diff --git a/doc/ANIMATION_FORMAT.rst b/doc/ANIMATION_FORMAT.rst index 7bd280e0a..431759913 100644 --- a/doc/ANIMATION_FORMAT.rst +++ b/doc/ANIMATION_FORMAT.rst @@ -8,8 +8,8 @@ The .ani file needs to specify the number of sprites using the ``@sprite_count`` attribute. Then different animation sequences can be defined. Animation sequences are chains of sprites that can be replayed in-game. For -example Cirno can either fly normally or flex while flying. In order for the -game to understand which sprites need to be shown in what order and time delay +example, Cirno can either fly normally or flex while flying. In order for the +game to understand which sprites need to be shown in what order and time delay, you need to define a sequence for every action. To define the action *right* of the player flying to the left for example, @@ -32,7 +32,8 @@ number like d5 in the example is a parameter: **m0,m1** set the absolute mirroring of the following frames. -All parameters are persistent within one sequence spec until you change them. +All parameters are persistent within one sequence specification until you change +them. More examples: diff --git a/doc/BUILD.rst b/doc/BUILD.rst index 1bf24a372..751968b5d 100644 --- a/doc/BUILD.rst +++ b/doc/BUILD.rst @@ -155,7 +155,7 @@ fundamental things like You can use ``llvm-mingw`` too, or you can check if your distro has any -``mingw64`` cross-compiler toolchains available as well. That's is just the one +``mingw64`` cross-compiler toolchains available as well. That's just the one that works for us. Additionally, you can install `nsis `__ @@ -166,9 +166,8 @@ On macOS, you're probably better off using Docker and the `Docker container `__ that ``llvm-mingw`` provides, and installing ``nsis`` on top of it. -Another options for Windows-based computers is leveraging Windows -10's -`Windows For Linux (WSL) Subsystem `__ +Another option for Windows-based computers is leveraging Windows 10's +`Windows Subsystem For Linux (WSL) Subsystem `__ to cross-compile to Windows using their Ubuntu image. You can also potentially use a ``mingw64`` toolchain directly on Windows, however that isn't supported or recommended, as it's generally more trouble than its worth. @@ -176,7 +175,7 @@ or recommended, as it's generally more trouble than its worth. Build Options ------------- -This is *not* an exhaustive list. You can see the full list of option using +This is *not* an exhaustive list. You can see the full list of options using ``meson`` in the ``taisei`` directory. .. code:: sh @@ -295,10 +294,10 @@ Requires ``vfs_zip`` to be enabled as well. ZIP Package Loading (``-Dvfs_zip``) """"""""""""""""""""""""""""""""""""" -* Default: ``auto``` +* Default: ``auto`` * Options: ``auto``, ``enabled``, ``disabled`` -Controls whether or not Taisei can load game data (textures, shaders, etc) from +Controls whether Taisei can load game data (textures, shaders, etc.) from ``.zip`` files. Requires ``libzip``. .. code:: sh @@ -343,7 +342,7 @@ The name of this flag is opposite of what you'd expect. Think of it as "Not Debugging". It controls the ``NDEBUG`` declaration which is responsible for deactivating ``assert()`` macros. -Setting to ``false`` will *enable* assertions (i.e: good for debugging). +Setting to ``false`` will *enable* assertions (good for debugging). Keep ``true`` during release. @@ -363,10 +362,10 @@ Strict Compiler Warnings (``-Dwerror``) This option forces stricter checks against Taisei's codebase to ensure code health, treating all ``Warnings`` as ``Errors`` in the code. -It's highly recommended to **enable** (i.e: ``true``) this whenever developing -for the engine. Sometimes, it's overly-pedantic, but much of the time, it -provides useful advice. (For example, it can detect potential null-pointer -exceptions that may not be obvious to the human eye.) +It's highly recommended to **enable** this (i.e. set to ``true``) whenever +developing for the engine. Sometimes it's overly pedantic, but much of the +time it provides useful advice. For example, it can detect potential +pointer exceptions that may not be obvious to the human eye. This is a Meson built-in option; see `Meson Manual `__ for more information. @@ -515,8 +514,8 @@ The chosen backend must not be disabled. # for GL ES 3.0 meson configure build/ -Dr_default=gles30 -You can switch the renderer using the ``--renderer`` flag on the ``taisei`` -binary. (i.e: ``taisei --renderer gles30``). +You can switch the renderer using the ``--renderer`` flag with the ``taisei`` +binary, like this: ``taisei --renderer gles30``. Shader Transpiler (``-Dshader_transpiler``) ''''''''''''''''''''''''''''''''''''''''''' @@ -542,10 +541,9 @@ ANGLE Building ANGLE (Optional) ''''''''''''''''''''''''' `ANGLE `__ is Google's graphics translation -layer, intended for for Chromium. Taisei packages it with Windows builds to +layer, intended for Chromium. Taisei packages it with Windows builds to workaround some bugs and performance issues with many Windows OpenGL drivers, -and it can be optionally packaged as as an experimental Metal renderer for -macOS. +and it can be optionally packaged as an experimental Metal renderer for macOS. You need to read `this guide `__ and diff --git a/doc/CONTROLLER.rst b/doc/CONTROLLER.rst index c639cfd62..576bd38d1 100644 --- a/doc/CONTROLLER.rst +++ b/doc/CONTROLLER.rst @@ -66,5 +66,5 @@ and `us `__, so that other people can benefit from your work. Also note that we currently only handle input from analog axes and -analog/digital buttons. Anything more exotic, such as hats, probably wont work +analog/digital buttons. Anything more exotic, such as hats, probably won't work out of the box. diff --git a/doc/MATH.rst b/doc/MATH.rst index d963ca187..f6bf02072 100644 --- a/doc/MATH.rst +++ b/doc/MATH.rst @@ -75,8 +75,8 @@ involved to use but providing a few worthwhile advantages. Simple Movement ^^^^^^^^^^^^^^^ -Let's take a few concrete examples within Taisei's code. For let's look at a -piece of movement code for a fairy: +There are a few concrete examples within Taisei's code, so let's take a look at +one: a piece of movement code for a fairy. .. code-block:: c