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IgnisRBX authored Aug 30, 2023
2 parents 351aa2a + 834f68b commit c030c41
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2 changes: 1 addition & 1 deletion content/en-us/luau/control-structures.md
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Expand Up @@ -16,7 +16,7 @@ The condition for `if` statements, `while` loops, and `repeat` loops can be any

The basic `if` statement tests its condition. If the condition is true, then Luau executes the code between `then` and `end`.

Ypu can use an `elseif` statements to test for additional conditions if the `if` condition is false. You can use an `else` statement to execute code if all `if` and `elseif` conditions fail. The `elseif` and `else` parts are both optional, but you can't use either without an initial `if` statement.
You can use an `elseif` statements to test for additional conditions if the `if` condition is false. You can use an `else` statement to execute code if all `if` and `elseif` conditions fail. The `elseif` and `else` parts are both optional, but you can't use either without an initial `if` statement.

In a chain of `if`, `elseif`, and `else` conditions, Luau tests conditions from top to bottom, stops at the first `true` condition, and executes the code that follows it.

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2 changes: 1 addition & 1 deletion content/en-us/parts/index.md
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Expand Up @@ -3,7 +3,7 @@ title: Parts
description: Parts are Roblox's primary building blocks.
---

`Class.Part|Parts` are descendant of the `Class.BasePart` class and are Roblox's
`Class.Part|Parts` are descendants of the `Class.BasePart` class and are Roblox's
primitive building blocks with properties like position, size, orientation, and
color. You can use basic parts as is, or you can apply [solid
modeling](/parts/solid-modeling) operations to combine parts into more complex
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2 changes: 1 addition & 1 deletion content/en-us/physics/assemblies.md
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Expand Up @@ -3,7 +3,7 @@ title: Understanding Assemblies
description: Explains physical assemblies and how they behave in Roblox's rigid body physics engine.
---

An **assembly** is one or more [parts](../parts/index.md) welded by rigid a `Class.WeldConstraint|WeldConstraint` or connected through moveable joints, like `Class.Motor6D|Motor6Ds` or `Class.Bone`. You can group an assembly of parts in a [Model](../parts/models.md) container to quickly organize the parts and related objects as a single asset.
An **assembly** is one or more [parts](../parts/index.md) welded by a rigid `Class.WeldConstraint|WeldConstraint` or connected through moveable joints, like `Class.Motor6D|Motor6Ds` or `Class.Bone`. You can group an assembly of parts in a [Model](../parts/models.md) container to quickly organize the parts and related objects as a single asset.

<Grid container spacing={0}>
<Grid item xs={6} lg={3}>
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2 changes: 1 addition & 1 deletion content/en-us/physics/constraints/hinge.md
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Expand Up @@ -10,7 +10,7 @@ For an overview on creating, visualizing, and simulating mechanical constraints,
A `Class.HingeConstraint`
allows its two attachments to rotate about one axis, forcing them into
the same position and **X** axis alignment. This constraint can also be
powered to behave like a [motor](#angular-power) or [servo](#angular-power), and you can set limits to restict the hinge's rotational range.
powered to behave like a [motor](#angular-power) or [servo](#angular-power), and you can set limits to restrict the hinge's rotational range.

<video controls src="../../assets/physics/constraints/Hinge-Demo.mp4" width="90%" alt="Demo video of HingeConstraint"></video>

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