Minor spelling fixes in strings, comments and non-code files. (#1236)

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
This commit is contained in:
Christen Lofland
2025-08-04 19:19:57 -05:00
committed by GitHub
parent 48aaefbf12
commit bf4d1038d6
29 changed files with 52 additions and 52 deletions

View File

@@ -14,7 +14,7 @@ var event_tilt: Vector2
var line_color := Color.BLACK
var line_width: float = 3.0
# If `true`, modulate line width accordding to pen pressure.
# If `true`, modulate line width according to pen pressure.
# This is done using a width curve that is continuously recreated to match the line's actual profile
# as the line is being drawn by the user.
var pressure_sensitive: bool = true

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@@ -71,7 +71,7 @@ func _process(_delta: float) -> void:
# Transparent white modulate, non-alpha color channels are not changed here.
joypad_axes.get_node(str(axis)).self_modulate.a = scaled_alpha_value
# Highlight axis labels that are within the "active" value range. Simular to the button highlighting for loop below.
# Highlight axis labels that are within the "active" value range. Similar to the button highlighting for loop below.
axes.get_node("Axis" + str(axis) + "/Label").add_theme_color_override("font_color", FONT_COLOR_DEFAULT)
if abs(axis_value) >= DEADZONE:
axes.get_node("Axis" + str(axis) + "/Label").add_theme_color_override("font_color", FONT_COLOR_ACTIVE)

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@@ -13,7 +13,7 @@ A demo showing the various window management features available through
Language: GDScript
Renderer: Compatbility
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2791