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Fix typos found using codespell -wi3 ^classes/**/*.rst #3395

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2 changes: 1 addition & 1 deletion community/contributing/docs_writing_guidelines.rst
Original file line number Diff line number Diff line change
Expand Up @@ -506,7 +506,7 @@ important guidelines to follow.
First, you should always be using the default editor theme and text when taking
screenshots.

To improve the apperance of 3D screenshots, use 4× MSAA, enable anisotropic
To improve the appearance of 3D screenshots, use 4× MSAA, enable anisotropic
filtering on the project's textures, and set the anisotropic filter quality to
16× in Project Settings.

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4 changes: 2 additions & 2 deletions getting_started/scripting/cross_language_scripting.rst
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Expand Up @@ -5,7 +5,7 @@ Cross-language scripting

Godot allows you to mix and match scripting languages to suit your needs.
This means a single project can define nodes in both C# and GDScript.
This page will go through the possible interactions between two nodes writen
This page will go through the possible interactions between two nodes written
in different languages.

The following two scripts will be used as references throughout this page.
Expand Down Expand Up @@ -104,7 +104,7 @@ be instantiated with :ref:`GDScript.New() <class_GDScript_method_new>`.
GDScript MyGDScript = (GDScript) GD.Load("res://path_to_gd_file.gd");
Object myGDScriptNode = (Godot.Object) MyGDScript.New(); // This is a Godot.Object

Here we are using an :ref:`class_Object` but you can use type convertion like
Here we are using an :ref:`class_Object` but you can use type conversion like
explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`.

Accessing fields
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Expand Up @@ -83,11 +83,11 @@ Example:
var x = int(Input.is_action_pressed("ui_right")) - int(Input.is_action_pressed("ui_left"))
var y = int(Input.is_action_pressed("ui_down")) - int(Input.is_action_pressed("ui_up"))

# the ouputs array is used to set the data of the output ports
# the outputs array is used to set the data of the output ports

outputs[0] = Vector2(x,y)

# return the error string if an error occured, else the id of the next sequence port
# return the error string if an error occurred, else the id of the next sequence port
return 0

Using a custom node
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2 changes: 1 addition & 1 deletion tutorials/2d/custom_drawing_in_2d.rst
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Expand Up @@ -163,7 +163,7 @@ linked from one to the next. As you can imagine, the more points your shape is m
the smoother it will appear, but the heavier it will also be in terms of processing cost. In general,
if your shape is huge (or in 3D, close to the camera), it will require more points to be drawn without
it being angular-looking. On the contrary, if your shape is small (or in 3D, far from the camera),
you may decrease its number of points to save processing costs; this is known as *Level of Detail (LoD)*.
you may decrease its number of points to save processing costs; this is known as *Level of Detail (LOD)*.
In our example, we will simply use a fixed number of points, no matter the radius.

.. tabs::
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4 changes: 2 additions & 2 deletions tutorials/math/matrices_and_transforms.rst
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Expand Up @@ -124,12 +124,12 @@ When we do this, we get the desired result of rotating the object:

.. image:: img/matrices_and_transforms/rotate1.png

If you have trouble understanding the above, try this excercise:
If you have trouble understanding the above, try this exercise:
Cut a square of paper, draw X and Y vectors on top of it, place
it on graph paper, then rotate it and note the endpoints.

To perform rotation in code, we need to be able to calculate
the values programatically. This image shows the formulas needed
the values programmatically. This image shows the formulas needed
to calculate the transformation matrix from a rotation angle.
Don't worry if this part seems complicated, I promise it's the
hardest thing you need to know.
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2 changes: 1 addition & 1 deletion tutorials/plugins/editor/spatial_gizmos.rst
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Expand Up @@ -178,7 +178,7 @@ for the Spatial nodes we want to target.
else:
return null

This way all the gizmo logic and drawing methods can be implemented in a new clas extending
This way all the gizmo logic and drawing methods can be implemented in a new class extending
:ref:`EditorSpatialGizmo<class_EditorSpatialGizmo>`, like so:

::
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2 changes: 1 addition & 1 deletion tutorials/shading/shading_reference/shading_language.rst
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Expand Up @@ -294,7 +294,7 @@ Global constants are useful when you want to have access to a value throughout y
Structs
-------

Structs are compound types which can be used for better abstaction of shader code. You can declare them at the global scope like:
Structs are compound types which can be used for better abstraction of shader code. You can declare them at the global scope like:

.. code-block:: glsl

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Expand Up @@ -794,7 +794,7 @@ is not on any collision layers, and is instead only on a single collision mask.
We are going to use the ``Damage_Body`` :ref:`KinematicBody <class_KinematicBody>` node to detect the collision point and normal when the sword collides with something in the scene.

.. tip:: While this is perhaps not the best way of getting the collision information from a performance point of view, it does give us a lot of information we can use for post-processing!
Using a :ref:`KinematicBody <class_KinematicBody>` this way means we can detect exactly where ths sword collided with other :ref:`PhysicsBody <class_PhysicsBody>` nodes.
Using a :ref:`KinematicBody <class_KinematicBody>` this way means we can detect exactly where the sword collided with other :ref:`PhysicsBody <class_PhysicsBody>` nodes.

That is really the only thing note worthy about the sword scene. Select the ``Sword`` :ref:`RigidBody <class_RigidBody>` node and make a new script called ``Sword.gd``.
Add the following code:
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