Merge pull request #36987 from luzpaz/typos

Fix various typos
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Rémi Verschelde 2020-03-12 10:25:48 +01:00 committed by GitHub
commit 14b41d0fc9
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27 changed files with 36 additions and 36 deletions

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@ -32,8 +32,8 @@
#include "core/io/marshalls.h"
#define CHECK_SIZE(arr, expected, what) ERR_FAIL_COND_V_MSG((uint32_t)arr.size() < (uint32_t)(expected), false, String("Malformed ") + what + " message from script debugger, message too short. Exptected size: " + itos(expected) + ", actual size: " + itos(arr.size()))
#define CHECK_END(arr, expected, what) ERR_FAIL_COND_V_MSG((uint32_t)arr.size() > (uint32_t)expected, false, String("Malformed ") + what + " message from script debugger, message too long. Exptected size: " + itos(expected) + ", actual size: " + itos(arr.size()))
#define CHECK_SIZE(arr, expected, what) ERR_FAIL_COND_V_MSG((uint32_t)arr.size() < (uint32_t)(expected), false, String("Malformed ") + what + " message from script debugger, message too short. Expected size: " + itos(expected) + ", actual size: " + itos(arr.size()))
#define CHECK_END(arr, expected, what) ERR_FAIL_COND_V_MSG((uint32_t)arr.size() > (uint32_t)expected, false, String("Malformed ") + what + " message from script debugger, message too long. Expected size: " + itos(expected) + ", actual size: " + itos(arr.size()))
Array DebuggerMarshalls::ResourceUsage::serialize() {
infos.sort();

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@ -887,7 +887,7 @@ RemoteDebugger::RemoteDebugger(Ref<RemoteDebuggerPeer> p_peer) {
visual_profiler = memnew(VisualProfiler);
_bind_profiler("visual", visual_profiler);
// Perfromance Profiler
// Performance Profiler
Object *perf = Engine::get_singleton()->get_singleton_object("Performance");
if (perf) {
performance_profiler = memnew(PerformanceProfiler(perf));

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@ -1839,7 +1839,7 @@ Expression::ENode *Expression::_parse_expression() {
}
}
//consecutively do unary opeators
//consecutively do unary operators
for (int i = expr_pos - 1; i >= next_op; i--) {
OperatorNode *op = alloc_node<OperatorNode>();

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@ -4,7 +4,7 @@
Binary choice user interface widget. See also [CheckButton].
</brief_description>
<description>
A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to [CheckButton] in functionality, but it has a different apperance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has [b]no[/b] immediate effect on something. For instance, it should be used when toggling it will only do something once a confirmation button is pressed.
A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to [CheckButton] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has [b]no[/b] immediate effect on something. For instance, it should be used when toggling it will only do something once a confirmation button is pressed.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
Checkable button. See also [CheckBox].
</brief_description>
<description>
CheckButton is a toggle button displayed as a check field. It's similar to [CheckBox] in functionality, but it has a different apperance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an [b]immediate[/b] effect on something. For instance, it should be used if toggling it enables/disables a setting without requiring the user to press a confirmation button.
CheckButton is a toggle button displayed as a check field. It's similar to [CheckBox] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an [b]immediate[/b] effect on something. For instance, it should be used if toggling it enables/disables a setting without requiring the user to press a confirmation button.
</description>
<tutorials>
</tutorials>

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@ -70,7 +70,7 @@
</argument>
<description>
Clips [code]polygon_a[/code] against [code]polygon_b[/code] and returns an array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] between polygons. Returns an empty array if [code]polygon_b[/code] completely overlaps [code]polygon_a[/code].
If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an outer polygon (boundary) and inner polygon (hole) which could be distiguished by calling [method is_polygon_clockwise].
If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an outer polygon (boundary) and inner polygon (hole) which could be distinguished by calling [method is_polygon_clockwise].
</description>
</method>
<method name="clip_polyline_with_polygon_2d">
@ -102,7 +102,7 @@
</argument>
<description>
Mutually excludes common area defined by intersection of [code]polygon_a[/code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and returns an array of excluded polygons. This performs [constant OPERATION_XOR] between polygons. In other words, returns all but common area between polygons.
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distiguished by calling [method is_polygon_clockwise].
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise].
</description>
</method>
<method name="get_closest_point_to_segment">

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@ -124,7 +124,7 @@
The distance to search for other agents.
</member>
<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0">
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceded, it recalculates the ideal path.
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
The radius of the agent.

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@ -118,7 +118,7 @@
The distance to search for other agents.
</member>
<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0">
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceded, it recalculates the ideal path.
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
The radius of the agent.

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@ -13,7 +13,7 @@
<return type="void">
</return>
<description>
Bakes the [NavigationMesh]. The baking is done in a seperate thread because navigation baking is not a cheap operation. This can be done at runtime. When it is completed, it automatically sets the new [NavigationMesh].
Bakes the [NavigationMesh]. The baking is done in a separate thread because navigation baking is not a cheap operation. This can be done at runtime. When it is completed, it automatically sets the new [NavigationMesh].
</description>
</method>
</methods>

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@ -25,7 +25,7 @@
</argument>
<description>
Calling this method connects this UDP peer to the given [code]host[/code]/[code]port[/code] pair. UDP is in reality connectionless, so this option only means that incoming packets from different addresses are automatically discarded, and that outgoing packets are always sent to the connected address (future calls to [method set_dest_address] are not allowed). This method does not send any data to the remote peer, to do that, use [method PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also [UDPServer].
Note: Connecting to the remote peer does not help to protect from malicious attacks like IP spoofing, etc. Think about using an encryption technique like SSL or DTLS if you feel like your application is transfering sensitive information.
Note: Connecting to the remote peer does not help to protect from malicious attacks like IP spoofing, etc. Think about using an encryption technique like SSL or DTLS if you feel like your application is transferring sensitive information.
</description>
</method>
<method name="get_packet_ip" qualifiers="const">

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@ -1388,7 +1388,7 @@
</constant>
<constant name="CONE_TWIST_JOINT_SWING_SPAN" value="0" enum="ConeTwistJointParam">
Swing is rotation from side to side, around the axis perpendicular to the twist axis.
The swing span defines, how much rotation will not get corrected allong the swing axis.
The swing span defines, how much rotation will not get corrected along the swing axis.
Could be defined as looseness in the [ConeTwistJoint].
If below 0.05, this behavior is locked.
</constant>

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@ -4,7 +4,7 @@
Compares two floating-point numbers in order to return a required vector within the visual shader graph.
</brief_description>
<description>
First two ports are scalar floatin-point numbers to compare, third is tolerance comparsion amount and last three ports represents a vectors returned if [code]a == b[/code], [code]a &gt; b[/code] and [code]a &lt; b[/code] respectivly.
First two ports are scalar floatin-point numbers to compare, third is tolerance comparison amount and last three ports represents a vectors returned if [code]a == b[/code], [code]a &gt; b[/code] and [code]a &lt; b[/code] respectively.
</description>
<tutorials>
</tutorials>

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@ -1425,7 +1425,7 @@ void ScriptEditorDebugger::_item_menu_id_pressed(int p_option) {
void ScriptEditorDebugger::_tab_changed(int p_tab) {
if (tabs->get_tab_title(p_tab) == TTR("Video RAM")) {
// "Video RAM" tab was clicked, refresh the data it's dislaying when entering the tab.
// "Video RAM" tab was clicked, refresh the data it's displaying when entering the tab.
_video_mem_request();
}
}

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@ -350,7 +350,7 @@ void ResourceImporterTexture::_save_stex(const Ref<Image> &p_image, const String
f->store_32(flags);
f->store_32(p_limit_mipmap);
//reserverd for future use
//reserved for future use
f->store_32(0);
f->store_32(0);
f->store_32(0);

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@ -88,7 +88,7 @@ static inline bool ray_intersects_triangle(const Vector3 &p_from, const Vector3
Vector3 edge2 = p_vertices[2] - p_vertices[0];
Vector3 h = p_dir.cross(edge2);
real_t a = edge1.dot(h);
// Check if ray is parrallel to triangle.
// Check if ray is parallel to triangle.
if (Math::is_zero_approx(a))
return false;
real_t f = 1.0 / a;
@ -818,7 +818,7 @@ void CSGBrushOperation::Build2DFaces::_add_vertex_idx_sorted(Vector<int> &r_vert
int axis = 0;
if (Math::abs(new_point.x - first_point.x) < Math::abs(new_point.y - first_point.y)) axis = 1;
// Add it to the beginnig or the end appropriately.
// Add it to the beginning or the end appropriately.
if (new_point[axis] < first_point[axis])
r_vertex_indices.insert(0, p_new_vertex_index);
else
@ -868,7 +868,7 @@ void CSGBrushOperation::Build2DFaces::_merge_faces(const Vector<int> &p_segment_
inner_idx = p_segment_indices[segments + segments / 2 - sorted_idx];
}
// Find the mergable faces.
// Find the mergeable faces.
Vector<int> merge_faces_idx;
Vector<Face2D> merge_faces;
Vector<int> merge_faces_inner_vertex_idx;

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@ -134,7 +134,7 @@
The compression method used for network packets. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all.
</member>
<member name="dtls_verify" type="bool" setter="set_dtls_verify_enabled" getter="is_dtls_verify_enabled" default="true">
Enable or disable certiticate verification when [member use_dtls] [code]true[/code].
Enable or disable certificate verification when [member use_dtls] [code]true[/code].
</member>
<member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" override="true" default="false" />
<member name="server_relay" type="bool" setter="set_server_relay_enabled" getter="is_server_relay_enabled" default="true">

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@ -41,7 +41,7 @@
*/
/// Creates a struct for each function and a function that once called creates
/// an instance of that struct with the submited parameters.
/// an instance of that struct with the submitted parameters.
/// Then, that struct is stored in an array; the `sync` function consume that array.
#define COMMAND_1(F_NAME, T_0, D_0) \

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@ -691,7 +691,7 @@ void NavMap::sync() {
const float ecm_squared(edge_connection_margin * edge_connection_margin);
#define LEN_TOLLERANCE 0.1
#define DIR_TOLLERANCE 0.9
// In front of tollerance
// In front of tolerance
#define IFO_TOLLERANCE 0.5
// Find the compatible near edges.
@ -715,7 +715,7 @@ void NavMap::sync() {
Vector3 rel_centers = other_edge.edge_center - edge.edge_center;
if (ecm_squared > rel_centers.length_squared() // Are enough closer?
&& ABS(edge.edge_len_squared - other_edge.edge_len_squared) < LEN_TOLLERANCE // Are the same length?
&& ABS(edge.edge_dir.dot(other_edge.edge_dir)) > DIR_TOLLERANCE // Are alligned?
&& ABS(edge.edge_dir.dot(other_edge.edge_dir)) > DIR_TOLLERANCE // Are aligned?
&& ABS(rel_centers.normalized().dot(edge.edge_dir)) < IFO_TOLLERANCE // Are one in front the other?
) {
// The edges can be connected

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@ -1517,7 +1517,7 @@ GDScriptParser::Node *GDScriptParser::_parse_expression(Node *p_parent, bool p_s
}
}
//consecutively do unary opeators
//consecutively do unary operators
for (int i = expr_pos - 1; i >= next_op; i--) {
OperatorNode *op = alloc_node<OperatorNode>();

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@ -1141,7 +1141,7 @@ VisualScriptExpression::ENode *VisualScriptExpression::_parse_expression() {
}
}
//consecutively do unary opeators
//consecutively do unary operators
for (int i = expr_pos - 1; i >= next_op; i--) {
OperatorNode *op = alloc_node<OperatorNode>();

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@ -49,7 +49,7 @@ protected:
static void _bind_methods();
public:
/// Thread safe, can be used accross many threads.
/// Thread safe, can be used across many threads.
static const Navigation2DServer *get_singleton() { return singleton; }
/// MUST be used in single thread!

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@ -54,7 +54,7 @@ protected:
static void _bind_methods();
public:
/// Thread safe, can be used accross many threads.
/// Thread safe, can be used across many threads.
static const NavigationServer *get_singleton();
/// MUST be used in single thread!

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@ -2242,14 +2242,14 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
//non light variants
variants.push_back(""); //none by default is first variant
variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
variants.push_back("#define USE_PRIMITIVE\n"); //primitve is the third
variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third
variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
//light variants
variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitve is the third
variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size

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@ -3938,7 +3938,7 @@ void RasterizerStorageRD::_update_render_target(RenderTarget *rt) {
if (rt->size.width == 0 || rt->size.height == 0) {
return;
}
//until we implement suport for HDR monitors (and render target is attached to screen), this is enough.
//until we implement support for HDR monitors (and render target is attached to screen), this is enough.
rt->color_format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
rt->color_format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
rt->image_format = rt->flags[RENDER_TARGET_TRANSPARENT] ? Image::FORMAT_RGBA8 : Image::FORMAT_RGB8;

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@ -416,7 +416,7 @@ FRAGMENT_SHADER_CODE
vec4 base_color = color;
if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
color = vec4(0.0); //inivisible by default due to using light mask
color = vec4(0.0); //invisible by default due to using light mask
}
color *= canvas_data.canvas_modulation;

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@ -418,7 +418,7 @@ public:
virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0;
virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, bool p_sync_with_draw = false) = 0; //this function can be used from any thread and it takes effect at the begining of the frame, unless sync with draw is used, which is used to mix updates with draw calls
virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, bool p_sync_with_draw = false) = 0; //this function can be used from any thread and it takes effect at the beginning of the frame, unless sync with draw is used, which is used to mix updates with draw calls
virtual Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer) = 0; // CPU textures will return immediately, while GPU textures will most likely force a flush
virtual bool texture_is_format_supported_for_usage(DataFormat p_format, uint32_t p_usage) const = 0;
@ -621,7 +621,7 @@ public:
virtual RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set) = 0;
virtual bool uniform_set_is_valid(RID p_uniform_set) = 0;
virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, bool p_sync_with_draw = false) = 0; //this function can be used from any thread and it takes effect at the begining of the frame, unless sync with draw is used, which is used to mix updates with draw calls
virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, bool p_sync_with_draw = false) = 0; //this function can be used from any thread and it takes effect at the beginning of the frame, unless sync with draw is used, which is used to mix updates with draw calls
virtual Vector<uint8_t> buffer_get_data(RID p_buffer) = 0; //this causes stall, only use to retrieve large buffers for saving
/*************************/
@ -643,7 +643,7 @@ public:
RENDER_PRIMITIVE_MAX
};
//disable optimization, tesselate control points
//disable optimization, tessellate control points
enum PolygonCullMode {
POLYGON_CULL_DISABLED,
@ -907,7 +907,7 @@ public:
enum InitialAction {
INITIAL_ACTION_CLEAR, //start rendering and clear the framebuffer (supply params)
INITIAL_ACTION_KEEP, //start rendering, but keep attached color texture contents (depth will be cleared)
INITIAL_ACTION_CONTINUE, //continue rendering (framebuffer must have been left in "continue" state as final action prevously)
INITIAL_ACTION_CONTINUE, //continue rendering (framebuffer must have been left in "continue" state as final action previously)
INITIAL_ACTION_MAX
};

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@ -4346,7 +4346,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
}
}
//consecutively do unary opeators
//consecutively do unary operators
for (int i = expr_pos - 1; i >= next_op; i--) {
OperatorNode *op = alloc_node<OperatorNode>();