From d354f8cbc2c6249a06e078c80de5c0a08824fd63 Mon Sep 17 00:00:00 2001 From: tetrapod00 <145553014+tetrapod00@users.noreply.github.com> Date: Mon, 18 Nov 2024 13:34:22 -0800 Subject: [PATCH] Add hyphens to some adjective phrases Co-Authored-By: John Veness <2512915+JohnVeness@users.noreply.github.com> --- about/list_of_features.rst | 2 +- .../development/best_practices_for_engine_contributors.rst | 2 +- contributing/development/configuring_an_ide/code_blocks.rst | 2 +- .../development/configuring_an_ide/visual_studio_code.rst | 2 +- .../development/core_and_modules/2d_coordinate_systems.rst | 2 +- tutorials/export/exporting_projects.rst | 2 +- .../vertex_animation/animating_thousands_of_fish.rst | 2 +- tutorials/platform/consoles.rst | 2 +- tutorials/xr/ar_passthrough.rst | 4 ++-- 9 files changed, 10 insertions(+), 10 deletions(-) diff --git a/about/list_of_features.rst b/about/list_of_features.rst index d1a16fc0989..63eecf24182 100644 --- a/about/list_of_features.rst +++ b/about/list_of_features.rst @@ -653,7 +653,7 @@ XR support (AR and VR) - Including support for popular desktop headsets like the Valve Index, WMR headsets, and Quest over Link. -- Support for :ref:`Android based headsets ` using OpenXR through a plugin. +- Support for :ref:`Android-based headsets ` using OpenXR through a plugin. - Including support for popular stand alone headsets like the Meta Quest 1/2/3 and Pro, Pico 4, Magic Leap 2, and Lynx R1. diff --git a/contributing/development/best_practices_for_engine_contributors.rst b/contributing/development/best_practices_for_engine_contributors.rst index b0dd1de5608..e6618121a83 100644 --- a/contributing/development/best_practices_for_engine_contributors.rst +++ b/contributing/development/best_practices_for_engine_contributors.rst @@ -219,7 +219,7 @@ is always the advised one. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Not every problem has a simple solution and, many times, the right choice is to -use a third party library to solve the problem. +use a third-party library to solve the problem. As Godot requires to be shipped in a large amount of platforms, we can't link libraries dynamically. Instead, we bundle them in our source tree. diff --git a/contributing/development/configuring_an_ide/code_blocks.rst b/contributing/development/configuring_an_ide/code_blocks.rst index 1689d342266..6d0fe1997d6 100644 --- a/contributing/development/configuring_an_ide/code_blocks.rst +++ b/contributing/development/configuring_an_ide/code_blocks.rst @@ -3,7 +3,7 @@ Code::Blocks ============ -`Code::Blocks `_ is a free, open source, cross platform IDE. +`Code::Blocks `_ is a free, open-source, cross-platform IDE. Creating a new project ---------------------- diff --git a/contributing/development/configuring_an_ide/visual_studio_code.rst b/contributing/development/configuring_an_ide/visual_studio_code.rst index 5141e4b1036..7874cdc2641 100644 --- a/contributing/development/configuring_an_ide/visual_studio_code.rst +++ b/contributing/development/configuring_an_ide/visual_studio_code.rst @@ -70,7 +70,7 @@ To run and debug the project you need to create a new configuration in the ``lau .. figure:: img/vscode_1_create_launch.json.png :align: center -- Select **C++ (GDB/LLDB)**. There may be another platform specific option here. If selected, +- Select **C++ (GDB/LLDB)**. There may be another platform-specific option here. If selected, adjust the configuration example provided accordingly. - Within the ``launch.json`` file find the ``"configurations"`` array and add a new section to it: diff --git a/contributing/development/core_and_modules/2d_coordinate_systems.rst b/contributing/development/core_and_modules/2d_coordinate_systems.rst index d9d4b044b13..0f0f1459f3a 100644 --- a/contributing/development/core_and_modules/2d_coordinate_systems.rst +++ b/contributing/development/core_and_modules/2d_coordinate_systems.rst @@ -104,7 +104,7 @@ effects of each of them. *Viewport's* :ref:`canvas transform ` and the *CanvasLayer's* :ref:`follow viewport scale ` and can be used, if :ref:`enabled `, to - achieve a pseudo 3D effect. It affects the same child nodes as the *CanvasLayer transform*. + achieve a pseudo-3D effect. It affects the same child nodes as the *CanvasLayer transform*. - **Viewport canvas transform** The :ref:`canvas transform ` affects all diff --git a/tutorials/export/exporting_projects.rst b/tutorials/export/exporting_projects.rst index 3c728b82257..15eb542e0ed 100644 --- a/tutorials/export/exporting_projects.rst +++ b/tutorials/export/exporting_projects.rst @@ -141,7 +141,7 @@ select every scene or resource you want to export. ``.git`` from being included in the exported PCK file. Below the list of resources are two filters that can be setup. The first allows -non resource files such as ``.txt``, ``.json`` and ``.csv`` to be exported with +non-resource files such as ``.txt``, ``.json`` and ``.csv`` to be exported with the project. The second filter can be used to exclude every file of a certain type without manually deselecting every one. For example, ``.png`` files. diff --git a/tutorials/performance/vertex_animation/animating_thousands_of_fish.rst b/tutorials/performance/vertex_animation/animating_thousands_of_fish.rst index c26dffc9dc0..0890425a86f 100644 --- a/tutorials/performance/vertex_animation/animating_thousands_of_fish.rst +++ b/tutorials/performance/vertex_animation/animating_thousands_of_fish.rst @@ -11,7 +11,7 @@ static mesh instancing. In Godot, this can be accomplished with a custom :ref:`Shader ` and a :ref:`MultiMeshInstance3D `. Using the following technique you -can render thousands of animated objects, even on low end hardware. +can render thousands of animated objects, even on low-end hardware. We will start by animating one fish. Then, we will see how to extend that animation to thousands of fish. diff --git a/tutorials/platform/consoles.rst b/tutorials/platform/consoles.rst index daa6340ece1..4f88128812a 100644 --- a/tutorials/platform/consoles.rst +++ b/tutorials/platform/consoles.rst @@ -8,7 +8,7 @@ Console porting process In order to develop for consoles in Godot, you need access to the console SDK and export templates for it. These export templates need to be developed either by -yourself or someone hired to do it, or provided by a third party company. +yourself or someone hired to do it, or provided by a third-party company. Currently, the only console Godot officially supports is Steam Deck (through the official Linux export templates). diff --git a/tutorials/xr/ar_passthrough.rst b/tutorials/xr/ar_passthrough.rst index 47e94d709ee..71803096bdd 100644 --- a/tutorials/xr/ar_passthrough.rst +++ b/tutorials/xr/ar_passthrough.rst @@ -19,7 +19,7 @@ result is used. In Godot 4.3 we have implemented a unified approach that is explained on this help page so you don't need to worry about these differences, the :ref:`XRInterface ` - implementation is now responsible for applying the correct platform dependent method [#]_. + implementation is now responsible for applying the correct platform-dependent method [#]_. For headsets such as the Meta Quest and HTC Elite you will need to use the `OpenXR vendors plugin v3.0.0 `__ @@ -91,7 +91,7 @@ by the XR runtime. .. image:: img/openxr_default_blend_mode.webp For passthrough devices OpenXR requires additional settings to be configured. -These settings are platform dependent and provided through the OpenXR vendors plugin. +These settings are platform-dependent and provided through the OpenXR vendors plugin. For example, these are the settings required on Meta Quest: