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Fix some typos and grammar mistakes found using LanguageTool #3396

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8 changes: 4 additions & 4 deletions about/faq.rst
Original file line number Diff line number Diff line change
Expand Up @@ -147,8 +147,8 @@ The main reasons for creating a custom scripting language for Godot were:
5. Garbage collector results in stalls or unnecessarily large memory
usage (Lua, Python, JavaScript, ActionScript, etc.).
6. Difficulty to integrate with the code editor for providing code
completion, live editing, etc. (all of them). This is well
supported by GDScript.
completion, live editing, etc. (all of them). This is well-supported
by GDScript.

GDScript was designed to curtail the issues above, and more.

Expand Down Expand Up @@ -259,7 +259,7 @@ I have a great idea for Godot. How can I share it?
It might be tempting to want to bring ideas to Godot, like ones that
result in massive core changes, some sort of mimicry of what another
game engine does, or alternative workflows that you'd like built into
the editor. These are great and we are thankful to have such motivated
the editor. These are great, and we are thankful to have such motivated
people want to contribute, but Godot's focus is and always will be the
core functionality as outlined in the `Roadmap <https://github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_,
`squashing bugs and addressing issues <https://github.com/godotengine/godot/issues>`_,
Expand Down Expand Up @@ -325,7 +325,7 @@ Why does Godot not force users to implement DoD (Data oriented Design)?
-----------------------------------------------------------------------

While Godot internally for a lot of the heavy performance tasks attempts
to use cache coherency as best as possible, we believe most users don't
to use cache coherency as well as possible, we believe most users don't
really need to be forced to use DoD practices.

DoD is mostly a cache coherency optimization that can only gain you
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -57,7 +57,7 @@ Whether a problem is worth solving is determined by the difficulty the user has
- The complexity of the problem
- The frequency the problem

If the problem is *too complex* for most users to solve, the software must offer a ready made solution for it. Likewise, if the problem is easy for the user to workaround, offering such a solution is unnecessary and it's up to the user to do it.
If the problem is *too complex* for most users to solve, the software must offer a ready-made solution for it. Likewise, if the problem is easy for the user to workaround, offering such a solution is unnecessary and it's up to the user to do it.

The exception, however, is when the user stumbles into this problem *frequently enough* that having to do the simple solution every time becomes an annoyance. In this case, the software must offer a solution to simplify this use case.

Expand All @@ -72,7 +72,7 @@ Because of this, user proposed solutions don't always contemplate other use case

.. image:: img/best_practices4.png

For developers, the perspective is different. They may find the user's problem too unique to justify a solution (instead of an user workaround), or maybe they will suggest a partial (usually simpler or lower level) solution that applies to a wider range of known problems, and leave the rest of the solution up to the user.
For developers, the perspective is different. They may find the user's problem too unique to justify a solution (instead of a user workaround), or maybe they will suggest a partial (usually simpler or lower level) solution that applies to a wider range of known problems, and leave the rest of the solution up to the user.

In any case, before attempting a contribution, it is important to discuss the actual problems with the other developers or contributors, so a better agreement on implementation can be reached.

Expand All @@ -91,7 +91,7 @@ The main problem is that, in reality, it rarely works this way. Most of the time

Additionally, solutions that target individual problems are better for the users, as they find something that does exactly what they need, without having to learn and remember a more complex system they will only need for simple tasks.

Big and flexible solutions also have an additional drawback which is that, over time, they rarely are flexible enough for all users, which keep requesting more functions added (and making the API and codebase more and more complex).
Big and flexible solutions also have an additional drawback which is that, over time, they are rarely flexible enough for all users, which keep requesting more functions added (and making the API and codebase more and more complex).

#6: Cater to common use cases, leave the door open for the rare ones
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Expand All @@ -106,7 +106,7 @@ The question is then, how to design software that gives users what *we know they

.. image:: img/best_practices6.png

The answer to this question is that, to ensure users still can do what they want to do, we need to give them access to a *low level API* that they can use to achieve what they want, even if it's more work for them because it means reimplementing some of the logic that already exists.
The answer to this question is that, to ensure users still can do what they want to do, we need to give them access to a *low level API* that they can use to achieve what they want, even if it's more work for them because it means reimplementing some logic that already exists.

In real-life scenarios, these use cases will be at most rare and uncommon anyway, so it makes sense a custom solution needs to be written. This is why it's important to still provide users the basic building blocks to do it.

Expand All @@ -117,7 +117,7 @@ When looking for a solution to a problem, be it implementing a new feature or fi

The main problem here is, adding something to the core layers that will only be used from a single location far away will not only make the code more difficult to follow (split in two), but also make the core API larger, more complex, more difficult to understand in general.

This is bad, because readability and cleanness of core APIs is always of extreme importance given how much code relies from it, and because it's key for new contributors as a starting point to learning the codebase.
This is bad, because readability and cleanness of core APIs is always of extreme importance given how much code relies on it, and because it's key for new contributors as a starting point to learning the codebase.


.. image:: img/best_practices7.png
Expand Down
2 changes: 1 addition & 1 deletion community/contributing/docs_writing_guidelines.rst
Original file line number Diff line number Diff line change
Expand Up @@ -425,7 +425,7 @@ For boolean member variables, always use ``if true`` and/or
``if false``, to stay explicit. ``Controls whether or not`` may be
ambiguous and won't work for every member variable.

Also surround boolean values, variable names and methods with ``[code][/code]``.
Also, surround boolean values, variable names and methods with ``[code][/code]``.

**Do** start with "if true":

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10 changes: 6 additions & 4 deletions community/contributing/documentation_guidelines.rst
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ Documentation guidelines

This page describes the rules to follow if you want to contribute to Godot
Engine by writing or reviewing documentation, or by translating existing
documentation. Also have a look at README of the
documentation. Also, have a look at README of the
`godot-docs GitHub repository <https://github.com/godotengine/godot-docs>`_
and the `docs front page <https://docs.godotengine.org>`_
on what steps to follow and how to contact the docs team.
Expand Down Expand Up @@ -67,7 +67,7 @@ What makes good documentation?

Documentation should be well written in plain English, using well-formed
sentences and various levels of sections and subsections. It should be clear
and objective. Also have a look at the :ref:`doc_docs_writing_guidelines`.
and objective. Also, have a look at the :ref:`doc_docs_writing_guidelines`.

We differentiate tutorial pages from other documentation pages by these
definitions:
Expand Down Expand Up @@ -95,7 +95,7 @@ Always begin pages with their title and a Sphinx reference name:
Insert your title here
======================

The reference allows to link to this page using the ``:ref:`` format, e.g.
The reference allows linking to this page using the ``:ref:`` format, e.g.
``:ref:`doc_insert_your_title_here``` would link to the above example page
(note the lack of leading underscore in the reference).

Expand All @@ -122,7 +122,9 @@ You can help to translate the official Godot documentation on our `Hosted Weblat
:align: center
:target: https://hosted.weblate.org/engage/godot-engine/?utm_source=widget

There also is the official `Godot I18N repository <https://github.com/godotengine/godot-docs-l10n>`_. where you can see when the data was last synced.
There also is the official
`Godot i18N repository <https://github.com/godotengine/godot-docs-l10n>`_
where you can see when the data was last synchronized.

License
-------
Expand Down
4 changes: 2 additions & 2 deletions community/contributing/updating_the_class_reference.rst
Original file line number Diff line number Diff line change
Expand Up @@ -54,7 +54,7 @@ Clone the repository on your computer:

git clone https://github.com/your_name/godot.git

Create a new branch to make your changes. It makes it a lot easier to sync your improvements with other docs writers, and it's easier to cleanup your repository clean if you have any issues with git.
Create a new branch to make your changes. It makes it a lot easier to sync your improvements with other docs writers. It's also easier to clean up your repository if you run into any issues with Git.

::

Expand Down Expand Up @@ -106,7 +106,7 @@ If you made changes you don't want to keep in your local branch, use the followi

**Warning:** The above command will reset your branch to the state of the ``upstream master`` branch. It will discard all local changes. Make sure to only run this *before* you make important changes.

Another option is to delete the branch you're working on, synchronize the master branch with the Godot repository, and create a brand new branch:
Another option is to delete the branch you're working on, synchronize the master branch with the Godot repository, and create a new branch:

::

Expand Down
4 changes: 2 additions & 2 deletions community/tutorials.rst
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
Tutorials and resources
=======================

This is a list of third-party tutorials and resources created by the Godot community. For resources, remember that there is the official `Godot Asset Library <https://godotengine.org/asset-library/asset>`_ full of official and community resources too! Also have a look at this `huge list over at Reddit <https://www.reddit.com/r/godot/comments/an0iq5/godot_tutorials_list_of_video_and_written/>`_.
This is a list of third-party tutorials and resources created by the Godot community. For resources, remember that there is the official `Godot Asset Library <https://godotengine.org/asset-library/asset>`_ full of official and community resources too! Also, have a look at this `huge list over at Reddit <https://www.reddit.com/r/godot/comments/an0iq5/godot_tutorials_list_of_video_and_written/>`_.

Think there is something missing here? Feel free to submit a `Pull Request <https://github.com/godotengine/godot-docs/blob/master/community/tutorials.rst>`_ as always.

Expand All @@ -14,7 +14,7 @@ The Godot video tutorials by `GDQuest <https://www.youtube.com/channel/UCxboW7x0

If you're interested in Visual Scripting, `Emilio's tutorials <https://www.youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ may be worth a look.

Some of the others mentioned below provide more advanced tutorials, e.g. on 3D or shaders.
Some tutorials mentioned below provide more advanced tutorials, e.g. on 3D or shaders.

Video tutorials
---------------
Expand Down
4 changes: 2 additions & 2 deletions development/compiling/optimizing_for_size.rst
Original file line number Diff line number Diff line change
Expand Up @@ -66,8 +66,8 @@ to play videos).
Optimizing for size instead of speed
------------------------------------

Godot 3.1 onwards allows to compile using size optimizations.
To enable this, just set the ``optimize`` flag to ``size``:
Godot 3.1 onwards allows compiling using size optimizations (instead of speed).
To enable this, set the ``optimize`` flag to ``size``:

::

Expand Down
6 changes: 3 additions & 3 deletions development/cpp/configuring_an_ide.rst
Original file line number Diff line number Diff line change
Expand Up @@ -81,9 +81,9 @@ Updating sources after pulling latest commits
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

As a developer you usually want to frequently pull the latest commits
from the upstream git repository or a specific fork etc. However this
from the upstream git repository or a specific fork etc. However, this
brings a little problem with it: as the development continues, source files
(and folders) are added or removed. These changes needs to be reflected in
(and folders) are added or removed. These changes need to be reflected in
your project files for Qt Creator too, so you continue to have a nice
experience coding in it. A simple way to check is to right click
at your root folder in the "Projects View" and click on "Edit files..."
Expand All @@ -92,7 +92,7 @@ at your root folder in the "Projects View" and click on "Edit files..."

Now a new dialog should appear that is similar in functionality to the one in the third step
of the "Importing the project" section. Here you can check whether you want to add/remove
specific files and/or folders. You can chose by clicking with your mouse or just simply by
specific files and/or folders. You can choose by clicking with your mouse or just simply by
clicking the "Apply Filter" button. A simple click on "Ok" and you're ready to continue your work.

.. image:: img/qtcreator-edit-files-dialog.png
Expand Down
2 changes: 1 addition & 1 deletion development/cpp/custom_audiostreams.rst
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@ internal/external buffer, or a file reference.
Some AudioStreams need to be stateless such as objects loaded from
ResourceLoader. ResourceLoader loads once and references the same
object regardless how many times ``load`` is called on a specific resource.
Therefore, playback state must be self contained in AudioStreamPlayback.
Therefore, playback state must be self-contained in AudioStreamPlayback.

.. code-block:: cpp

Expand Down
16 changes: 8 additions & 8 deletions development/cpp/custom_modules_in_cpp.rst
Original file line number Diff line number Diff line change
Expand Up @@ -12,10 +12,10 @@ functionality at every level without modifying the core, which can be
split for use and reuse in different modules.

Modules are located in the ``modules/`` subdirectory of the build system.
By default, many different modules exist, such as GDScript (which, yes,
By default, dozens of modules are enabled, such as GDScript (which, yes,
is not part of the base engine), the Mono runtime, a regular expressions
module, and others. As many new modules as desired can be
created and combined, and the SCons build system will take care of it
created and combined. The SCons build system will take care of it
transparently.

What for?
Expand Down Expand Up @@ -166,8 +166,8 @@ string list:
env.add_source_files(env.modules_sources, src_list)

This allows for powerful possibilities using Python to construct the file list
using loops and logic statements. Look at some of the other modules that ship
with Godot by default for examples.
using loops and logic statements. Look at some modules that ship with Godot by
default for examples.

To add include directories for the compiler to look at you can append it to the
environment's paths:
Expand Down Expand Up @@ -342,7 +342,7 @@ of our new module as part of the Godot binary.
This static approach is fine when we want to build a release version of our
game given we want all the modules in a single binary.

However the trade-off is every single change means a full recompilation of the
However, the trade-off is every single change means a full recompilation of the
game. Even if SCons is able to detect and recompile only the file that have
changed, finding such files and eventually linking the final binary is a
long and costly part.
Expand Down Expand Up @@ -372,7 +372,7 @@ library that will be dynamically loaded when starting our game's binary.
# next to the Godot binary.
shared_lib = module_env.SharedLibrary(target='#bin/summator', source=sources)

# Finally notify the main env it has our shared lirary as a new dependency.
# Finally, notify the main env it has our shared lirary as a new dependency.
# To do so, SCons wants the name of the lib with it custom suffixes
# (e.g. ".linuxbsd.tools.64") but without the final ".so".
# We pass this along with the directory of our library to the main env.
Expand Down Expand Up @@ -428,8 +428,8 @@ using the `ARGUMENT` command:
Now by default ``scons`` command will build our module as part of Godot's binary
and as a shared library when passing ``summator_shared=yes``.

Finally you can even speedup build further by explicitly specifying your
shared module as target in the scons command:
Finally, you can even speed up the build further by explicitly specifying your
shared module as target in the SCons command:

.. code-block:: shell

Expand Down
10 changes: 5 additions & 5 deletions development/file_formats/tscn.rst
Original file line number Diff line number Diff line change
Expand Up @@ -400,13 +400,13 @@ Each track is described by a list of key-value pairs in the format
2. The ``path`` has the format ``NodePath(Path/To/Node:attribute)``.
It's the path to the animated node or attribute, relative to the root node
defined in the AnimationPlayer.

I
3. The ``interp`` is the method to interpolate frames from the keyframes.
it is a enum variable and can has value:
It is an enum variable with one of the following values:

- 0 (constant)
- 1 (linear)
- 2 (cubic)
- ``0`` (constant)
- ``1`` (linear)
- ``2`` (cubic)

4. The ``keys`` correspond to the keyframes. It appears as a ``PackedFloat32Array()``,
but may have a different structure for tracks with different types.
Expand Down
4 changes: 2 additions & 2 deletions getting_started/scripting/gdscript/gdscript_basics.rst
Original file line number Diff line number Diff line change
Expand Up @@ -494,8 +494,8 @@ Associative container which contains values referenced by unique keys.

Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:``
and doesn't use quotes to mark string keys (making for slightly less to write).
Note however that like any GDScript identifier, keys written in this form cannot
start with a digit.
However, keys written in this form can't start with a digit (like any GDScript
identifier).

::

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -155,7 +155,7 @@ item will be displayed in the script workspace.

.. image:: img/editor_ui_intro_script_class_documentation.png

Finally the **AssetLib** is a library of free and open source add-ons, scripts
Finally, the **AssetLib** is a library of free and open source add-ons, scripts
and assets to use in your projects.

Modify the interface
Expand Down
2 changes: 1 addition & 1 deletion getting_started/step_by_step/scripting.rst
Original file line number Diff line number Diff line change
Expand Up @@ -80,7 +80,7 @@ API Bridge.

This language is the best choice for performance and does not need to be
used throughout an entire game, as other parts can be written in GDScript or Visual
Script. However the API is clear and easy to use as it resembles, mostly,
Script. However, the API is clear and easy to use as it resembles, mostly,
Godot's actual C++ API.

More languages can be made available through the GDNative interface, but keep in mind
Expand Down
6 changes: 3 additions & 3 deletions getting_started/step_by_step/scripting_continued.rst
Original file line number Diff line number Diff line change
Expand Up @@ -37,14 +37,14 @@ It's important to bear in mind that the frequency with which ``_process()``
will be called depends on how many frames per second (FPS) your application
is running at. This rate can vary over time and devices.

To help manage this variability the ``delta`` parameter contains the time
elapsed in seconds, as a floating point, since the previous call to ``_process()``.
To help manage this variability, the ``delta`` parameter contains the time
elapsed in seconds as a floating-point number since the previous call to ``_process()``.

This parameter can be used to make sure things always take the same
amount of time, regardless of the game's FPS.

For example, movement is often multiplied with a time delta to make movement
speed both constant and independent from the frame rate.
speed both constant and independent of the frame rate.

Physics processing with ``_physics_process()`` is similar, but it should be used for processes that
must happen before each physics step, such as controlling a character.
Expand Down
4 changes: 2 additions & 2 deletions getting_started/step_by_step/ui_game_user_interface.rst
Original file line number Diff line number Diff line change
Expand Up @@ -287,7 +287,7 @@ the size of the ``Background``.
Let's change the ``Number``'s align properties to move it to the left
and center of the ``Background``. Select the ``Number`` node, change its
``Align`` property to left and the ``Valign`` property to centre. Then
resize its left edge a little bit to add some padding between the left
resize its left edge a bit to add some padding between the left
edge of the ``Background`` and the text.

.. figure:: ./img/ui_gui_step_tutorial_counter_design_3.png
Expand Down Expand Up @@ -535,7 +535,7 @@ with the emerald icon. In the FileSystem tab, drag the ``emeralds_icon.png``
onto the ``Icon`` node's ``Texture`` slot. ``Icon`` already anchors to
the right edge of the ``Background`` node so we can change its position
and it will scale and reposition with the ``EmeraldCounter`` container.
Shift the emerald icon a little bit to the right and down. Use the Arrow
Shift the emerald icon a bit to the right and down. Use the Arrow
Keys on the keyboard to nudge its position. Save, and we're done with
all the UI elements.

Expand Down
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