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Merge pull request #135 from GasimoCodes/master
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Fixed typos
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mafiesto4 authored Jan 8, 2024
2 parents b465154 + 2753d50 commit fd5b7ea
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2 changes: 1 addition & 1 deletion manual/editor/advanced/command-line-access.md
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Expand Up @@ -36,7 +36,7 @@ Of course, all those things can be made manually by using Flax Editor C# API and
| **-novsync** | Forces to disable vertical synchronization when presenting the frame on screen. |
| **-nolog** | Disables output log file. |
| **-std** | Redirects log to the standard process output (std). |
| **-debug <ip:port>** | Sets the Mono debugger adress and port (or just port) used for the remote debugging. The default Mono debugger IP=127.0.0.1, Port=41000+(process_id%1000). Can be just port number to use *localhost*. |
| **-debug <ip:port>** | Sets the Mono debugger address and port (or just port) used for the remote debugging. The default Mono debugger IP=127.0.0.1, Port=41000+(process_id%1000). Can be just port number to use *localhost*. |
| **-debugwait** | Instructs Mono debugger to wait for client attach for 5 seconds. Can be used to debug initialization code when a standalone game starts. |
| **-headless** | Starts without windows, used by CL. Can be also used in cooked game on desktop platforms. |
| **-lowdpi** | Disables High DPI awareness support. |
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4 changes: 2 additions & 2 deletions manual/editor/advanced/game-engine-flow.md
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Expand Up @@ -8,7 +8,7 @@ Game scripts or plugins code is executed when all engine services are ready and

* **Scripts** - initialized during scene initialization, during loading. See [script events execution order](../../scripting/events.md).
* **Game Plugins** - initialized when game starts but always before any scene is loaded.
* **Editor Plugins** - initialized when editer is opened.
* **Editor Plugins** - initialized when editor is opened.

## Engine Flow

Expand Down Expand Up @@ -63,7 +63,7 @@ The list below shows the flow of the engine with all services initialization ord
* Application initialization *(editor or game)*
* Main window creation
* **Main loop**
* Idle if unatended
* Idle if unattended
* Sleep if app paused *(platform specific)*
* Update
* Fixed Update
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2 changes: 1 addition & 1 deletion manual/editor/advanced/style.md
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Expand Up @@ -11,7 +11,7 @@ To see changes please restart editor.

## Theme

Open **Theme** tab and under *Styles* subgroup add new item. Thne double click on the label and rename it from *Key* to you name. Then save asset click on the theme preview to edit it.
Open **Theme** tab and under *Styles* subgroup add new item. Then double click on the label and rename it from *Key* to you name. Then save asset click on the theme preview to edit it.

![Theme Editor](media/editor-theme-preview.png)

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2 changes: 1 addition & 1 deletion manual/editor/flax-build/index.md
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Expand Up @@ -27,7 +27,7 @@ The main source of build configuration are **.Build.cs** files located in the pr
Build scripts are using C# 11 with full .NET 7 support. Additionally Flax.Build assembly is referenced with many useful utilities to use during build setup like:
* `CommandLine` attribute for command line parsing
* `Log` utility with info/errors logging capabilities (to log file and to console output)
* `Tokenizer` class for pasing code as tokens
* `Tokenizer` class for passing code as tokens
* `Utilities` class with many usefull tools (eg. `WriteFileIfChanged`, `ReplaceInFiles`, `Run`, `GetFileSize`..)
* `Sdk` searching and caching tools (used for ex. `PS4Sdk`, `GDK`, `VulkanSdk`)
* `VCEnvironment` tool that can invoke *MSBuild* tool (works on Windows, Linux and Mac).
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2 changes: 1 addition & 1 deletion manual/editor/game-settings/build-settings.md
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Expand Up @@ -10,7 +10,7 @@ For editing and using presets see [Game Cooker window](../game-cooker/index.md)
| Property | Description |
|--------|--------|
| **Max assets per package** | The maximum amount of assets to include into a single assets package. Assets will be split into several packages if needed. |
| **Max package size (in MB)** | The maximum size of the single assets package (in megabytes). Assets will be spli into several packages if need to. |
| **Max package size (in MB)** | The maximum size of the single assets package (in megabytes). Assets will be split into several packages if need to. |
| **Content Key** | The game content cooking keys. Use the same value for a game and DLC packages to support loading them by the built game. Use 0 to randomize it during building. |
| **For Distribution** | If checked, the builds produced by the Game Cooker will be treated as for final game distribution (eg. for game store upload). Builds done this way cannot be tested on console devkits (eg. Xbox One, Xbox Scarlett). |
| **Skip Packaging** | If checked, the output build files won't be packaged for the destination platform. Useful when debugging build from local PC. |
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4 changes: 2 additions & 2 deletions manual/editor/game-settings/graphics-settings.md
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Expand Up @@ -18,8 +18,8 @@ You can change most of these values at runtime using the [GraphicsQuality](https
| **Shadows Quality** | The shadows quality. |
| **Shadow Maps Quality** | The shadow maps quality (textures resolution). |
| **Allow CSM Blending** | If checked, enabled cascades splits blending for directional light shadows. Disable to reduce performance impact for dynamic sun shadows. |
| **Default Probe Resolution** | Default probes cubemap resolution (use for Environment Probes, can be overriden per-actor). Recommended is default `128x128`. For mobile platforms try using a lower resolution to get more performance. |
| **Uee HDR Probes** | If checked, Environment Probes will use HDR texture format. Improves quality in very bright scenes at cost of higher memory usage. |
| **Default Probe Resolution** | Default probes cubemap resolution (use for Environment Probes, can be overridden per-actor). Recommended is default `128x128`. For mobile platforms try using a lower resolution to get more performance. |
| **Use HDR Probes** | If checked, Environment Probes will use HDR texture format. Improves quality in very bright scenes at cost of higher memory usage. |
|||
| **Enable Global SDF** | If checked, enables Global SDF rendering. This can be used in materials, shaders, and particles. |
| **Global SDF Quality** | The Global SDF quality. Controls the volume texture resolution and amount of cascades to use. |
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2 changes: 1 addition & 1 deletion manual/editor/game-settings/index.md
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Expand Up @@ -26,7 +26,7 @@ You can use the *Content* window to create new settings. Simply right-click in t
| **Product Name** | The name of your game. |
| **Company Name** | The name of your company or organization. |
| **Copyright Notice** | The copyright note used for content signing (eg. source code header). |
| **Icon** | The default application icon. Can be overriden per platform. |
| **Icon** | The default application icon. Can be overridden per platform. |
|||
| **FirstScene** | Reference to the first scene to load on a game startup. |
| **No Splash Screen** | True if skip showing splash screen image on the game startup. |
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2 changes: 1 addition & 1 deletion manual/editor/localization/index.md
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Expand Up @@ -65,7 +65,7 @@ Flax supports **importing translated strings** from `.po` files into Localized S

In Editor *Id* textfield contains utility button that shows a localized string picker from the Localization Settings. If *Value* field is empty then it will display watermark of the current text from the localization. You can also manually set *Value*. By using `+` button on the right side of the *Value* textfield you can add the text to the localization settigns for all locales in project (the inserted value will be passed to default `en` locale, rest of the cultures will have empty, missing text translation).

`LocalizedString` is supported in both C++ and C# scripting API and can be used for texts localization instead of raw `String` type. It supports implicit convertion between in-built string type and can be serialized or deserialized.
`LocalizedString` is supported in both C++ and C# scripting API and can be used for texts localization instead of raw `String` type. It supports implicit conversion between in-built string type and can be serialized or deserialized.

## Localization and Culture

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2 changes: 1 addition & 1 deletion manual/editor/windows/debug-log.md
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Expand Up @@ -4,7 +4,7 @@

The **Debug Log** is a utility window that displays the log messages from the game called via `Debug.Log`, `Debug.LogWarning`, `Debug.LogError` or `Debug.LogException` from C# or via `DebugLog` interface in C++. Can be used to detect problems with the game or to debug the logic via simple printing. Those logs are also passed into the [Output Log](output-log.md) and engine log output (console/file).

You can easily select and copy log entries (with `Ctrl+C` or *right-click* and use contex menu) or open the code location that called the log function based on the captured stack trace (*double-click* or *right-click* and use contex menu).
You can easily select and copy log entries (with `Ctrl+C` or *right-click* and use context menu) or open the code location that called the log function based on the captured stack trace (*double-click* or *right-click* and use context menu).

Debug Log window supports capturing stack trace from C++ and C# scripts.

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