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Merge pull request #50250 from luzpaz/typos
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Fix various typos
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akien-mga authored Jul 25, 2021
2 parents a0f7f42 + 3564c16 commit 2f221e5
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Showing 61 changed files with 94 additions and 94 deletions.
6 changes: 3 additions & 3 deletions core/core_bind.h
Original file line number Diff line number Diff line change
Expand Up @@ -58,9 +58,9 @@ class _ResourceLoader : public Object {
};

enum CacheMode {
CACHE_MODE_IGNORE, //resource and subresources do not use path cache, no path is set into resource.
CACHE_MODE_REUSE, //resource and subresources use patch cache, reuse existing loaded resources instead of loading from disk when available
CACHE_MODE_REPLACE, //resource and and subresource use path cache, but replace existing loaded resources when available with information from disk
CACHE_MODE_IGNORE, // Resource and subresources do not use path cache, no path is set into resource.
CACHE_MODE_REUSE, // Resource and subresources use patch cache, reuse existing loaded resources instead of loading from disk when available.
CACHE_MODE_REPLACE, // Resource and subresource use path cache, but replace existing loaded resources when available with information from disk.
};

static _ResourceLoader *get_singleton() { return singleton; }
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10 changes: 5 additions & 5 deletions core/extension/extension_api_dump.cpp
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Expand Up @@ -94,8 +94,8 @@ Dictionary NativeExtensionAPIDump::generate_extension_api() {
{ Variant::NODE_PATH, ptrsize_32, ptrsize_64, ptrsize_32, ptrsize_64 },
{ Variant::RID, sizeof(uint64_t), sizeof(uint64_t), sizeof(uint64_t), sizeof(uint64_t) },
{ Variant::OBJECT, ptrsize_32, ptrsize_64, ptrsize_32, ptrsize_64 },
{ Variant::CALLABLE, sizeof(Callable), sizeof(Callable), sizeof(Callable), sizeof(Callable) }, //harcoded align
{ Variant::SIGNAL, sizeof(Signal), sizeof(Signal), sizeof(Signal), sizeof(Signal) }, //harcoded align
{ Variant::CALLABLE, sizeof(Callable), sizeof(Callable), sizeof(Callable), sizeof(Callable) }, // Hardcoded align.
{ Variant::SIGNAL, sizeof(Signal), sizeof(Signal), sizeof(Signal), sizeof(Signal) }, // Hardcoded align.
{ Variant::DICTIONARY, ptrsize_32, ptrsize_64, ptrsize_32, ptrsize_64 },
{ Variant::ARRAY, ptrsize_32, ptrsize_64, ptrsize_32, ptrsize_64 },
{ Variant::PACKED_BYTE_ARRAY, ptrsize_32, ptrsize_64, ptrsize_32, ptrsize_64 },
Expand Down Expand Up @@ -146,7 +146,7 @@ Dictionary NativeExtensionAPIDump::generate_extension_api() {
}

{
//member offsets sizes
// Member offsets sizes.
struct {
Variant::Type type;
const char *member;
Expand Down Expand Up @@ -180,7 +180,7 @@ Dictionary NativeExtensionAPIDump::generate_extension_api() {
{ Variant::QUATERNION, "w", 3 * sizeof(float), 3 * sizeof(float), 3 * sizeof(double), 3 * sizeof(double) },
{ Variant::AABB, "position", 0, 0, 0, 0 },
{ Variant::AABB, "size", vec3_elems * sizeof(float), vec3_elems * sizeof(float), vec3_elems * sizeof(double), vec3_elems * sizeof(double) },
//rememer that basis vectors are flipped!
// Remember that basis vectors are flipped!
{ Variant::BASIS, "x", 0, 0, 0, 0 },
{ Variant::BASIS, "y", vec3_elems * sizeof(float), vec3_elems * sizeof(float), vec3_elems * sizeof(double), vec3_elems * sizeof(double) },
{ Variant::BASIS, "z", vec3_elems * 2 * sizeof(float), vec3_elems * 2 * sizeof(float), vec3_elems * 2 * sizeof(double), vec3_elems * 2 * sizeof(double) },
Expand Down Expand Up @@ -251,7 +251,7 @@ Dictionary NativeExtensionAPIDump::generate_extension_api() {
}

{
// global enums and constants
// Global enums and constants.
Array constants;
Map<String, List<Pair<String, int>>> enum_list;

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8 changes: 4 additions & 4 deletions core/io/resource_loader.h
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Expand Up @@ -40,9 +40,9 @@ class ResourceFormatLoader : public RefCounted {

public:
enum CacheMode {
CACHE_MODE_IGNORE, //resource and subresources do not use path cache, no path is set into resource.
CACHE_MODE_REUSE, //resource and subresources use patch cache, reuse existing loaded resources instead of loading from disk when available
CACHE_MODE_REPLACE, //resource and and subresource use path cache, but replace existing loaded resources when available with information from disk
CACHE_MODE_IGNORE, // Resource and subresources do not use path cache, no path is set into resource.
CACHE_MODE_REUSE, // Resource and subresources use patch cache, reuse existing loaded resources instead of loading from disk when available.
CACHE_MODE_REPLACE, // Resource and subresource use path cache, but replace existing loaded resources when available with information from disk.
};

protected:
Expand Down Expand Up @@ -108,7 +108,7 @@ class ResourceLoader {

friend class ResourceFormatImporter;
friend class ResourceInteractiveLoader;
//internal load function
// Internal load function.
static RES _load(const String &p_path, const String &p_original_path, const String &p_type_hint, ResourceFormatLoader::CacheMode p_cache_mode, Error *r_error, bool p_use_sub_threads, float *r_progress);

static ResourceLoadedCallback _loaded_callback;
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4 changes: 2 additions & 2 deletions core/math/face3.h
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Expand Up @@ -50,8 +50,8 @@ class Face3 {
/**
*
* @param p_plane plane used to split the face
* @param p_res array of at least 3 faces, amount used in functio return
* @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in functio return
* @param p_res array of at least 3 faces, amount used in function return
* @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in function return
* @param _epsilon constant used for numerical error rounding, to add "thickness" to the plane (so coplanar points can happen)
* @return amount of faces generated by the split, either 0 (means no split possible), 2 or 3
*/
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2 changes: 1 addition & 1 deletion core/math/geometry_3d.h
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ class Geometry3D {

public:
static void get_closest_points_between_segments(const Vector3 &p1, const Vector3 &p2, const Vector3 &q1, const Vector3 &q2, Vector3 &c1, Vector3 &c2) {
// Do the function 'd' as defined by pb. I think is is dot product of some sort.
// Do the function 'd' as defined by pb. I think it's a dot product of some sort.
#define d_of(m, n, o, p) ((m.x - n.x) * (o.x - p.x) + (m.y - n.y) * (o.y - p.y) + (m.z - n.z) * (o.z - p.z))

// Calculate the parametric position on the 2 curves, mua and mub.
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2 changes: 1 addition & 1 deletion core/os/pool_allocator.h
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Expand Up @@ -37,7 +37,7 @@
@author Juan Linietsky <reduzio@gmail.com>
* Generic Pool Allocator.
* This is a generic memory pool allocator, with locking, compacting and alignment. (@TODO alignment)
* It used as a standard way to manage alloction in a specific region of memory, such as texture memory,
* It used as a standard way to manage allocation in a specific region of memory, such as texture memory,
* audio sample memory, or just any kind of memory overall.
* (@TODO) abstraction should be greater, because in many platforms, you need to manage a nonreachable memory.
*/
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2 changes: 1 addition & 1 deletion core/register_core_types.cpp
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Expand Up @@ -297,7 +297,7 @@ void register_core_singletons() {
}

void register_core_extensions() {
//harcoded for now
// Hardcoded for now.
if (ProjectSettings::get_singleton()->has_setting("native_extensions/paths")) {
Vector<String> paths = ProjectSettings::get_singleton()->get("native_extensions/paths");
for (int i = 0; i < paths.size(); i++) {
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2 changes: 1 addition & 1 deletion core/templates/command_queue_mt.h
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Expand Up @@ -321,7 +321,7 @@ class CommandQueueMT {
DECL_CMD(0)
SPACE_SEP_LIST(DECL_CMD, 15)

/* comands that return */
// Commands that return.
DECL_CMD_RET(0)
SPACE_SEP_LIST(DECL_CMD_RET, 15)

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2 changes: 1 addition & 1 deletion core/templates/rid_owner.h
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Expand Up @@ -101,7 +101,7 @@ class RID_Alloc : public RID_AllocBase {

//initialize
for (uint32_t i = 0; i < elements_in_chunk; i++) {
//dont initialize chunk
// Don't initialize chunk.
validator_chunks[chunk_count][i] = 0xFFFFFFFF;
free_list_chunks[chunk_count][i] = alloc_count + i;
}
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2 changes: 1 addition & 1 deletion core/variant/variant.h
Original file line number Diff line number Diff line change
Expand Up @@ -253,7 +253,7 @@ class Variant {
true, //PACKED_COLOR_ARRAY,
};

if (unlikely(needs_deinit[type])) { //make it fast for types that dont need deinit
if (unlikely(needs_deinit[type])) { // Make it fast for types that don't need deinit.
_clear_internal();
}
type = NIL;
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2 changes: 1 addition & 1 deletion doc/classes/MethodTweener.xml
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Expand Up @@ -4,7 +4,7 @@
Interpolates an abstract value and supplies it to a method called over time.
</brief_description>
<description>
[MethodTweener] is similar to a combination of [CallbackTweener] and [PropertyTweener]. It calls a method providing an interpolated value as a paramater. See [method Tween.tween_method] for more usage information.
[MethodTweener] is similar to a combination of [CallbackTweener] and [PropertyTweener]. It calls a method providing an interpolated value as a parameter. See [method Tween.tween_method] for more usage information.
[b]Note:[/b] [method Tween.tween_method] is the only correct way to create [MethodTweener]. Any [MethodTweener] created manually will not function correctly.
</description>
<tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/Node3D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -335,7 +335,7 @@
Local space [Transform3D] of this node, with respect to the parent node.
</member>
<member name="visibility_parent" type="NodePath" setter="set_visibility_parent" getter="get_visibility_parent" default="NodePath(&quot;&quot;)">
Defines the visibility range parent for this node and its subtree. The visibility parent must be a GeometryInstance3D. Any visual instance will only be visible if the visibility parent (and all of its visibility ancestors) is hidden by being closer to the camera than its own [member GeometryInstance3D.visibility_range_begin]. Nodes hidden via the [member Node3D.visible] property are essentially removed from the visibility dependency tree, so dependant instances will not take the hidden node or its ancestors into account.
Defines the visibility range parent for this node and its subtree. The visibility parent must be a GeometryInstance3D. Any visual instance will only be visible if the visibility parent (and all of its visibility ancestors) is hidden by being closer to the camera than its own [member GeometryInstance3D.visibility_range_begin]. Nodes hidden via the [member Node3D.visible] property are essentially removed from the visibility dependency tree, so dependent instances will not take the hidden node or its ancestors into account.
</member>
<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
If [code]true[/code], this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
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2 changes: 1 addition & 1 deletion doc/classes/SceneTree.xml
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Expand Up @@ -132,7 +132,7 @@
<return type="Array">
</return>
<description>
Returns an array of currently exising [Tween]s in the [SceneTree] (both running and paused).
Returns an array of currently existing [Tween]s in the [SceneTree] (both running and paused).
</description>
</method>
<method name="has_group" qualifiers="const">
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2 changes: 1 addition & 1 deletion doc/classes/Skeleton2D.xml
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Expand Up @@ -73,7 +73,7 @@
</argument>
<description>
Sets the local pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code].
[code]amount[/code] is the interpolation strengh that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain.
[code]amount[/code] is the interpolation strength that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain.
[b]Note:[/b] The pose transform needs to be a local transform relative to the [Bone2D] node at [code]bone_idx[/code]!
</description>
</method>
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4 changes: 2 additions & 2 deletions doc/classes/SkeletonModification2D.xml
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Expand Up @@ -14,7 +14,7 @@
<return type="void">
</return>
<description>
Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overriden to draw custom gizmos.
Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos.
[b]Note:[/b] You will need to use the Skeleton2D from [method SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the [SkeletonModification2D] resource cannot draw on its own.
</description>
</method>
Expand Down Expand Up @@ -96,7 +96,7 @@
If [code]true[/code], the modification's [method _execute] function will be called by the [SkeletonModificationStack2D].
</member>
<member name="execution_mode" type="int" setter="set_execution_mode" getter="get_execution_mode" default="0">
The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only availible in certain execution modes.
The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes.
</member>
</members>
<constants>
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2 changes: 1 addition & 1 deletion doc/classes/SkeletonModification2DCCDIK.xml
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Expand Up @@ -4,7 +4,7 @@
A modification that uses CCDIK to manipulate a series of bones to reach a target in 2D.
</brief_description>
<description>
This [SkeletonModification2D] uses an algorithm called [b]C[/b]yclic [b]C[/b]oordinate [b]D[/b]escent [b]I[/b]nverse [b]K[/b]inematics, or CCDIK, to maniuplate a chain of bones in a [Skeleton2D] so it reaches a defined target.
This [SkeletonModification2D] uses an algorithm called [b]C[/b]yclic [b]C[/b]oordinate [b]D[/b]escent [b]I[/b]nverse [b]K[/b]inematics, or CCDIK, to manipulate a chain of bones in a [Skeleton2D] so it reaches a defined target.
CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] look more robotic than other IK solvers.
[b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK.
CCDIK also fully supports angle constraints, allowing for more control over how a solution is met.
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12 changes: 6 additions & 6 deletions doc/classes/SkeletonModification2DJiggle.xml
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Expand Up @@ -69,7 +69,7 @@
<argument index="0" name="joint_idx" type="int">
</argument>
<description>
Returns a boolean that indiciates whether the joint at [code]joint_idx[/code] is overriding the default Jiggle joint data defined in the modification.
Returns a boolean that indicates whether the joint at [code]joint_idx[/code] is overriding the default Jiggle joint data defined in the modification.
</description>
</method>
<method name="get_jiggle_joint_stiffness" qualifiers="const">
Expand All @@ -87,7 +87,7 @@
<argument index="0" name="joint_idx" type="int">
</argument>
<description>
Returns a boolean that indiciates whether the joint at [code]joint_idx[/code] is using gravity or not.
Returns a boolean that indicates whether the joint at [code]joint_idx[/code] is using gravity or not.
</description>
</method>
<method name="get_use_colliders" qualifiers="const">
Expand Down Expand Up @@ -206,19 +206,19 @@
</methods>
<members>
<member name="damping" type="float" setter="set_damping" getter="get_damping" default="0.75">
The default amount of dampening applied to the Jiggle joints, if they are not overriden. Higher values lead to more of the calculated velocity being applied.
The default amount of dampening applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied.
</member>
<member name="gravity" type="Vector2" setter="set_gravity" getter="get_gravity" default="Vector2(0, 6)">
The default amount of gravity applied to the Jiggle joints, if they are not overriden.
The default amount of gravity applied to the Jiggle joints, if they are not overridden.
</member>
<member name="jiggle_data_chain_length" type="int" setter="set_jiggle_data_chain_length" getter="get_jiggle_data_chain_length" default="0">
The amount of Jiggle joints in the Jiggle modification.
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="0.75">
The default amount of mass assigned to the Jiggle joints, if they are not overriden. Higher values lead to faster movements and more overshooting.
The default amount of mass assigned to the Jiggle joints, if they are not overridden. Higher values lead to faster movements and more overshooting.
</member>
<member name="stiffness" type="float" setter="set_stiffness" getter="get_stiffness" default="3.0">
The default amount of stiffness assigned to the Jiggle joints, if they are not overriden. Higher values act more like springs, quickly moving into the correct position.
The default amount of stiffness assigned to the Jiggle joints, if they are not overridden. Higher values act more like springs, quickly moving into the correct position.
</member>
<member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath(&quot;&quot;)">
The NodePath to the node that is the target for the Jiggle modification. This node is what the Jiggle chain will attempt to rotate the bone chain to.
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2 changes: 1 addition & 1 deletion doc/classes/SkeletonModification2DTwoBoneIK.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
A modification that rotates two bones using the law of cosigns to reach the target.
</brief_description>
<description>
This [SkeletonModification2D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three verticies of the triangle. Because the algorithm works by making a triangle, it can only opperate on two bones.
This [SkeletonModification2D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three vertices of the triangle. Because the algorithm works by making a triangle, it can only operate on two bones.
TwoBoneIK is great for arms, legs, and really any joints that can be represented by just two bones that bend to reach a target. This solver is more lightweight than [SkeletonModification2DFABRIK], but gives similar, natural looking results.
</description>
<tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/SkeletonModificationStack2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -54,7 +54,7 @@
<return type="bool">
</return>
<description>
Returns a boolean that indiciates whether the modification stack is setup and can execute.
Returns a boolean that indicates whether the modification stack is setup and can execute.
</description>
</method>
<method name="get_modification" qualifiers="const">
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2 changes: 1 addition & 1 deletion doc/classes/TextEdit.xml
Original file line number Diff line number Diff line change
Expand Up @@ -127,7 +127,7 @@
<return type="Vector2">
</return>
<description>
Gets the caret pixel draw poistion.
Gets the caret pixel draw position.
</description>
</method>
<method name="get_first_non_whitespace_column" qualifiers="const">
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4 changes: 2 additions & 2 deletions doc/classes/Tween.xml
Original file line number Diff line number Diff line change
Expand Up @@ -125,7 +125,7 @@
<return type="Tween">
</return>
<description>
Makes the next [Tweener] run parallely to the previous one. Example:
Makes the next [Tweener] run parallelly to the previous one. Example:
[codeblock]
var tween = create_tween()
tween.tween_property(...)
Expand Down Expand Up @@ -175,7 +175,7 @@
<argument index="0" name="parallel" type="bool" default="true">
</argument>
<description>
If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after this method will by default run simultanously, as opposed to sequentially.
If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after this method will by default run simultaneously, as opposed to sequentially.
</description>
</method>
<method name="set_pause_mode">
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2 changes: 1 addition & 1 deletion doc/classes/Tweener.xml
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@
<signals>
<signal name="finished">
<description>
Emited when the [Tweener] has just finished its job.
Emitted when the [Tweener] has just finished its job.
</description>
</signal>
</signals>
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4 changes: 2 additions & 2 deletions drivers/vulkan/rendering_device_vulkan.h
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Expand Up @@ -652,8 +652,8 @@ class RenderingDeviceVulkan : public RenderingDevice {
// Basically, you can mix and match pools as you
// like, but you'll run into fragmentation issues.
// Because of this, the recommended approach is to
// create a a pool for every descriptor set type,
// as this prevents fragmentation.
// create a pool for every descriptor set type, as
// this prevents fragmentation.
//
// This is implemented here as a having a list of
// pools (each can contain up to 64 sets) for each
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