diff --git a/CHANGELOG.md b/CHANGELOG.md index 008aa0db3e7..9f795394ad7 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -912,7 +912,7 @@ See the [release announcement](https://godotengine.org/article/godot-3-4-is-rele - Fix reloading `tool` scripts in the editor ([GH-52883](https://github.com/godotengine/godot/pull/52883)). - Fix C# bindings generator for default value types ([GH-49702](https://github.com/godotengine/godot/pull/49702)). - Ignore paths with invalid chars in `PathWhich` ([GH-50918](https://github.com/godotengine/godot/pull/50918)). -- Fix `List` marshalling ([GH-53628](https://github.com/godotengine/godot/pull/53628)). +- Fix `List` marshaling ([GH-53628](https://github.com/godotengine/godot/pull/53628)). - Fix `hint_string` for enum arrays ([GH-53638](https://github.com/godotengine/godot/pull/53638)). - Keep order for C# exported members ([GH-54199](https://github.com/godotengine/godot/pull/54199)). @@ -1276,7 +1276,7 @@ See the [release announcement](https://godotengine.org/article/godot-3-3-has-arr #### Mono (C#) - [Fix targeting .NETFramework with .NET 5](https://github.com/godotengine/godot/pull/44135). -- [Fix System.Collections.Generic.List marshalling](https://github.com/godotengine/godot/pull/45029). +- [Fix System.Collections.Generic.List marshaling](https://github.com/godotengine/godot/pull/45029). - [Fix support for Unicode identifiers](https://github.com/godotengine/godot/pull/45310). - [Fixes to Mono on WebAssembly](https://github.com/godotengine/godot/pull/44374). diff --git a/doc/classes/Marker2D.xml b/doc/classes/Marker2D.xml index e4498663fb8..16342669c8b 100644 --- a/doc/classes/Marker2D.xml +++ b/doc/classes/Marker2D.xml @@ -4,7 +4,7 @@ Generic 2D position hint for editing. - Generic 2D position hint for editing. It's just like a plain [Node2D], but it displays as a cross in the 2D editor at all times. You can set cross' visual size by using the gizmo in the 2D editor while the node is selected. + Generic 2D position hint for editing. It's just like a plain [Node2D], but it displays as a cross in the 2D editor at all times. You can set the cross' visual size by using the gizmo in the 2D editor while the node is selected. diff --git a/editor/gui/editor_run_bar.cpp b/editor/gui/editor_run_bar.cpp index 3da4514d998..22a3600452b 100644 --- a/editor/gui/editor_run_bar.cpp +++ b/editor/gui/editor_run_bar.cpp @@ -175,7 +175,7 @@ void EditorRunBar::_run_scene(const String &p_scene_path) { } if (write_movie_file.is_empty()) { - // TODO: Provide options to diretly resolve the issue with a custom dialog. + // TODO: Provide options to directly resolve the issue with a custom dialog. EditorNode::get_singleton()->show_accept(TTR("Movie Maker mode is enabled, but no movie file path has been specified.\nA default movie file path can be specified in the project settings under the Editor > Movie Writer category.\nAlternatively, for running single scenes, a `movie_file` string metadata can be added to the root node,\nspecifying the path to a movie file that will be used when recording that scene."), TTR("OK")); return; } diff --git a/modules/openxr/extensions/openxr_opengl_extension.cpp b/modules/openxr/extensions/openxr_opengl_extension.cpp index 20ccfe39069..83d31036a43 100644 --- a/modules/openxr/extensions/openxr_opengl_extension.cpp +++ b/modules/openxr/extensions/openxr_opengl_extension.cpp @@ -37,7 +37,7 @@ #include "servers/rendering/rendering_server_globals.h" #include "servers/rendering_server.h" -// OpenXR requires us to submit sRGB textures so that it recognises the content +// OpenXR requires us to submit sRGB textures so that it recognizes the content // as being in sRGB color space. We do fall back on "normal" textures but this // will likely result in incorrect colors as OpenXR will double the sRGB conversion. // All major XR runtimes support sRGB textures. diff --git a/platform/ios/doc_classes/EditorExportPlatformIOS.xml b/platform/ios/doc_classes/EditorExportPlatformIOS.xml index 249ee4323c7..ef2b0a256de 100644 --- a/platform/ios/doc_classes/EditorExportPlatformIOS.xml +++ b/platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -10,7 +10,7 @@ - Apple Team ID, unique 10-character string. To locate your Team ID check "Membership details" section in your Apple developer account dashboard, or "Organisational Unit" of your code signing certificate. See [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate your Team ID[/url]. + Apple Team ID, unique 10-character string. To locate your Team ID check "Membership details" section in your Apple developer account dashboard, or "Organizational Unit" of your code signing certificate. See [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate your Team ID[/url]. Unique application identifier in a reverse-DNS format, can only contain alphanumeric characters ([code]A-Z[/code], [code]a-z[/code], and [code]0-9[/code]), hyphens ([code]-[/code]), and periods ([code].[/code]). diff --git a/platform/macos/doc_classes/EditorExportPlatformMacOS.xml b/platform/macos/doc_classes/EditorExportPlatformMacOS.xml index 1a9fd431c7b..f57af3bbd74 100644 --- a/platform/macos/doc_classes/EditorExportPlatformMacOS.xml +++ b/platform/macos/doc_classes/EditorExportPlatformMacOS.xml @@ -46,7 +46,7 @@ Official export templates include [code]universal[/code] binaries only. - Apple Team ID, unique 10-character string. To locate your Team ID check "Membership details" section in your Apple developer account dashboard, or "Organisational Unit" of your code signing certificate. See [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate your Team ID[/url]. + Apple Team ID, unique 10-character string. To locate your Team ID check "Membership details" section in your Apple developer account dashboard, or "Organizational Unit" of your code signing certificate. See [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate your Team ID[/url]. PKCS #12 certificate file used to sign [code].app[/code] bundle.