adjusted to improve rendering performance when the reflection probe
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2 changes: 1 addition & 1 deletion tutorials/3d/using_decals.rst
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Expand Up @@ -240,7 +240,7 @@ textures should be filtered. **Nearest/Linear** does not use mipmaps. However,
decals will look grainy at a distance. **Nearest/Linear Mipmaps** will look
smoother at a distance, but decals will look blurry when viewed from oblique
angles. This can be resolved by using **Nearest/Linear Mipmaps Anisotropic**,
which provides the highest quality but is also slower to render.
which provides the highest quality, but is also slower to render.

If your project has a pixel art style, consider setting the filter to one of the
**Nearest** values so that decals use nearest-neighbor filtering. Otherwise,
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10 changes: 5 additions & 5 deletions tutorials/3d/variable_rate_shading.rst
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Expand Up @@ -37,12 +37,12 @@ density map linked at the bottom of this page:

.. figure:: img/variable_rate_shading_textured_enabled.webp
:align: center
:alt: Variable rate shading enabled in textured scene (lower quality but higher performance)
:alt: Variable rate shading enabled in textured scene (lower quality, but higher performance)

Variable rate shading enabled in textured scene (lower quality but higher performance)
Variable rate shading enabled in textured scene (lower quality, but higher performance)

When used in scenes with low-frequency detail (such as scenes with a
stylized/low-poly aesthetic), it's possible to achieve similar performance gains
stylized/low-poly aesthetic), it's possible to achieve similar performance gains,
but with less reduction in visual quality:

.. figure:: img/variable_rate_shading_untextured_disabled.webp
Expand All @@ -53,9 +53,9 @@ but with less reduction in visual quality:

.. figure:: img/variable_rate_shading_untextured_enabled.webp
:align: center
:alt: Variable rate shading enabled in untextured scene (lower quality but higher performance)
:alt: Variable rate shading enabled in untextured scene (lower quality, but higher performance)

Variable rate shading enabled in untextured scene (lower quality but higher performance)
Variable rate shading enabled in untextured scene (lower quality, but higher performance)

Hardware support
----------------
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2 changes: 1 addition & 1 deletion tutorials/3d/visibility_ranges.rst
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Expand Up @@ -15,7 +15,7 @@ On this page, you'll learn:

.. seealso::

If you only need meshes to become less detailed over distance but don't have
If you only need meshes to become less detailed over distance, but don't have
manually authored LOD meshes, consider relying on automatic
:ref:`doc_mesh_lod` instead.

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6 changes: 3 additions & 3 deletions tutorials/3d/volumetric_fog.rst
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Expand Up @@ -142,11 +142,11 @@ and quality:
for better performance.
- **Rendering > Environment > Volumetric Fog > Volume Depth:** Number of slices
to use along the depth of the froxel buffer for volumetric fog. A lower number
will be more efficient but may result in artifacts appearing during camera
will be more efficient, but may result in artifacts appearing during camera
movement.
- **Rendering > Environment > Volumetric Fog > Use Filter:** Enables filtering
of the volumetric fog effect prior to integration. This substantially blurs
the fog which reduces fine details but also smooths out harsh edges and
the fog which reduces fine details, but also smooths out harsh edges and
aliasing artifacts. Disable when more detail is required.

.. note::
Expand All @@ -159,7 +159,7 @@ Using fog volumes for local volumetric fog
------------------------------------------

Sometimes, you want fog to be constrained to specific areas. Conversely, you may
want to have global volumetric fog but fog should be excluded from certain
want to have global volumetric fog, but fog should be excluded from certain
areas. Both approaches can be followed using FogVolume nodes.

Here's a quick start guide to using FogVolumes:
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6 changes: 3 additions & 3 deletions tutorials/troubleshooting.rst
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Expand Up @@ -25,11 +25,11 @@ There are several ways to improve performance and battery life:
which can be up to 4 times faster.
- Open the Editor Settings and increase the value of **Low Processor Mode Sleep (µsec)**
to ``33000`` (30 FPS). This value determines the amount of *microseconds*
between frames to render. Higher values will make the editor feel less reactive
between frames to render. Higher values will make the editor feel less reactive,
but will help decrease CPU and GPU usage significantly.
- If you have a node that causes the editor to redraw continuously (such as
particles), hide it and show it using a script in the ``_ready()`` method.
This way, it will be hidden in the editor but will still be visible in the
This way, it will be hidden in the editor, but will still be visible in the
running project.

The editor stutters and flickers on my variable refresh rate monitor (G-Sync/FreeSync)
Expand All @@ -49,7 +49,7 @@ There are several workarounds for this:
alleviate this, you can increase **Low Processor Mode Sleep (µsec)** to
``33000`` (30 FPS) in the Editor Settings. This value determines the amount of
*microseconds* between frames to render. Higher values will make the editor
feel less reactive but will help decrease CPU and GPU usage significantly.
feel less reactive, but will help decrease CPU and GPU usage significantly.
- Alternatively, disable variable refresh rate on your monitor or in the graphics driver.
- VRR flicker can be reduced on some displays using the **VRR Control** or
**Fine Tune Dark Areas** options in your monitor's OSD. These options may
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