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Simply remove some words #10409

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Original file line number Diff line number Diff line change
Expand Up @@ -100,7 +100,7 @@ like ``core/math/a_star_grid_2d.compat.inc`` in this case:

#endif // DISABLE_DEPRECATED

Unless the change in compatibility is complex, the compatibility method should simply call the modified method directly,
Unless the change in compatibility is complex, the compatibility method should call the modified method directly,
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@mhilbrunner mhilbrunner Dec 15, 2024

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I'd argue this one is not in the spirit of the rule, as the meaning here does not seem to be "this is obvious and/or simple to you, reader", but rather "the compat method should do a simple (as in direct) call in this case, instead of something more involved".

However, I also don't think it hurts to remove it, as the sentence is just as clear without it.

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The rule also covers empty adverbs like this!

I'd argue that if the reader should directly call the method, you could use the world "directly" instead of "simply" here.

instead of duplicating that method. Make sure to match the default arguments for that method (in the example above this would be ``false``).

This file should always be placed next to the original file, and have ``.compat.inc`` at the end instead of ``.cpp`` or ``.h``.
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2 changes: 1 addition & 1 deletion tutorials/assets_pipeline/import_process.rst
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Expand Up @@ -47,7 +47,7 @@ be discarded. After clicking **Reimport**, the chosen parameters will only be
used for this asset and on future reimports.

Changing the import parameters of several assets at the same time is also
possible. Simply select all of them together in the resources dock and the
possible. Select all of them together in the FileSystem dock and the
exposed parameters will apply to all of them when reimporting.

Reimporting multiple assets
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2 changes: 1 addition & 1 deletion tutorials/performance/general_optimization.rst
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Expand Up @@ -226,7 +226,7 @@ algorithms and data structures are the best they can be. Data access should be
local (to make best use of CPU cache), and it can often be better to use compact
storage of data (again, always profile to test results). Often, you precalculate
heavy computations ahead of time. This can be done by performing the computation
when loading a level, by loading a file containing precalculated data or simply
when loading a level, by loading a file containing precalculated data, or
by storing the results of complex calculations into a script constant and
reading its value.

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2 changes: 1 addition & 1 deletion tutorials/platform/web/javascript_bridge.rst
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Expand Up @@ -136,7 +136,7 @@ Can I use my favorite library?
------------------------------

You most likely can. First, you have to
include your library in the page. You can simply customize the
include your library in the page. You can customize the
:ref:`Head Include <doc_javascript_export_options>` during export (see below),
or even :ref:`write your own template <doc_customizing_html5_shell>`.

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3 changes: 1 addition & 2 deletions tutorials/rendering/compositor.rst
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Expand Up @@ -12,8 +12,7 @@ a :ref:`Camera3D <class_Camera3D>` and apply only to
the Viewport using that camera.

The :ref:`Compositor <class_Compositor>` resource is used to configure
the compositor. To get started, simply create a new compositor on
the appropriate node:
the compositor. To get started, create a new compositor on the appropriate node:

.. image:: img/new_compositor.webp

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4 changes: 2 additions & 2 deletions tutorials/scripting/gdextension/gdextension_cpp_example.rst
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Expand Up @@ -96,8 +96,8 @@ Now that we've downloaded our prerequisites, it is time to build the C++
bindings.

The repository contains a copy of the metadata for the current Godot release,
but if you need to build these bindings for a newer version of Godot, simply
call the Godot executable:
but if you need to build these bindings for a newer version of Godot, call
the Godot executable:

.. code-block:: none

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3 changes: 1 addition & 2 deletions tutorials/scripting/gdscript/gdscript_advanced.rst
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Expand Up @@ -525,5 +525,4 @@ exists is desirable:
if object.has_method("smash"):
object.smash()

Then, simply define that method and anything the rock touches can be
smashed.
Then, define that method and anything the rock touches can be smashed.
2 changes: 1 addition & 1 deletion tutorials/shaders/shader_reference/shader_functions.rst
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Expand Up @@ -3645,7 +3645,7 @@ Bitwise function descriptions
The returned value will have bits [offset, offset + bits + 1] taken from [0, bits - 1] of ``insert`` and
all other bits taken directly from the corresponding bits of base.

.. note:: If bits is zero, the result will simply be the original value of base.
.. note:: If bits is zero, the result will be the original value of base.

.. warning::
The result will be undefined if:
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2 changes: 1 addition & 1 deletion tutorials/ui/bbcode_in_richtextlabel.rst
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Expand Up @@ -1052,7 +1052,7 @@ the Inspector by adding it to the **Markup > Custom Effects** array, or in code
tag will be left as-is.

There is only one function that you need to extend: ``_process_custom_fx(char_fx)``.
Optionally, you can also provide a custom BBCode identifier simply by adding a member
Optionally, you can also provide a custom BBCode identifier by adding a member
name ``bbcode``. The code will check the ``bbcode`` property automatically or will
use the name of the file to determine what the BBCode tag should be.

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2 changes: 1 addition & 1 deletion tutorials/ui/custom_gui_controls.rst
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Expand Up @@ -131,7 +131,7 @@ when:

This function is
:ref:`Control._gui_input() <class_Control_private_method__gui_input>`.
Simply override it in your control. No processing needs to be set.
To use it, override it in your control. No processing needs to be set.

.. tabs::
.. code-tab:: gdscript GDScript
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3 changes: 2 additions & 1 deletion tutorials/xr/introducing_xr_tools.rst
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Expand Up @@ -26,7 +26,8 @@ Installing XR Tools

Continuing on from our project we started in :ref:`doc_setting_up_xr` we want to add in the Godot XR Tools library.
This can be downloaded from the `Godot XR Tools releases page <https://github.com/GodotVR/godot-xr-tools/releases>`_.
Simply find the latest pre-release for Godot 4 and then under assets download the ``godot-xr-tools.zip`` file.
Find the latest release for Godot 4, and under **Assets**, download the
``godot-xr-tools.zip`` file.

Once downloaded unzip the file.
You will notice the files are held within a ``godot-xr-tools`` subfolder.
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4 changes: 2 additions & 2 deletions tutorials/xr/openxr_composition_layers.rst
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Expand Up @@ -72,7 +72,7 @@ Adding a composition layer
--------------------------

The second step is adding our composition layer.
We simply add the correct composition layer node as a child node of
We can add the correct composition layer node as a child node of
our :ref:`XROrigin3D <class_xrorigin3d>` node.
This is very important as the XR runtime positions everything in relation to our origin.

Expand Down Expand Up @@ -263,7 +263,7 @@ Next we remember our state for next frame.

...

Finally, if we aren't intersecting, we simply clear our state.
Finally, if we aren't intersecting, we clear our state.

.. code:: gdscript

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2 changes: 1 addition & 1 deletion tutorials/xr/openxr_hand_tracking.rst
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Expand Up @@ -185,7 +185,7 @@ You can access this information through code:
else:
print("No hand tracker registered")

This example simply logs the state for the left hand.
This example logs the state for the left hand.

If in this example no hand tracker is returned by ``get_tracker``,
this means the hand tracking API is not supported on the XR runtime at all.
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6 changes: 5 additions & 1 deletion tutorials/xr/setting_up_xr.rst
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Expand Up @@ -31,7 +31,11 @@ There are other XR related nodes and there is much more to say about these three
Prerequisites for XR in Godot 4
-------------------------------

While in Godot 3 most things worked out of the box, Godot 4 needs a little more setup. This is mainly due to the more advanced nature of the Vulkan renderer. There are many rendering features in Vulkan the XR system uses that aren't enabled by default. They are very easy to turn on, simply open up your project settings and tick the XR shaders tickbox in the XR section:
While in Godot 3 most things worked out of the box, Godot 4 needs a little more
setup. This is mainly due to the more advanced nature of the Vulkan renderer.
There are many rendering features in Vulkan the XR system uses that aren't
enabled by default. To turn them on, open up your project settings and tick
:ref:`XR > Shaders > Enabled <class_ProjectSettings_property_xr/shaders/enabled>`:

.. image:: img/xr_shaders.png

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4 changes: 2 additions & 2 deletions tutorials/xr/xr_action_map.rst
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Expand Up @@ -52,7 +52,7 @@ Godot will automatically create a default action map if no action map file is fo
It prevents having to design a proper action map for their game/application first.

For this walkthrough we're going to start with a blank action map.
You can simply delete the "Godot action set" entry at the top by pressing the trash can icon.
You can delete the "Godot action set" entry at the top by pressing the trash can icon.
This will clear out all actions.
You might also want to remove the controllers that you do not wish to setup, more on this later.

Expand Down Expand Up @@ -257,7 +257,7 @@ Profiles
--------

In OpenXR controller bindings are captured in so-called "Interaction Profiles".
We've simply shortened it to "Profiles" because it takes up less space.
We've shortened it to "Profiles" because it takes up less space.

This generic name is chosen because controllers don't cover the entire system.
Currently there are also profiles for trackers, remotes and tracked pens.
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