Correct spelling mistakes in documentation

This commit is contained in:
rubenwardy 2014-08-22 18:34:16 +01:00 committed by sapier
parent 7993696fc4
commit 944ffe9e53
4 changed files with 19 additions and 19 deletions

@ -33,11 +33,11 @@ When a menu or inventory is displayed:
Special settings Special settings
---------------- ----------------
There are some settings esspecially usefull for Android users. Minetest's config There are some settings especially useful for Android users. Minetest's config
file can usually be found at /mnt/sdcard/Minetest. file can usually be found at /mnt/sdcard/Minetest.
* gui_scaling: this is a user-specified scaling factor for the GUI- In case * gui_scaling: this is a user-specified scaling factor for the GUI- In case
main menu is to big or small on your device, try changing this main menu is too big or small on your device, try changing this
value. value.
* inventory_image_hack: if your inventory items are messed up, try setting * inventory_image_hack: if your inventory items are messed up, try setting
this to true this to true
@ -58,7 +58,7 @@ number of Android's version represents the Android internal version code. This
version code is strictly incremental. It's incremented for each official version code is strictly incremental. It's incremented for each official
Minetest Android build. Minetest Android build.
E.g. pre-release Minetest Android builds have been 0.4.9.3, while the first E.g. prerelease Minetest Android builds have been 0.4.9.3, while the first
official version most likely will be 0.4.10.4 official version most likely will be 0.4.10.4
Requirements Requirements
@ -105,7 +105,7 @@ Release build:
* Execute "make release" * Execute "make release"
* Enter your keystore as well as your Mintest key password once asked. Be * Enter your keystore as well as your Mintest key password once asked. Be
carefull it's shown on console in clear text! careful it's shown on console in clear text!
* The result can be found at "bin/Minetest-release.apk" * The result can be found at "bin/Minetest-release.apk"
Other things that may be nice to know Other things that may be nice to know

@ -62,7 +62,7 @@ methods:
on_change = function(type,old_tab,new_tab) -- called on tab chang, type is "ENTER" or "LEAVE" on_change = function(type,old_tab,new_tab) -- called on tab chang, type is "ENTER" or "LEAVE"
} }
- set_autosave_tab(value) - set_autosave_tab(value)
^ tell tabview to automaticaly save current tabname as "tabview_name"_LAST ^ tell tabview to automatically save current tabname as "tabview_name"_LAST
^ value: true/false ^ value: true/false
- set_tab(name) - set_tab(name)
^ set's tab to tab named "name", returns true/false on success ^ set's tab to tab named "name", returns true/false on success
@ -160,7 +160,7 @@ Skeleton for any component:
{ {
name = "some id", -- unique id name = "some id", -- unique id
type = "toplevel", -- type of component type = "toplevel", -- type of component
-- toplevel: componant can be show without additional components -- toplevel: component can be show without additional components
-- addon: component is an addon to be shown along toplevel component -- addon: component is an addon to be shown along toplevel component
hide = function(this) end, -- called to hide the component hide = function(this) end, -- called to hide the component
show = function(this) end, -- called to show the component show = function(this) end, -- called to show the component

@ -211,7 +211,7 @@ Advanced texture modifiers:
[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2> [combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>
w = width, h = height, x1/x2 = x position, y1/y1 = y position, w = width, h = height, x1/x2 = x position, y1/y1 = y position,
file1/file2 = texture to combine file1/file2 = texture to combine
Create a textue of size <w> x <h> and blit <file1> to (<x1>,<y1>) Create a texture of size <w> x <h> and blit <file1> to (<x1>,<y1>)
and blit <file2> to (<x2>,<y2>). and blit <file2> to (<x2>,<y2>).
Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
@ -220,7 +220,7 @@ Advanced texture modifiers:
Example: tnt_tnt_side.png^[brighten Example: tnt_tnt_side.png^[brighten
[noalpha [noalpha
Makes the texture completly opaque. Makes the texture completely opaque.
Example: default_leaves.png^[noalpha Example: default_leaves.png^[noalpha
[makealpha:<r>,<g>,<b> [makealpha:<r>,<g>,<b>
@ -466,13 +466,13 @@ All default ores are of the uniformly-distributed scatter type.
- scatter - scatter
Randomly chooses a location and generates a cluster of ore. Randomly chooses a location and generates a cluster of ore.
If noise_params is specified, the ore will be placed if the 3d perlin noise at If noise_params is specified, the ore will be placed if the 3d perlin noise at
that point is greater than the noise_threshhold, giving the ability to create a non-equal that point is greater than the noise_threshold, giving the ability to create a non-equal
distribution of ore. distribution of ore.
- sheet - sheet
Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params. Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
The relative height of the sheet can be controlled by the same perlin noise as well, by specifying The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
scale when comparing against the noise threshhold, but scale is used to determine relative height. scale when comparing against the noise threshold, but scale is used to determine relative height.
The height of the blob is randomly scattered, with a maximum height of clust_size. The height of the blob is randomly scattered, with a maximum height of clust_size.
clust_scarcity and clust_num_ores are ignored. clust_scarcity and clust_num_ores are ignored.
This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods. This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
@ -841,7 +841,7 @@ tool_capabilities = {
damage_groups = {fleshy=2}, damage_groups = {fleshy=2},
} }
This makes the tool be able to dig nodes that fulfill both of these: This makes the tool be able to dig nodes that fulfil both of these:
- Have the **crumbly** group - Have the **crumbly** group
- Have a **level** group less or equal to 2 - Have a **level** group less or equal to 2
@ -1119,7 +1119,7 @@ textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<sele
tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>] tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
^ show a tabHEADER at specific position (ignores formsize) ^ show a tabHEADER at specific position (ignores formsize)
^ x and y position the itemlist relative to the top left of the menu ^ x and y position the itemlist relative to the top left of the menu
^ name fieldname data is transfered to Lua ^ name fieldname data is transferred to Lua
^ caption 1... name shown on top of tab ^ caption 1... name shown on top of tab
^ current_tab index of selected tab 1... ^ current_tab index of selected tab 1...
^ transparent (optional) show transparent ^ transparent (optional) show transparent
@ -1138,14 +1138,14 @@ dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
^ 2) read the value on pressing a button (all dropdown values are available) ^ 2) read the value on pressing a button (all dropdown values are available)
^ x and y position of dropdown ^ x and y position of dropdown
^ width of dropdown ^ width of dropdown
^ fieldname data is transfered to Lua ^ fieldname data is transferred to Lua
^ items to be shown in dropdown ^ items to be shown in dropdown
^ index of currently selected dropdown item ^ index of currently selected dropdown item
checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>] checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
^ show a checkbox ^ show a checkbox
^ x and y position of checkbox ^ x and y position of checkbox
^ name fieldname data is transfered to Lua ^ name fieldname data is transferred to Lua
^ label to be shown left of checkbox ^ label to be shown left of checkbox
^ selected (optional) true/false ^ selected (optional) true/false
^ tooltip (optional) ^ tooltip (optional)
@ -1158,7 +1158,7 @@ scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
^ x and y position of trackbar ^ x and y position of trackbar
^ width and height ^ width and height
^ orientation vertical/horizontal ^ orientation vertical/horizontal
^ fieldname data is transfered to lua ^ fieldname data is transferred to lua
^ value this trackbar is set to (0-1000) ^ value this trackbar is set to (0-1000)
^ see also minetest.explode_scrollbar_event (main menu: engine.explode_scrollbar_event) ^ see also minetest.explode_scrollbar_event (main menu: engine.explode_scrollbar_event)
@ -1742,7 +1742,7 @@ minetest.parse_json(string[, nullvalue]) -> something
minetest.write_json(data[, styled]) -> string or nil and error message minetest.write_json(data[, styled]) -> string or nil and error message
^ Convert a Lua table into a JSON string ^ Convert a Lua table into a JSON string
^ styled: Outputs in a human-readable format if this is set, defaults to false ^ styled: Outputs in a human-readable format if this is set, defaults to false
^ Un-serializable things like functions and userdata are saved as null. ^ Unserializable things like functions and userdata are saved as null.
^ Warning: JSON is more strict than the Lua table format. ^ Warning: JSON is more strict than the Lua table format.
1. You can only use strings and positive integers of at least one as keys. 1. You can only use strings and positive integers of at least one as keys.
2. You can not mix string and integer keys. 2. You can not mix string and integer keys.
@ -2084,7 +2084,7 @@ methods:
^ To be used only by a VoxelManip object from minetest.get_mapgen_object ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
- get_light_data(): Gets the light data read into the VoxelManip object - get_light_data(): Gets the light data read into the VoxelManip object
^ Returns an array (indicies 1 to volume) of integers ranging from 0 to 255 ^ Returns an array (indices 1 to volume) of integers ranging from 0 to 255
^ Each value is the bitwise combination of day and night light values (0..15 each) ^ Each value is the bitwise combination of day and night light values (0..15 each)
^ light = day + (night * 16) ^ light = day + (night * 16)
- set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
@ -2566,7 +2566,7 @@ Ore definition (register_ore)
flags = "", flags = "",
^ Attributes for this ore generation ^ Attributes for this ore generation
noise_threshhold = 0.5, noise_threshhold = 0.5,
^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70} noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
^ NoiseParams structure describing the perlin noise used for ore distribution. ^ NoiseParams structure describing the perlin noise used for ore distribution.
^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution

@ -192,7 +192,7 @@ that part. So, this is where it has come.
So here goes So here goes
------------- -------------
map.sqlite is an sqlite3 database, containg a single table, called map.sqlite is an sqlite3 database, containing a single table, called
"blocks". It looks like this: "blocks". It looks like this:
CREATE TABLE `blocks` (`pos` INT NOT NULL PRIMARY KEY,`data` BLOB); CREATE TABLE `blocks` (`pos` INT NOT NULL PRIMARY KEY,`data` BLOB);