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Merge pull request #9582 from russellsanborn/comma-before-but
Add commas before "but" throughout documentation
2 parents 35e2adc + 97f2823 commit b54f912

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contributing/development/best_practices_for_engine_contributors.rst

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@@ -167,7 +167,7 @@ who design software) to actually understand all future user needs. Trying to
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write very flexible structures that cater to many use cases at once is often a
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mistake.
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We may come up with something we believe is brilliant but later find out that
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We may come up with something we believe is brilliant, but later find out that
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users will never even use half of it or that they require features that don't
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quite fit into our original design, forcing us to either throw it away
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or make it even more complex.

contributing/development/code_style_guidelines.rst

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@@ -35,7 +35,7 @@ fine. If you plan to contribute regularly, however, we strongly advise that you
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set up clang-format locally to check and automatically fix all your commits.
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.. warning:: Godot's code style should *not* be applied to third-party code,
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i.e. that is included in Godot's source tree but was not written
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i.e. code that is included in Godot's source tree, but was not written
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specifically for our project. Such code usually comes from
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different upstream projects with their own style guides (or lack
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thereof), and don't want to introduce differences that would make
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^^^^^^^^^^^^^^^
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For ease of use, we provide hooks for Git with the `pre-commit <https://pre-commit.com/>`__
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Python framework that will run clang-format automatically on all your commits with the
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Python framework that will run clang-format automatically on all your commits with the
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correct version of clang-format.
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To set up:
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You can also run the hook manually with ``pre-commit run``.
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.. note::
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.. note::
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Previously, we supplied a hook in the folder ``misc/hooks``. If you copied the
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script manually, these hooks should still work, but symlinks will be broken.
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// ...
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}
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For member variables, don't use Javadoc-style comments but use single-line comments instead:
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For member variables, don't use Javadoc-style comments, but use single-line comments instead:
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.. code-block:: cpp
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contributing/development/compiling/introduction_to_the_buildsystem.rst

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@@ -403,7 +403,7 @@ To perform an SCU build, use the ``scu_build=yes`` SCons option.
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regular build prior to submitting the PR. This is because SCU builds
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by nature include headers from earlier ``.cpp`` files in the
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translation unit, therefore won't catch all the includes you will
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need in a regular build. The CI will catch these errors but it will
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need in a regular build. The CI will catch these errors, but it will
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usually be faster to catch them on a local build on your machine.
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Export templates

contributing/documentation/building_the_manual.rst

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@@ -120,7 +120,7 @@ If you run into errors, you may try the following command:
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If you get a ``MemoryError`` or ``EOFError``, you can remove the ``classes/`` folder and
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run ``make`` again.
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This will drop the class references from the final HTML documentation but will keep the
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This will drop the class references from the final HTML documentation, but will keep the
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rest intact.
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.. important::

contributing/documentation/contributing_to_the_documentation.rst

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@@ -89,7 +89,7 @@ and to log in to use it. Once logged in, you can propose change like so:
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4. At the bottom of the web page, summarize the changes you made and click the
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button **Propose file change**. Make sure to replace the placeholder "Update file.rst"
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by a short but clear one-line description, as this is the commit title.
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by a short, but clear one-line description, as this is the commit title.
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5. On the following screens, click the **Create pull request** button until you
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see a message like *Username wants to merge 1 commit into godotengine:master

contributing/workflow/pr_review_guidelines.rst

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@@ -12,7 +12,7 @@ Pull request review process
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wanting to know how to ensure that their PR is merged.
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From a high level, the ideal life cycle of a pull request looks like the
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following:
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following:
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1. A contributor opens a PR that fixes a specific problem (optimally closing
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a GitHub `issue <https://github.com/godotengine/godot>`_ or implementing
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This document will explain steps 2, 3, 4, and 5 in more detail. For a more
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detailed explanation of the pull request workflow please see the :ref:`pull
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request workflow document <doc_pr_workflow>`.
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request workflow document <doc_pr_workflow>`.
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.. note::
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.. note::
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In practice these steps may blend together. Oftentimes maintainers will
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provide comments on code style and code quality at the same time and will
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approve a pull request for both.
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* Always assume positive intent from others.
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* Feedback is always welcome but keep your criticism constructive.
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* Feedback is always welcome, but keep your criticism constructive.
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Here are some things to avoid as you iterate on a pull request with a
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contributor:
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areas and in performance-sensitive areas than it is in editor code for
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example.
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* **Expanding the scope of a pull request.**
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* **Expanding the scope of a pull request.**
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Providing context or related/similar issues or proposals that may be fixed
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similarly can be helpful, but adding a "may as well fix that thing over there
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In general, pull requests should only be merged by members of the production
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team or team leaders for pull requests in their area of the engine. For example,
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the networking team leader could merge a networking pull request that doesn't
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substantially change non-networking sections of code.
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substantially change non-networking sections of code.
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In practice it is best to wait for a member of the production team to merge the
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pull request as they keep a close eye on the entire codebase and will likely
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Production team members should ensure that the right people look at a pull
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request before it is merged. In some cases this may require multiple people to
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weigh in. In other cases, only one substantive approval is needed before the
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code can be merged.
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code can be merged.
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In general, try not to merge things based on one review alone, especially if it
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is your own. Get a second opinion from another maintainer, and make sure all the

tutorials/2d/2d_sprite_animation.rst

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@@ -271,7 +271,7 @@ released.
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it's important to keep in mind that ``play()`` isn't applied instantly.
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Instead, it's applied the next time the :ref:`AnimationPlayer <class_AnimationPlayer>` is processed.
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This may end up being on the next frame, causing a 'glitch' frame,
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where the property change was applied but the animation was not.
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where the property change was applied, but the animation was not.
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If this turns out to be a problem, after calling ``play()``, you can call ``advance(0)``
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to update the animation immediately.
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tutorials/2d/2d_transforms.rst

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@@ -45,7 +45,7 @@ resizing or stretching the screen. This transform is used internally (as
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described in :ref:`doc_multiple_resolutions`), but can also be manually set
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on each viewport.
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Input events are multiplied by this transform but lack the ones above. To
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Input events are multiplied by this transform, but lack the ones above. To
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convert InputEvent coordinates to local CanvasItem coordinates, the
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:ref:`CanvasItem.make_input_local() <class_CanvasItem_method_make_input_local>`
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function was added for convenience.

tutorials/3d/environment_and_post_processing.rst

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@@ -499,7 +499,7 @@ own, the effect may not be that noticeable, which is intended.
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Instead, :abbr:`SSIL (Screen-Space Indirect Lighting)` is meant to be used as a
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*complement* to other global illumination techniques such as VoxelGI, SDFGI and
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LightmapGI. :abbr:`SSIL (Screen-Space Indirect Lighting)` also provides
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a subtle ambient occlusion effect, similar to SSAO but with less detail.
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a subtle ambient occlusion effect, similar to SSAO, but with less detail.
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This feature only provides indirect lighting. It is not a full global illumination
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solution. This makes it different from screen-space global illumination (SSGI)

tutorials/3d/lights_and_shadows.rst

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@@ -160,12 +160,12 @@ at the cost of decreased performance.
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all" settings. To achieve the best visuals, you may need to use different
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shadow bias values on a per-light basis.
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**Note on Appearance Changes**: When enabling shadows on a light, be aware that the light's
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appearance might change compared to when it's rendered without shadows in the compatibility
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renderer. Due to limitations with older mobile devices, shadows are implemented using a multi-pass
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rendering approach so lights with shadows are rendered in sRGB space instead of linear space.
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This change in rendering space can sometimes drastically alter the light's appearance. To achieve a similar
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appearance to an unshadowed light, you may need to adjust the light's energy setting.
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**Note on Appearance Changes**: When enabling shadows on a light, be aware that the light's
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appearance might change compared to when it's rendered without shadows in the compatibility
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renderer. Due to limitations with older mobile devices, shadows are implemented using a multi-pass
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rendering approach so lights with shadows are rendered in sRGB space instead of linear space.
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This change in rendering space can sometimes drastically alter the light's appearance. To achieve a similar
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appearance to an unshadowed light, you may need to adjust the light's energy setting.
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Directional light
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-----------------
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To fix this, a technique named *Parallel Split Shadow Maps* (PSSM) is used.
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This splits the view frustum in 2 or 4 areas. Each area gets its own shadow map.
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This allows small areas close to the viewer to have the same shadow resolution
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as a huge, far-away area. When shadows are enabled for DirectionalLight3D, the
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default shadow mode is PSSM with 4 splits. In scenarios where an object is large
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enough to appear in all four splits, it results in increased draw calls. Specifically,
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such an object will be rendered five times in total: once for each of the four shadow
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as a huge, far-away area. When shadows are enabled for DirectionalLight3D, the
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default shadow mode is PSSM with 4 splits. In scenarios where an object is large
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enough to appear in all four splits, it results in increased draw calls. Specifically,
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such an object will be rendered five times in total: once for each of the four shadow
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splits and once for the final scene rendering. This can impact performance, understanding
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this behavior is important for optimizing your scene and managing performance expectations.
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look grainy at distance. **Nearest/Linear Mipmaps** will look smoother at a
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distance, but projectors will look blurry when viewed from oblique angles. This
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can be resolved by using **Nearest/Linear Mipmaps Anisotropic**, which is the
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highest-quality mode but also the most expensive.
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highest-quality mode, but also the most expensive.
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If your project has a pixel art style, consider setting the filter to one of the
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**Nearest** values so that projectors use nearest-neighbor filtering. Otherwise,

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