Merge pull request #88733 from ryevdokimov/Remove-word-duplicates

Remove word duplicates in comments and strings, and fix casing and punctuation
This commit is contained in:
Rémi Verschelde 2024-02-25 11:50:09 +01:00
commit 83b32f990e
No known key found for this signature in database
GPG key ID: C3336907360768E1
20 changed files with 34 additions and 34 deletions

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@ -1093,7 +1093,7 @@ Error ProjectSettings::save_custom(const String &p_path, const CustomMap &p_cust
} else if (p_path.ends_with(".binary")) {
return _save_settings_binary(p_path, save_props, p_custom, save_features);
} else {
ERR_FAIL_V_MSG(ERR_FILE_UNRECOGNIZED, "Unknown config file format: " + p_path + ".");
ERR_FAIL_V_MSG(ERR_FILE_UNRECOGNIZED, "Unknown config file format: " + p_path);
}
}

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@ -431,7 +431,7 @@ void GDExtension::_register_extension_class_internal(GDExtensionClassLibraryPtr
//inheriting from engine class
}
} else {
ERR_FAIL_MSG("Attempt to register an extension class '" + String(class_name) + "' using non-existing parent class '" + String(parent_class_name) + "'");
ERR_FAIL_MSG("Attempt to register an extension class '" + String(class_name) + "' using non-existing parent class '" + String(parent_class_name) + "'.");
}
#ifdef TOOLS_ENABLED

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@ -685,7 +685,7 @@ void Basis::set_euler(const Vector3 &p_euler, EulerOrder p_order) {
*this = zmat * ymat * xmat;
} break;
default: {
ERR_FAIL_MSG("Invalid order parameter for set_euler(vec3,order)");
ERR_FAIL_MSG("Invalid Euler order parameter.");
}
}
}

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@ -76,7 +76,7 @@ public:
}
//this is used by script languages that keep a reference counter of their own
//you can make make Ref<> not die when it reaches zero, so deleting the reference
//you can make Ref<> not die when it reaches zero, so deleting the reference
//depends entirely from the script
virtual void refcount_incremented() {}

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@ -551,7 +551,7 @@ void WorkerThreadPool::wait_for_group_task_completion(GroupID p_group) {
Group **groupp = groups.getptr(p_group);
task_mutex.unlock();
if (!groupp) {
ERR_FAIL_MSG("Invalid Group ID");
ERR_FAIL_MSG("Invalid Group ID.");
}
{

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@ -1536,7 +1536,7 @@ String String::num(double p_num, int p_decimals) {
fmt[5] = 'f';
fmt[6] = 0;
}
// if we want to convert a double with as much decimal places as as
// if we want to convert a double with as much decimal places as
// DBL_MAX or DBL_MIN then we would theoretically need a buffer of at least
// DBL_MAX_10_EXP + 2 for DBL_MAX and DBL_MAX_10_EXP + 4 for DBL_MIN.
// BUT those values where still giving me exceptions, so I tested from

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@ -270,7 +270,7 @@ public:
if (THREAD_SAFE) {
spin_lock.unlock();
}
ERR_FAIL_MSG("Attempted to free an uninitialized or invalid RID");
ERR_FAIL_MSG("Attempted to free an uninitialized or invalid RID.");
} else if (unlikely(validator_chunks[idx_chunk][idx_element] != validator)) {
if (THREAD_SAFE) {
spin_lock.unlock();

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@ -661,7 +661,7 @@ public:
VariantInternal::clear(r_ret);
}
static void ptr_construct(void *base, const void **p_args) {
ERR_FAIL_MSG("can't ptrcall nil constructor");
ERR_FAIL_MSG("Cannot ptrcall nil constructor");
}
static int get_argument_count() {

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@ -1860,7 +1860,7 @@ void RenderingDeviceDriverD3D12::command_pipeline_barrier(
VectorView<RDD::BufferBarrier> p_buffer_barriers,
VectorView<RDD::TextureBarrier> p_texture_barriers) {
if (p_src_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT) && p_dst_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT)) {
// Looks like the intent is a a full barrier.
// Looks like the intent is a full barrier.
// In the resource barriers world, we can force a full barrier by discarding some resource, as per
// https://microsoft.github.io/DirectX-Specs/d3d/D3D12EnhancedBarriers.html#synchronous-copy-discard-and-resolve.
const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;

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@ -219,7 +219,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
glGenBuffers(1, &s->vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
// If we have an uncompressed surface that contains normals, but not tangents, we need to differentiate the array
// from a compressed array in the shader. To do so, we allow the the normal to read 4 components out of the buffer
// from a compressed array in the shader. To do so, we allow the normal to read 4 components out of the buffer
// But only give it 2 components per normal. So essentially, each vertex reads the next normal in normal.zw.
// This allows us to avoid adding a shader permutation, and avoid passing dummy tangents. Since the stride is kept small
// this should still be a net win for bandwidth.

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@ -1588,7 +1588,7 @@ Ref<Shortcut> ED_GET_SHORTCUT(const String &p_path) {
Ref<Shortcut> sc = EditorSettings::get_singleton()->get_shortcut(p_path);
ERR_FAIL_COND_V_MSG(!sc.is_valid(), sc, "Used ED_GET_SHORTCUT with invalid shortcut: " + p_path + ".");
ERR_FAIL_COND_V_MSG(!sc.is_valid(), sc, "Used ED_GET_SHORTCUT with invalid shortcut: " + p_path);
return sc;
}
@ -1597,7 +1597,7 @@ void ED_SHORTCUT_OVERRIDE(const String &p_path, const String &p_feature, Key p_k
ERR_FAIL_NULL_MSG(EditorSettings::get_singleton(), "EditorSettings not instantiated yet.");
Ref<Shortcut> sc = EditorSettings::get_singleton()->get_shortcut(p_path);
ERR_FAIL_COND_MSG(!sc.is_valid(), "Used ED_SHORTCUT_OVERRIDE with invalid shortcut: " + p_path + ".");
ERR_FAIL_COND_MSG(!sc.is_valid(), "Used ED_SHORTCUT_OVERRIDE with invalid shortcut: " + p_path);
PackedInt32Array arr;
arr.push_back((int32_t)p_keycode);
@ -1609,7 +1609,7 @@ void ED_SHORTCUT_OVERRIDE_ARRAY(const String &p_path, const String &p_feature, c
ERR_FAIL_NULL_MSG(EditorSettings::get_singleton(), "EditorSettings not instantiated yet.");
Ref<Shortcut> sc = EditorSettings::get_singleton()->get_shortcut(p_path);
ERR_FAIL_COND_MSG(!sc.is_valid(), "Used ED_SHORTCUT_OVERRIDE_ARRAY with invalid shortcut: " + p_path + ".");
ERR_FAIL_COND_MSG(!sc.is_valid(), "Used ED_SHORTCUT_OVERRIDE_ARRAY with invalid shortcut: " + p_path);
// Only add the override if the OS supports the provided feature.
if (!OS::get_singleton()->has_feature(p_feature)) {

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@ -767,7 +767,7 @@ bool SceneTreeEditor::_item_matches_all_terms(TreeItem *p_item, PackedStringArra
// Filter by Type.
String type = get_node(p_item->get_metadata(0))->get_class();
bool term_in_inherited_class = false;
// Every Node is is a Node, duh!
// Every Node is a Node, duh!
while (type != "Node") {
if (type.to_lower().contains(argument)) {
term_in_inherited_class = true;

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@ -200,7 +200,7 @@ struct LocationLink {
/**
* The range that should be selected and revealed when this link is being followed, e.g the name of a function.
* Must be contained by the the `targetRange`. See also `DocumentSymbol#range`
* Must be contained by the `targetRange`. See also `DocumentSymbol#range`
*/
Range targetSelectionRange;
};

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@ -292,7 +292,7 @@ ReplicationEditor::ReplicationEditor() {
vb->add_child(tree);
drop_label = memnew(Label);
drop_label->set_text(TTR("Add properties using the options above, or\ndrag them them from the inspector and drop them here."));
drop_label->set_text(TTR("Add properties using the options above, or\ndrag them from the inspector and drop them here."));
drop_label->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
drop_label->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
tree->add_child(drop_label);

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@ -421,7 +421,7 @@ Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const Obje
// Check visibility for each peers.
for (const KeyValue<int, PeerInfo> &E : peers_info) {
if (is_visible) {
// This is fast, since the the object is visible to everyone, we don't need to check each peer.
// This is fast, since the object is visible to everyone, we don't need to check each peer.
if (E.value.spawn_nodes.has(p_oid)) {
// Already spawned.
continue;

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@ -1666,7 +1666,7 @@ void TileMapLayer::_internal_update() {
Vector<Vector2i> to_delete;
for (SelfList<CellData> *cell_data_list_element = dirty.cell_list.first(); cell_data_list_element; cell_data_list_element = cell_data_list_element->next()) {
CellData &cell_data = *cell_data_list_element->self();
// Select the the cell from tile_map if it is invalid.
// Select the cell from tile_map if it is invalid.
if (cell_data.cell.source_id == TileSet::INVALID_SOURCE) {
to_delete.push_back(cell_data.coords);
}
@ -2978,4 +2978,4 @@ TerrainConstraint::TerrainConstraint(Ref<TileSet> p_tile_set, const Vector2i &p_
}
}
terrain = p_terrain;
}
}

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@ -229,7 +229,7 @@ void TextEdit::Text::invalidate_cache(int p_line, int p_column, bool p_text_chan
}
text.write[p_line].height = height;
// If this line has shrunk, this may no longer the the tallest line.
// If this line has shrunk, this may no longer the tallest line.
if (old_height == line_height && height < line_height) {
_calculate_line_height();
} else {
@ -241,7 +241,7 @@ void TextEdit::Text::invalidate_cache(int p_line, int p_column, bool p_text_chan
int line_width = get_line_width(p_line);
text.write[p_line].width = line_width;
// If this line has shrunk, this may no longer the the longest line.
// If this line has shrunk, this may no longer the longest line.
if (old_width == max_width && line_width < max_width) {
_calculate_max_line_width();
} else if (!is_hidden(p_line)) {
@ -731,7 +731,7 @@ void TextEdit::_notification(int p_what) {
// Draw the minimap.
// Add visual feedback when dragging or hovering the the visible area rectangle.
// Add visual feedback when dragging or hovering the visible area rectangle.
float viewport_alpha;
if (dragging_minimap) {
viewport_alpha = 0.25;

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@ -281,16 +281,16 @@ void SkeletonModification2DTwoBoneIK::update_joint_one_bone2d_cache() {
if (stack->skeleton->has_node(joint_one_bone2d_node)) {
Node *node = stack->skeleton->get_node(joint_one_bone2d_node);
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
"Cannot update update joint one Bone2D cache: node is this modification's skeleton or cannot be found!");
"Cannot update joint one Bone2D cache: node is this modification's skeleton or cannot be found!");
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
"Cannot update update joint one Bone2D cache: node is not in the scene tree!");
"Cannot update joint one Bone2D cache: node is not in the scene tree!");
joint_one_bone2d_node_cache = node->get_instance_id();
Bone2D *bone = Object::cast_to<Bone2D>(node);
if (bone) {
joint_one_bone_idx = bone->get_index_in_skeleton();
} else {
ERR_FAIL_MSG("update joint one Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
ERR_FAIL_MSG("Update joint one Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
}
}
}
@ -309,16 +309,16 @@ void SkeletonModification2DTwoBoneIK::update_joint_two_bone2d_cache() {
if (stack->skeleton->has_node(joint_two_bone2d_node)) {
Node *node = stack->skeleton->get_node(joint_two_bone2d_node);
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
"Cannot update update joint two Bone2D cache: node is this modification's skeleton or cannot be found!");
"Cannot update joint two Bone2D cache: node is this modification's skeleton or cannot be found!");
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
"Cannot update update joint two Bone2D cache: node is not in scene tree!");
"Cannot update joint two Bone2D cache: node is not in scene tree!");
joint_two_bone2d_node_cache = node->get_instance_id();
Bone2D *bone = Object::cast_to<Bone2D>(node);
if (bone) {
joint_two_bone_idx = bone->get_index_in_skeleton();
} else {
ERR_FAIL_MSG("update joint two Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
ERR_FAIL_MSG("Update joint two Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
}
}
}

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@ -374,7 +374,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
if (new_surface.vertex_data.size()) {
// If we have an uncompressed surface that contains normals, but not tangents, we need to differentiate the array
// from a compressed array in the shader. To do so, we allow the the normal to read 4 components out of the buffer
// from a compressed array in the shader. To do so, we allow the normal to read 4 components out of the buffer
// But only give it 2 components per normal. So essentially, each vertex reads the next normal in normal.zw.
// This allows us to avoid adding a shader permutation, and avoid passing dummy tangents. Since the stride is kept small
// this should still be a net win for bandwidth.

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@ -3782,12 +3782,12 @@ void RenderingDevice::draw_list_draw(DrawListID p_list, bool p_use_indices, uint
#ifdef DEBUG_ENABLED
if (dl->state.sets[i].pipeline_expected_format != dl->state.sets[i].uniform_set_format) {
if (dl->state.sets[i].uniform_set_format == 0) {
ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline");
ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline.");
} else if (uniform_set_owner.owns(dl->state.sets[i].uniform_set)) {
UniformSet *us = uniform_set_owner.get_or_null(dl->state.sets[i].uniform_set);
ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + "):\n" + _shader_uniform_debug(us->shader_id, us->shader_set) + "\nare not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(dl->state.pipeline_shader));
} else {
ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(dl->state.pipeline_shader));
ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(dl->state.pipeline_shader));
}
}
#endif
@ -4173,12 +4173,12 @@ void RenderingDevice::compute_list_dispatch(ComputeListID p_list, uint32_t p_x_g
#ifdef DEBUG_ENABLED
if (cl->state.sets[i].pipeline_expected_format != cl->state.sets[i].uniform_set_format) {
if (cl->state.sets[i].uniform_set_format == 0) {
ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline");
ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline.");
} else if (uniform_set_owner.owns(cl->state.sets[i].uniform_set)) {
UniformSet *us = uniform_set_owner.get_or_null(cl->state.sets[i].uniform_set);
ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + "):\n" + _shader_uniform_debug(us->shader_id, us->shader_set) + "\nare not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
} else {
ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
}
}
#endif
@ -4271,7 +4271,7 @@ void RenderingDevice::compute_list_dispatch_indirect(ComputeListID p_list, RID p
UniformSet *us = uniform_set_owner.get_or_null(cl->state.sets[i].uniform_set);
ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + "):\n" + _shader_uniform_debug(us->shader_id, us->shader_set) + "\nare not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
} else {
ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
}
}
#endif