General proofreading (#1262)

* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
This commit is contained in:
A Thousand Ships
2025-10-11 10:39:59 +02:00
committed by GitHub
parent a01005f397
commit 0343cedd48
180 changed files with 721 additions and 692 deletions

View File

@@ -3,7 +3,7 @@
This project showcases how to load and save various file types without going
through Godot's resource importing system.
This is useful to load/save images, sounds, 3D scenes and ZIP archives at
This is useful to load/save images, sounds, 3D scenes, and ZIP archives at
run-time such as user-generated content, without requiring users to generate a
PCK file through Godot.

View File

@@ -73,7 +73,7 @@ func _on_scene_viewer_zoom_value_changed(value: float) -> void:
func _on_zip_viewer_item_selected(index: int) -> void:
zip_viewer_file_preview.text = zip_reader.read_file(
zip_viewer_file_list.get_item_text(index)
).get_string_from_utf8()
).get_string_from_utf8()
#region File exporting
@@ -234,7 +234,7 @@ func open_file(path: String) -> void:
font_file.load_dynamic_font(path)
if not font_file.data.is_empty():
font_viewer.add_theme_font_override("font", font_file)
font_viewer.add_theme_font_override(&"font", font_file)
reset_visibility()
font_viewer.visible = true
export_button.disabled = true
@@ -248,7 +248,7 @@ func open_file(path: String) -> void:
#
# Use `ProjectSettings.load_resource_pack()` to load PCK or ZIP files exported by Godot as
# additional data packs. That approach is preferred for DLCs, as it makes interacting with
# additional data packs seamless (virtual filesystem).
# additional data packs seamlessly (virtual filesystem).
zip_reader.open(path)
var files := zip_reader.get_files()
files.sort()