diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 653397ebc30..e3a7eda5637 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -383,7 +383,7 @@ If [code]true[/code], enables subsurface scattering transmittance. Only effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also [member backlight_enabled]. - The texture to use for multiplying the intensity of the subsurface scattering transmitteance intensity. See also [member subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]. + The texture to use for multiplying the intensity of the subsurface scattering transmittance intensity. See also [member subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]. Filter flags for the texture. See [enum TextureFilter] for options. diff --git a/doc/classes/CameraAttributesPractical.xml b/doc/classes/CameraAttributesPractical.xml index 8a5956cc870..893bc27f91e 100644 --- a/doc/classes/CameraAttributesPractical.xml +++ b/doc/classes/CameraAttributesPractical.xml @@ -17,7 +17,7 @@ The minimum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark. - Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of bluriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style. + Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of blurriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style. Objects further from the [Camera3D] by this amount will be blurred by the depth of field effect. Measured in meters. diff --git a/doc/classes/CompressedCubemap.xml b/doc/classes/CompressedCubemap.xml index 6ab0cc5d88d..406ab4909ab 100644 --- a/doc/classes/CompressedCubemap.xml +++ b/doc/classes/CompressedCubemap.xml @@ -4,7 +4,7 @@ An optionally compressed [Cubemap]. - A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compresson methods: + A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compression methods: - Lossless (WebP or PNG, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU) - VRAM Compressed (compressed on the GPU) diff --git a/doc/classes/CompressedCubemapArray.xml b/doc/classes/CompressedCubemapArray.xml index 32687229ed7..195449ee99b 100644 --- a/doc/classes/CompressedCubemapArray.xml +++ b/doc/classes/CompressedCubemapArray.xml @@ -4,7 +4,7 @@ An optionally compressed [CubemapArray]. - A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compresson methods: + A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compression methods: - Lossless (WebP or PNG, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU) - VRAM Compressed (compressed on the GPU) diff --git a/doc/classes/CompressedTexture2DArray.xml b/doc/classes/CompressedTexture2DArray.xml index ab0684fa06a..6570e8f9318 100644 --- a/doc/classes/CompressedTexture2DArray.xml +++ b/doc/classes/CompressedTexture2DArray.xml @@ -4,7 +4,7 @@ Array of 2-dimensional textures, optionally compressed. - A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compresson methods: + A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compression methods: - Lossless (WebP or PNG, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU) - VRAM Compressed (compressed on the GPU) diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 50709f9ef5c..148a6541a2b 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -327,7 +327,7 @@ Implement this function if your plugin edits a specific type of object (Resource or Node). If you return [code]true[/code], then you will get the functions [method _edit] and [method _make_visible] called when the editor requests them. If you have declared the methods [method _forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be called too. - [b]Note:[/b] Each plugin should handle only one type of objects at a time. If a plugin handes more types of objects and they are edited at the same time, it will result in errors. + [b]Note:[/b] Each plugin should handle only one type of objects at a time. If a plugin handles more types of objects and they are edited at the same time, it will result in errors.