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Fix several small text issues in 4.3 release announcement #903

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82 changes: 41 additions & 41 deletions pages/releases/4.3.html
Original file line number Diff line number Diff line change
Expand Up @@ -364,7 +364,7 @@ <h4 class="c-title">
</p>
<p>
Two new node types have been added: a reroute node and a frame node.
Neither of them influence your shader code, rather than being useful to
While neither of them influence your shader code, they are useful to
organize your workspace.<br>
You can add a reroute node to any existing connection between nodes
and move it freely. A frame node is used to bundle related nodes visually.
Expand Down Expand Up @@ -664,12 +664,12 @@ <h4 class="c-title">
<div class="c-content">
<p>
If you're working on a project with large game worlds, you might want to consider
splitting your navigation meshes in more manageable chunks. This helps with memory
splitting your navigation meshes into more manageable chunks. This helps with memory
allocation and therefore performance.
</p>
<p>
While it was possible to manually split your meshes before, making sure that your
chunks align properly was non-trivial. This alignment is necessary to ensure efficient
chunks aligned properly was non-trivial. This alignment is necessary to ensure efficient
processing of runtime changes within the navigation map.
</p>
<p>
Expand Down Expand Up @@ -724,18 +724,18 @@ <h4 class="c-title">
<li>
<code class="highlight">carve_navigation_mesh</code> additionally makes the shape unaffected
by offsets of the baking. The obstacle now basically acts as a stencil and
cuts into the final navigation mesh surface. It still will be affected by
cuts into the final navigation mesh surface. It will still be affected by
further postprocessing.
</li>
</ol>
<p>
In practice, this means obstacles now discard other source geometry inside of them.
In 3D, this helps discard unwanted navigation meshes inside of objects like walls
In practice, this means obstacles now discard other source geometry inside them.
In 3D, this helps discard unwanted navigation meshes inside objects like walls
or roofs.
</p>
<p>
Shoutout to the game development streamers in our community, since they were the ones to
raise this issue first!
Shoutout to the game development streamers in our community, since they were the first to
raise this issue!
</p>
</div>
<div class="c-link"
Expand Down Expand Up @@ -849,7 +849,7 @@ <h4 class="c-title">
<div class="c-content">
<p>
To further personalize your editor layout, there is now an
in-built option to move your FileSystem docker to the bottom
in-built option to move your FileSystem dock to the bottom
of the screen.
</p>
<p>
Expand Down Expand Up @@ -1037,10 +1037,10 @@ <h4 class="c-title">
Premultiplied alpha is a new blend mode for 3D materials. This enables you to
create better looking flames and fireworks, as the same particle now can have
the properties of additive blending (for the flame) and mix blending (for the
smoke) blending.
smoke).
</p>
<p>
See in the video how the left barrel flames (which uses additive blending)
See in the video how the left barrel flames (which use additive blending)
are missing the smoke that is visible in the other barrel flames which use
premultiplied alpha blending.
</p>
Expand Down Expand Up @@ -1069,7 +1069,7 @@ <h4 class="c-title">
</h4>
<div class="c-content">
<p>
Compositor effects let users hook into the built in Godot rendering pipeline
Compositor effects let users hook into the built-in Godot rendering pipeline
to add custom rendering code. This is an advanced feature that does require
intimate knowledge of how rendering works. Yet, it enables those specialists
to create a variety of effects more efficiently.
Expand Down Expand Up @@ -1179,7 +1179,7 @@ <h4 class="c-title">
<p>
As newer GPU APIs (Vulkan, D3D12, and Metal) give developers more direct access to graphic
cards, the burden for making sure everything works correctly falls on the user. The acyclic
graph permits the engine to reorder and optimize commands in order to minimize the API
graph permits the engine to reorder and optimize commands in order to minimize the
overhead of the graphics API while ensuring that everything happens in the right order.
</p>
<p>
Expand Down Expand Up @@ -1218,7 +1218,7 @@ <h4 class="c-title">
<abbr title="multisample anti-aliasing">MSAA</abbr>
</li>
<li>
resolution scaling
Resolution scaling
</li>
<li>
Glow
Expand All @@ -1233,7 +1233,7 @@ <h4 class="c-title">
Adjustments
</li>
<li>
Color Correction
Color correction
</li>
</ul>
</div>
Expand Down Expand Up @@ -1316,8 +1316,8 @@ <h4 class="c-title">
Wayland is a modern display server protocol that can be used on Linux
and some BSD-derived operating systems. It aims to be a replacement
for the X11 window system protocol and architecture. With built-in
Wayland support, we allow developers to access to a much cleaner API
and whatever new features they release.
Wayland support, we allow developers to access a much cleaner API
and new Wayland features as they are released.
</p>
</div>
<div class="c-link"
Expand Down Expand Up @@ -1363,7 +1363,7 @@ <h4 class="c-title">
the small text found in user interfaces.
</p>
<p>
By adding your UI in an
By putting your UI in an
<code class="highlight"><span class="basetype">OpenXRCompositionLayer</span></code>
node, you can force the XR compositor to directly render a viewport,
leading to crisper and clearer 2D content.
Expand Down Expand Up @@ -1440,14 +1440,14 @@ <h4 class="c-title">
</p>
<ul>
<li>
improved timing of tracking data
Improved timing of tracking data
</li>
<li>
foveated rendering has been tweaked on the <em>Mobile</em> and <em>Forward+</em>
Foveated rendering has been tweaked on the <em>Mobile</em> and <em>Forward+</em>
renderers
</li>
<li>
glasses-based AR & passthrough-based AR have been unified
Glasses-based AR & passthrough-based AR have been unified
</li>
</ul>
</div>
Expand Down Expand Up @@ -1564,7 +1564,7 @@ <h3>
<div class="release-card-content">
<div class="release-card-content-container">
<h4 class="c-title">
<a href="#web-web-audio">Web Audio</a>
<a href="#web-web-audio">Web audio</a>
</h4>
<div class="c-blockquote">
Enhanced <span class="highlight">audio quality</span>
Expand Down Expand Up @@ -1595,7 +1595,7 @@ <h4 class="c-title">
<div class="release-card-content">
<div class="release-card-content-container">
<h4 class="c-title">
<a href="#web-splash-screen-showing-up">Splash screens arrived on the Web</a>
<a href="#web-splash-screen-showing-up">Splash screens arrive on the Web</a>
</h4>
<div class="c-content">
<p>
Expand Down Expand Up @@ -1680,7 +1680,7 @@ <h4 class="c-title">
<div class="c-content">
<p>
In the past, there have been user reports of the editor requiring a restart
after a rebuilding C# projects. We found the bug that left the editor in
after rebuilding C# projects. We found the bug that left the editor in
invalid states, making the rebuild process less error-prone overall.
</p>
</div>
Expand Down Expand Up @@ -1743,7 +1743,7 @@ <h4 class="c-title">
notice the problem.
</p>
<p>
To prevent this from happening, the editor now does not allow exporting your
To prevent this from happening, the editor does not allow exporting your
project without them anymore and shows you a matching error instead.
</p>
</div>
Expand Down Expand Up @@ -1788,7 +1788,7 @@ <h4 class="c-title">
</p>
<p>
As a side effect, this effectively obfuscates your code as well. Keep in mind
that it still can be decompiled, but this raises the entry barrier and prevents
that it can still be decompiled, but this raises the entry barrier and prevents
your code from being available in plaintext at least.
</p>
</div>
Expand Down Expand Up @@ -1874,7 +1874,7 @@ <h4 class="c-title">
</p>
<p>
For instance <code class="highlight"><span class="gdscript-globalfunction">print</span><span class="symbol">()</span></code>
Can now be called like so:
can now be called like so:
<code class="highlight">print<span class="symbol">.</span><span class="function">callv</span><span class="symbol">(</span>my_array<span class="symbol">)</span></code>
</p>
<p>
Expand Down Expand Up @@ -1949,8 +1949,8 @@ <h4 class="c-title">
<code class="highlight">
<span class="gdscript-annotation">@export_custom</span>
</code>
to export a value suited to your needs. This means you can define pre-
and suffixes, custom hint and hint strings, usage flags, and more.
to export a value suited to your needs. This means you can define prefixes
and suffixes, custom hint strings, usage flags, and more.
</p>
</div>
<div class="c-link"
Expand Down Expand Up @@ -1982,8 +1982,8 @@ <h4 class="c-title">
</p>
<p>
Regressions in this area are hard to detect, so we began automated testing
to verify the quality of these results. As always, you can help by opening
<a href="https://github.com/godotengine/godot/issues/new/choose">GitHub issues</a>
to verify the quality of these results. As always, you can help by opening a
<a href="https://github.com/godotengine/godot/issues/new/choose">GitHub issue</a>
whenever you find a wrong or missing autocomplete suggestion.
</p>
</div>
Expand Down Expand Up @@ -2067,7 +2067,7 @@ <h4 class="c-title">
the officially maintained
<a href="https://github.com/godotengine/godot-cpp/">godot-cpp</a>
you use <code class="highlight"><span class="function">GDREGISTER_RUNTIME_CLASS</span><span class="symbol">(</span><wbr>ExampleRuntime<span class="symbol">)</span></code> in your module
initialization; screenshot on the right for reference.
initialization; see the screenshot for reference.
</p>
</div>
<div class="c-link"
Expand Down Expand Up @@ -2095,12 +2095,12 @@ <h4 class="c-title">
</h4>
<div class="c-content">
<p>
A virtual method (also known as virtual function) is a declared within
A virtual method (also known as virtual function) is declared within
a base class, but implemented only by the derived class. This means the
actual method call depends on the object type during runtime.
</p>
<p>
GDExtension classes already were able to implement virtual methods
GDExtension classes were already able to implement virtual methods
registered in Godot. Since this release, GDExtensions classes can also
register their own virtual methods, which scripts attached to them can
implement.
Expand Down Expand Up @@ -2174,12 +2174,12 @@ <h4 class="c-title">
</a>
</h4>
<div class="c-blockquote">
"No <span class="highlight">comment</span>."<br>
"No <span class="highlight">comment</span>"<br>
no more
</div>
<div class="c-content">
<p>
Following the lead of other software documentations, we added a comment section
Following the lead of other software documentation, we added a comment section
to the <a href="https://docs.godotengine.org/en/stable/">Godot Docs</a> backed
by <a href="https://giscus.app/">Giscus</a>: another
<abbr title="free open-source software">FOSS</abbr> project that utilizes
Expand Down Expand Up @@ -2216,7 +2216,7 @@ <h4 class="c-title">
<div class="c-content">
<p>
Did you know, parts of the online and always up-to-date
<a href="https://docs.godotengine.org/">Godot Docs</a>, are available directly
<a href="https://docs.godotengine.org/">Godot Docs</a> are available directly
in your editor as an offline copy? Note that its contents are tied to the Godot
Engine version you are using and are limited to the
<a href="https://docs.godotengine.org/en/stable/classes/index.html#">Class Reference</a>
Expand All @@ -2225,7 +2225,7 @@ <h4 class="c-title">
<p>
We gave that documentation copy a needed facelift: it now has syntax highlighting.
To improve quality of life even further, we also reproduced the copy button from
its online pendant: you can now copy the contents of a code block with one click.
the online version: you can now copy the contents of a code block with one click.
</p>
</div>
<div class="c-link"
Expand Down Expand Up @@ -2258,7 +2258,7 @@ <h4 class="c-title">
<a href="https://docs.godotengine.org/en/stable/classes/index.html#">Class Reference</a>
section received a handy new feature: you can copy
a direct link to whatever method you are currently looking at by clicking
the icon next to its name.
the link icon next to its name.
</p>
</div>
<div class="c-link"
Expand Down Expand Up @@ -2352,11 +2352,11 @@ <h4 class="c-title">
highly awaited improvements to all engine areas.
</p>
<p>
We have close to 3.500 commits in this release, twice as many as 4.2!
We have close to 3,500 commits in this release, twice as many as 4.2!
</p>
<p>
More than 500 contributors were involved in this new feature release,
and we want to thank them all for their amazing contributors, as well
and we want to thank them all for their amazing contributions, as well
as all users who sponsor the Development Fund, reported bugs, opened
proposals, or supported each other on our community platforms.
</p>
Expand Down
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