Fix typos with codespell

Using codespell 1.16.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
This commit is contained in:
Rémi Verschelde 2019-11-22 08:35:03 +01:00
parent 28613ab8c9
commit ab3bccdb78
13 changed files with 30 additions and 30 deletions

View file

@ -34,13 +34,6 @@
- [code]"offset"[/code] to store the offset of the line change since the first contextual line content.
</description>
</method>
<method name="is_vcs_initialized">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the VCS addon has been initialized, else returns [code]false[/code].
</description>
</method>
<method name="get_modified_files_data">
<return type="Dictionary">
</return>
@ -84,6 +77,13 @@
Returns [code]true[/code] if the addon is ready to respond to function calls, else returns [code]false[/code].
</description>
</method>
<method name="is_vcs_initialized">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the VCS addon has been initialized, else returns [code]false[/code].
</description>
</method>
<method name="shut_down">
<return type="bool">
</return>

View file

@ -1488,15 +1488,15 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
}
EditorSceneImporterGLTF::GLTFNodeIndex EditorSceneImporterGLTF::_find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset) {
int heighest = -1;
int highest = -1;
GLTFNodeIndex best_node = -1;
for (int i = 0; i < subset.size(); ++i) {
const GLTFNodeIndex node_i = subset[i];
const GLTFNode *node = state.nodes[node_i];
if (heighest == -1 || node->height < heighest) {
heighest = node->height;
if (highest == -1 || node->height < highest) {
highest = node->height;
best_node = node_i;
}
}

View file

@ -182,7 +182,7 @@ void ImportDock::set_edit_multiple_paths(const Vector<String> &p_paths) {
clear();
//use the value that is repeated the mot
// Use the value that is repeated the most.
Map<String, Dictionary> value_frequency;
for (int i = 0; i < p_paths.size(); i++) {

View file

@ -122,7 +122,7 @@ void MultiNodeEdit::_get_property_list(List<PropertyInfo> *p_list) const {
int nc = 0;
List<PLData *> datas;
List<PLData *> data_list;
for (const List<NodePath>::Element *E = nodes.front(); E; E = E->next()) {
@ -145,7 +145,7 @@ void MultiNodeEdit::_get_property_list(List<PropertyInfo> *p_list) const {
pld.uses = 0;
pld.info = F->get();
usage[F->get().name] = pld;
datas.push_back(usage.getptr(F->get().name));
data_list.push_back(usage.getptr(F->get().name));
}
// Make sure only properties with the same exact PropertyInfo data will appear
@ -156,7 +156,7 @@ void MultiNodeEdit::_get_property_list(List<PropertyInfo> *p_list) const {
nc++;
}
for (List<PLData *>::Element *E = datas.front(); E; E = E->next()) {
for (List<PLData *>::Element *E = data_list.front(); E; E = E->next()) {
if (nc == E->get()->uses) {
p_list->push_back(E->get()->info);

View file

@ -757,7 +757,7 @@ Variant SpriteFramesEditor::get_drag_data_fw(const Point2 &p_point, Control *p_f
return Variant();
Dictionary drag_data = EditorNode::get_singleton()->drag_resource(frame, p_from);
drag_data["frame"] = idx; // store the frame, incase we want to reorder frames inside 'drop_data_fw'
drag_data["frame"] = idx; // store the frame, in case we want to reorder frames inside 'drop_data_fw'
return drag_data;
}

View file

@ -430,9 +430,9 @@ void TextureRegionEditor::_region_input(const Ref<InputEvent> &p_input) {
if (mm->get_button_mask() & BUTTON_MASK_MIDDLE || Input::get_singleton()->is_key_pressed(KEY_SPACE)) {
Vector2 draged(mm->get_relative().x / draw_zoom, mm->get_relative().y / draw_zoom);
hscroll->set_value(hscroll->get_value() - draged.x);
vscroll->set_value(vscroll->get_value() - draged.y);
Vector2 dragged(mm->get_relative().x / draw_zoom, mm->get_relative().y / draw_zoom);
hscroll->set_value(hscroll->get_value() - dragged.x);
vscroll->set_value(vscroll->get_value() - dragged.y);
} else if (drag) {

View file

@ -1319,7 +1319,7 @@ EditorSceneImporterAssimp::create_mesh(ImportState &state, const aiNode *assimp_
RegenerateBoneStack(state);
// Configure indicies
// Configure indices
for (uint32_t i = 0; i < assimp_node->mNumMeshes; i++) {
int mesh_index = assimp_node->mMeshes[i];
// create list of mesh indexes

View file

@ -102,9 +102,9 @@ const lsp::DocumentSymbol *GDScriptWorkspace::get_script_symbol(const String &p_
}
void GDScriptWorkspace::reload_all_workspace_scripts() {
List<String> pathes;
list_script_files("res://", pathes);
for (List<String>::Element *E = pathes.front(); E; E = E->next()) {
List<String> paths;
list_script_files("res://", paths);
for (List<String>::Element *E = paths.front(); E; E = E->next()) {
const String &path = E->get();
Error err;
String content = FileAccess::get_file_as_string(path, &err);

View file

@ -1583,7 +1583,7 @@ struct GodotNativeClassInfo {
}
};
/** Features not included in the standart lsp specifications */
/** Features not included in the standard lsp specifications */
struct GodotCapabilities {
/**

View file

@ -1637,7 +1637,7 @@ void VisualScriptEditor::_on_nodes_duplicate() {
for (Set<int>::Element *F = to_duplicate.front(); F; F = F->next()) {
// duplicate from the specifc function but place it into the default func as it would lack the connections
// duplicate from the specific function but place it into the default func as it would lack the connections
StringName func = _get_function_of_node(F->get());
Ref<VisualScriptNode> node = script->get_node(func, F->get());
@ -2938,7 +2938,7 @@ void VisualScriptEditor::_graph_connected(const String &p_from, int p_from_slot,
if ((to_node_pos.x - from_node_pos.x) < 0) {
// to is behind from node
if (to_node_pos.x > (from_node_pos.x - to_node_size.x - 240))
new_to_node_pos.x = from_node_pos.x - to_node_size.x - 240; // approx size of construtor node + padding
new_to_node_pos.x = from_node_pos.x - to_node_size.x - 240; // approx size of constructor node + padding
else
new_to_node_pos.x = to_node_pos.x;
new_to_node_pos.y = to_node_pos.y;
@ -2947,7 +2947,7 @@ void VisualScriptEditor::_graph_connected(const String &p_from, int p_from_slot,
} else {
// to is ahead of from node
if (to_node_pos.x < (from_node_size.x + from_node_pos.x + 240))
new_to_node_pos.x = from_node_size.x + from_node_pos.x + 240; // approx size of construtor node + padding
new_to_node_pos.x = from_node_size.x + from_node_pos.x + 240; // approx size of constructor node + padding
else
new_to_node_pos.x = to_node_pos.x;
new_to_node_pos.y = to_node_pos.y;

View file

@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
///@TODO this is a near duplicate of CameraOSX, we should find a way to combine those to minimise code duplication!!!!
///@TODO this is a near duplicate of CameraOSX, we should find a way to combine those to minimize code duplication!!!!
// If you fix something here, make sure you fix it there as wel!
#include "camera_ios.h"

View file

@ -31,7 +31,7 @@
#ifndef CAMERAOSX_H
#define CAMERAOSX_H
///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimise code duplication!!!!
///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimize code duplication!!!!
// If you fix something here, make sure you fix it there as wel!
#include "servers/camera_server.h"
@ -44,4 +44,4 @@ public:
void update_feeds();
};
#endif /* CAMERAOSX_H */
#endif /* CAMERAOSX_H */

View file

@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimise code duplication!!!!
///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimize code duplication!!!!
// If you fix something here, make sure you fix it there as wel!
#include "camera_osx.h"