diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 5c97a975fe6..d44f70d55c9 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -897,8 +897,8 @@
Defines how the base size is stretched to fit the resolution of the window or screen.
[b]"disabled"[/b]: No stretching happens. One unit in the scene corresponds to one pixel on the screen. In this mode, [member display/window/stretch/aspect] has no effect. Recommended for non-game applications.
- [b]"canvas_items"[/b]: The base size specified in width and height in the project settings is stretched to cover the whole screen (taking [member display/window/stretch/aspect] into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts. Recommended for most games that don't use a pixel art esthetic, although it is possible to use this stretch mode for pixel art games too (especially in 3D).
- [b]"viewport"[/b]: The size of the root [Viewport] is set precisely to the base size specified in the Project Settings' Display section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking [member display/window/stretch/aspect] into account). Recommended for games that use a pixel art esthetic.
+ [b]"canvas_items"[/b]: The base size specified in width and height in the project settings is stretched to cover the whole screen (taking [member display/window/stretch/aspect] into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts. Recommended for most games that don't use a pixel art aesthetic, although it is possible to use this stretch mode for pixel art games too (especially in 3D).
+ [b]"viewport"[/b]: The size of the root [Viewport] is set precisely to the base size specified in the Project Settings' Display section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking [member display/window/stretch/aspect] into account). Recommended for games that use a pixel art aesthetic.
The scale factor multiplier to use for 2D elements. This multiplies the final scale factor determined by [member display/window/stretch/mode]. If using the [b]Disabled[/b] stretch mode, this scale factor is applied as-is. This can be adjusted to make the UI easier to read on certain displays.
diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp
index 4e2940a8cbc..294df958740 100644
--- a/editor/plugins/canvas_item_editor_plugin.cpp
+++ b/editor/plugins/canvas_item_editor_plugin.cpp
@@ -5199,7 +5199,7 @@ CanvasItemEditor::CanvasItemEditor() {
SceneTreeDock::get_singleton()->connect("node_created", callable_mp(this, &CanvasItemEditor::_adjust_new_node_position));
SceneTreeDock::get_singleton()->connect("add_node_used", callable_mp(this, &CanvasItemEditor::_reset_create_position));
- // Add some margin to the sides for better esthetics.
+ // Add some margin to the sides for better aesthetics.
// This prevents the first button's hover/pressed effect from "touching" the panel's border,
// which looks ugly.
MarginContainer *toolbar_margin = memnew(MarginContainer);
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index c6a0dfb888f..72eea8a27ed 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -8474,7 +8474,7 @@ Node3DEditor::Node3DEditor() {
camera_override_viewport_id = 0;
- // Add some margin to the sides for better esthetics.
+ // Add some margin to the sides for better aesthetics.
// This prevents the first button's hover/pressed effect from "touching" the panel's border,
// which looks ugly.
MarginContainer *toolbar_margin = memnew(MarginContainer);
diff --git a/modules/text_server_adv/text_server_adv.cpp b/modules/text_server_adv/text_server_adv.cpp
index 0c87199635e..499ddb703b0 100644
--- a/modules/text_server_adv/text_server_adv.cpp
+++ b/modules/text_server_adv/text_server_adv.cpp
@@ -5248,7 +5248,7 @@ void TextServerAdvanced::_shaped_text_overrun_trim_to_width(const RID &p_shaped_
if ((trim_pos >= 0 && sd->width > p_width) || enforce_ellipsis) {
if (add_ellipsis && (ellipsis_pos > 0 || enforce_ellipsis)) {
- // Insert an additional space when cutting word bound for esthetics.
+ // Insert an additional space when cutting word bound for aesthetics.
if (cut_per_word && (ellipsis_pos > 0)) {
Glyph gl;
gl.count = 1;
diff --git a/modules/text_server_fb/text_server_fb.cpp b/modules/text_server_fb/text_server_fb.cpp
index 6cf6b236edb..b45c004011a 100644
--- a/modules/text_server_fb/text_server_fb.cpp
+++ b/modules/text_server_fb/text_server_fb.cpp
@@ -4061,7 +4061,7 @@ void TextServerFallback::_shaped_text_overrun_trim_to_width(const RID &p_shaped_
if ((trim_pos >= 0 && sd->width > p_width) || enforce_ellipsis) {
if (add_ellipsis && (ellipsis_pos > 0 || enforce_ellipsis)) {
- // Insert an additional space when cutting word bound for esthetics.
+ // Insert an additional space when cutting word bound for aesthetics.
if (cut_per_word && (ellipsis_pos > 0)) {
Glyph gl;
gl.count = 1;