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Minor spelling fixes in strings, comments and non-code files. (#1236)
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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@@ -110,7 +110,7 @@ func _on_vsync_option_button_item_selected(index: int) -> void:
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# Vertical synchronization locks framerate and makes screen tearing not visible at the cost of
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# higher input latency and stuttering when the framerate target is not met.
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# Adaptive V-Sync automatically disables V-Sync when the framerate target is not met, and enables
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# V-Sync otherwise. This prevents suttering and reduces input latency when the framerate target
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# V-Sync otherwise. This prevents stuttering and reduces input latency when the framerate target
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# is not met, at the cost of visible tearing.
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if index == 0: # Disabled (default)
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
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@@ -152,7 +152,7 @@ func _on_fxaa_option_button_item_selected(index: int) -> void:
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func _on_fullscreen_option_button_item_selected(index: int) -> void:
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# To change between winow, fullscreen and other window modes,
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# To change between window, fullscreen and other window modes,
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# set the root mode to one of the options of Window.MODE_*.
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# Other modes are maximized and minimized.
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if index == 0: # Disabled (default)
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@@ -172,7 +172,7 @@ func _on_shadow_size_option_button_item_selected(index):
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if index == 0: # Minimum
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RenderingServer.directional_shadow_atlas_set_size(512, true)
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# Adjust shadow bias according to shadow resolution.
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# Higher resultions can use a lower bias without suffering from shadow acne.
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# Higher resolutions can use a lower bias without suffering from shadow acne.
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directional_light.shadow_bias = 0.06
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# Disable positional (omni/spot) light shadows entirely to further improve performance.
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@@ -5,7 +5,7 @@ extends Node3D
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# The delta/tolerance for the bone chain (how do the bones need to be before it is considered satisfactory)
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const CHAIN_TOLERANCE = 0.01
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# The amount of interations the bone chain will go through in an attempt to get to the target position
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# The number of iterations the bone chain will go through in an attempt to get to the target position
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const CHAIN_MAX_ITER = 10
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@export var skeleton_path: NodePath:
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@@ -87,7 +87,7 @@ var chain_origin = Vector3()
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# The combined length of every bone in the bone chain
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var total_length = INF
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# The amount of iterations we've been through, and whether or not we want to limit our solver to CHAIN_MAX_ITER
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# amounts of interations.
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# iterations.
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@export var chain_iterations: int = 0
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@export var limit_chain_iterations: bool = true
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# Should we reset chain_iterations on movement during our update method?
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@@ -151,7 +151,7 @@ func _ready():
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update_mode = update_mode
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# Various upate methods
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# Various update methods
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func _process(_delta):
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if reset_iterations_on_update:
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chain_iterations = 0
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@@ -206,7 +206,7 @@ func update_skeleton():
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for bone_name in bones_in_chain:
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bone_IDs[bone_name] = skeleton.find_bone(bone_name)
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# Set the bone node to the currect bone position
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# Set the bone node to the current bone position
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bone_nodes[i].global_transform = get_bone_transform(i)
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# If this is not the last bone in the bone chain, make it look at the next bone in the bone chain
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if i < bone_IDs.size()-1:
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@@ -423,7 +423,7 @@ func _make_editor_sphere_at_node(node, color):
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indicator_mesh.radial_segments = 8
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indicator_mesh.rings = 4
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# The mesh needs a material (unless we want to use the defualt one).
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# The mesh needs a material (unless we want to use the default one).
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# Let's create a material and use the EditorGizmoTexture to texture it.
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var indicator_material = StandardMaterial3D.new()
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indicator_material.flags_unshaded = true
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@@ -5,7 +5,7 @@ const norm_grav = -38.8
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const MAX_SPEED = 22
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const JUMP_SPEED = 26
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const ACCEL = 8.5
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# Sprinting variables. Similar to the varibles above, just allowing for quicker movement
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# Sprinting variables. Similar to the variables above, just allowing for quicker movement
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const MAX_SPRINT_SPEED = 34
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const SPRINT_ACCEL = 18
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# How fast we slow down, and the steepest angle we can climb.
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@@ -139,7 +139,7 @@ func process_input(delta):
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# ----------------------------------
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# ----------------------------------
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# Leaninng
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# Leaning
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if Input.is_key_pressed(KEY_Q):
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lean_value += 1.2 * delta
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elif Input.is_key_pressed(KEY_E):
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@@ -15,7 +15,7 @@ PrimitiveMesh resource you use within a MeshsInstance3D node. Therefore, you
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won't see TextMesh in the Create New Node dialog.
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Icons can also be displayed in Label3D and TextMesh using icon fonts, which can
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be generated from SVG files using serivces like
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be generated from SVG files using services like
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[Fontello](https://fontello.com/). Note that while Label3D supports colored
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rasterized fonts (such as emoji), only monochrome fonts can be generated from
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Fontello. TextMesh and Label3D with MSDF fonts are limited to monochrome fonts
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@@ -22,7 +22,7 @@ complex animations or when you need to manage multiple frames efficiently.
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This demo includes examples of basic rotation animation and showcases how
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shaders can be applied to Sprite3D and AnimatedSprite3D for stylized results.
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The shaders demostration also shows how to create paper-like effects, which can
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The shaders demonstration also shows how to create paper-like effects, which can
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be useful for creating a unique visual style in most of the game.
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Language: GDScript
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