Minor typo and docs URL fixes

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Rémi Verschelde 2023-02-28 13:38:01 +01:00
parent 0bc36c8954
commit 491ded1898
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8 changed files with 8 additions and 8 deletions

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@ -56,7 +56,7 @@ To get started contributing to the project, see the [contributing guide](CONTRIB
## Documentation and demos ## Documentation and demos
The official documentation is hosted on [ReadTheDocs](https://docs.godotengine.org). The official documentation is hosted on [Read the Docs](https://docs.godotengine.org).
It is maintained by the Godot community in its own [GitHub repository](https://github.com/godotengine/godot-docs). It is maintained by the Godot community in its own [GitHub repository](https://github.com/godotengine/godot-docs).
The [class reference](https://docs.godotengine.org/en/latest/classes/) The [class reference](https://docs.godotengine.org/en/latest/classes/)

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@ -144,7 +144,7 @@ struct _NO_DISCARD_ Rect2 {
return size.x > 0.0f && size.y > 0.0f; return size.x > 0.0f && size.y > 0.0f;
} }
// Returns the instersection between two Rect2s or an empty Rect2 if there is no intersection // Returns the intersection between two Rect2s or an empty Rect2 if there is no intersection.
inline Rect2 intersection(const Rect2 &p_rect) const { inline Rect2 intersection(const Rect2 &p_rect) const {
Rect2 new_rect = p_rect; Rect2 new_rect = p_rect;

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@ -87,7 +87,7 @@ struct _NO_DISCARD_ Rect2i {
return size.x > 0 && size.y > 0; return size.x > 0 && size.y > 0;
} }
// Returns the instersection between two Rect2is or an empty Rect2i if there is no intersection // Returns the intersection between two Rect2is or an empty Rect2i if there is no intersection.
inline Rect2i intersection(const Rect2i &p_rect) const { inline Rect2i intersection(const Rect2i &p_rect) const {
Rect2i new_rect = p_rect; Rect2i new_rect = p_rect;

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@ -9,7 +9,7 @@
[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths. [b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths.
</description> </description>
<tutorials> <tutorials>
<link title="File paths in Godot projects">https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html</link> <link title="File paths in Godot projects">$DOCS_URL/tutorials/io/data_paths.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_cache_dir" qualifiers="const"> <method name="get_cache_dir" qualifiers="const">

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@ -1,6 +1,6 @@
#!/bin/sh #!/bin/sh
SKIP_LIST="./.*,./**/.*,./bin,./thirdparty,*.desktop,*.gen.*,*.po,*.pot,*.rc,./AUTHORS.md,./COPYRIGHT.txt,./DONORS.md," SKIP_LIST="./.*,./**/.*,./bin,./thirdparty,*.desktop,*.gen.*,*.po,*.pot,*.rc,./AUTHORS.md,./COPYRIGHT.txt,./DONORS.md,"
SKIP_LIST+="./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/project_converter_3_to_4.cpp,./misc/scripts/codespell.sh," SKIP_LIST+="./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/renames_map_3_to_4.cpp,./misc/scripts/codespell.sh,"
SKIP_LIST+="./platform/android/java/lib/src/com,./platform/web/node_modules,./platform/web/package-lock.json," SKIP_LIST+="./platform/android/java/lib/src/com,./platform/web/node_modules,./platform/web/package-lock.json,"
IGNORE_LIST="curvelinear,doubleclick,expct,findn,gird,hel,inout,lod,nd,numer,ot,te" IGNORE_LIST="curvelinear,doubleclick,expct,findn,gird,hel,inout,lod,nd,numer,ot,te"

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@ -13,6 +13,6 @@ func test():
print("hello %.02f" % 0.123456 == "hello 0.12") print("hello %.02f" % 0.123456 == "hello 0.12")
# Dynamic padding: # Dynamic padding:
# <https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_format_string.html#dynamic-padding> # https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html#dynamic-padding
print("hello %*.*f" % [7, 3, 0.123456] == "hello 0.123") print("hello %*.*f" % [7, 3, 0.123456] == "hello 0.123")
print("hello %0*.*f" % [7, 3, 0.123456] == "hello 000.123") print("hello %0*.*f" % [7, 3, 0.123456] == "hello 000.123")

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@ -311,7 +311,7 @@ bool SceneReplicationInterface::is_rpc_visible(const ObjectID &p_oid, int p_peer
if (tnode.remote_peer && uint32_t(p_peer) == tnode.remote_peer) { if (tnode.remote_peer && uint32_t(p_peer) == tnode.remote_peer) {
return true; // RPCs on spawned nodes are always visible to spawner. return true; // RPCs on spawned nodes are always visible to spawner.
} else if (spawned_nodes.has(p_oid)) { } else if (spawned_nodes.has(p_oid)) {
// It's a spwaned node we control, this can be fast // It's a spawned node we control, this can be fast.
if (p_peer) { if (p_peer) {
return peers_info.has(p_peer) && peers_info[p_peer].spawn_nodes.has(p_oid); return peers_info.has(p_peer) && peers_info[p_peer].spawn_nodes.has(p_oid);
} else { } else {

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@ -11,5 +11,5 @@ used by this platform.
- Instructions on building this platform port from source. - Instructions on building this platform port from source.
- [Exporting for Windows](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_windows.html) - [Exporting for Windows](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_windows.html)
- Instructions on using the compiled export templates to export a project. - Instructions on using the compiled export templates to export a project.
- [Changing application icon for Windows](https://docs.godotengine.org/en/stable/tutorials/export/changing_application_icon_for_windows.html) - [Changing application icon for Windows](https://docs.godotengine.org/en/latest/tutorials/export/changing_application_icon_for_windows.html)
- Instructions on using a custom icon for the exported project executable. - Instructions on using a custom icon for the exported project executable.