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Fix typos with codespell
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Using codespell 2.3-dev from current git.

And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
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akien-mga committed Sep 30, 2022
1 parent f47979f commit 166df08
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Showing 35 changed files with 47 additions and 47 deletions.
2 changes: 1 addition & 1 deletion core/object/worker_thread_pool.cpp
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Expand Up @@ -395,7 +395,7 @@ void WorkerThreadPool::wait_for_group_task_completion(GroupID p_group) {
uint32_t finished_users = group->finished.increment(); // fetch happens before inc, so increment later.

if (finished_users == max_users) {
// All tasks using this group are gone (finished before the group), so clear the gorup too.
// All tasks using this group are gone (finished before the group), so clear the group too.
task_mutex.lock();
group_allocator.free(group);
task_mutex.unlock();
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2 changes: 1 addition & 1 deletion doc/classes/AnimationLibrary.xml
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Expand Up @@ -15,7 +15,7 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="animation" type="Animation" />
<description>
Adds the [param animation] to the library, accesible by the key [param name].
Adds the [param animation] to the library, accessible by the key [param name].
</description>
</method>
<method name="get_animation" qualifiers="const">
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4 changes: 2 additions & 2 deletions doc/classes/AnimationPlayer.xml
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Expand Up @@ -5,7 +5,7 @@
</brief_description>
<description>
An animation player is used for general-purpose playback of [Animation] resources. It contains a dictionary of [AnimationLibrary] resources and custom blend times between animation transitions.
Some methods and properties use a single key to refence an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation whithin the library, for example [code]"movement/run"[/code]. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library.
Some methods and properties use a single key to reference an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation within the library, for example [code]"movement/run"[/code]. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library.
[AnimationPlayer] is more suited than [Tween] for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an [AnimationPlayer] node thanks to the animation tools provided by the editor. That particular example can also be implemented with a [Tween], but it requires doing everything by code.
Updating the target properties of animations occurs at process time.
</description>
Expand Down Expand Up @@ -170,7 +170,7 @@
<return type="void" />
<param index="0" name="name" type="StringName" />
<description>
Removes the [AnimationLibrary] assosiated with the key [param name].
Removes the [AnimationLibrary] associated with the key [param name].
</description>
</method>
<method name="rename_animation_library">
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2 changes: 1 addition & 1 deletion doc/classes/Control.xml
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Expand Up @@ -528,7 +528,7 @@
<param index="0" name="at_position" type="Vector2" default="Vector2(0, 0)" />
<description>
Returns the tooltip text [param at_position] in local coordinates, which will typically appear when the cursor is resting over this control. By default, it returns [member tooltip_text].
[b]Note:[/b] This method can be overriden to customise its behaviour. If this method returns an empty [String], no tooltip is displayed.
[b]Note:[/b] This method can be overridden to customise its behaviour. If this method returns an empty [String], no tooltip is displayed.
</description>
</method>
<method name="grab_click_focus">
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2 changes: 1 addition & 1 deletion doc/classes/CubemapArray.xml
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Expand Up @@ -5,7 +5,7 @@
</brief_description>
<description>
[CubemapArray]s are made of an array of [Cubemap]s. Accordingly, like [Cubemap]s they are made of multiple textures the amount of which must be divisible by 6 (one image for each face of the cube). The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray].
Generally, [CubemapArray]s provide a more efficent way for storing multiple [Cubemap]s, than storing multiple [Cubemap]s themselves in an array.
Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s, than storing multiple [Cubemap]s themselves in an array.
Internally Godot, uses [CubemapArray]s for many effects including the [Sky], if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code].
[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend.
</description>
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2 changes: 1 addition & 1 deletion doc/classes/DirAccess.xml
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Expand Up @@ -251,7 +251,7 @@
<param index="0" name="path" type="String" />
<description>
Creates a new [DirAccess] object and opens an existing directory of the filesystem. The [param path] argument can be within the project tree ([code]res://folder[/code]), the user directory ([code]user://folder[/code]) or an absolute path of the user filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\tmp\folder[/code]).
Returns [code]null[/code] if opening the directory failed. You can use [method get_open_error] to check the error that ocurred.
Returns [code]null[/code] if opening the directory failed. You can use [method get_open_error] to check the error that occurred.
</description>
</method>
<method name="remove">
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4 changes: 2 additions & 2 deletions doc/classes/EditorSettings.xml
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Expand Up @@ -314,8 +314,8 @@
<member name="editors/3d/navigation/navigation_scheme" type="int" setter="" getter="">
The navigation scheme to use in the 3D editor. Changing this setting will affect the mouse buttons that must be held down to perform certain operations in the 3D editor viewport.
- [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom.
- [b]Maya:[/b] [kbd]Alt + Left mouse buttton[/kbd] to orbit. [kbd]Middle mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times faster. [kbd]Mouse wheel[/kbd] to zoom.
- [b]Modo:[/b] [kbd]Alt + Left mouse buttton[/kbd] to orbit. [kbd]Alt + Shift + Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] to zoom.
- [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times faster. [kbd]Mouse wheel[/kbd] to zoom.
- [b]Modo:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Alt + Shift + Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] to zoom.
See also [member editors/3d/freelook/freelook_navigation_scheme].
[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.
</member>
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8 changes: 4 additions & 4 deletions doc/classes/FileAccess.xml
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Expand Up @@ -250,7 +250,7 @@
<param index="1" name="flags" type="int" enum="FileAccess.ModeFlags" />
<description>
Creates a new [FileAccess] object and opens the file for writing or reading, depending on the flags.
Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that ocurred.
Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred.
</description>
</method>
<method name="open_compressed" qualifiers="static">
Expand All @@ -261,7 +261,7 @@
<description>
Creates a new [FileAccess] object and opens a compressed file for reading or writing.
[b]Note:[/b] [method open_compressed] can only read files that were saved by Godot, not third-party compression formats. See [url=https://github.com/godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround.
Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that ocurred.
Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred.
</description>
</method>
<method name="open_encrypted" qualifiers="static">
Expand All @@ -272,7 +272,7 @@
<description>
Creates a new [FileAccess] object and opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it.
[b]Note:[/b] The provided key must be 32 bytes long.
Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that ocurred.
Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred.
</description>
</method>
<method name="open_encrypted_with_pass" qualifiers="static">
Expand All @@ -282,7 +282,7 @@
<param index="2" name="pass" type="String" />
<description>
Creates a new [FileAccess] object and opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it.
Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that ocurred.
Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred.
</description>
</method>
<method name="seek">
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4 changes: 2 additions & 2 deletions doc/classes/ImageFormatLoaderExtension.xml
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Expand Up @@ -5,15 +5,15 @@
</brief_description>
<description>
The engine supports multiple image formats out of the box (PNG, SVG, JPEG, WebP to name a few), but you can choose to implement support for additional image formats by extending this class.
Be sure to respect the documented return types and values. You should create an instance of it, and call [method add_format_loader] to register that loader during the initializaiton phase.
Be sure to respect the documented return types and values. You should create an instance of it, and call [method add_format_loader] to register that loader during the initialization phase.
</description>
<tutorials>
</tutorials>
<methods>
<method name="_get_recognized_extensions" qualifiers="virtual const">
<return type="PackedStringArray" />
<description>
Returns the list of file extensions for this image format. Files with the given extentions will be treated as image file and loaded using this class.
Returns the list of file extensions for this image format. Files with the given extensions will be treated as image file and loaded using this class.
</description>
</method>
<method name="_load_image" qualifiers="virtual">
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2 changes: 1 addition & 1 deletion doc/classes/InputEventWithModifiers.xml
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Expand Up @@ -23,7 +23,7 @@
State of the [kbd]Alt[/kbd] modifier.
</member>
<member name="command_or_control_autoremap" type="bool" setter="set_command_or_control_autoremap" getter="is_command_or_control_autoremap" default="false">
Automaticaly use [kbd]Meta[/kbd] ([kbd]Command[/kbd]) on macOS and [kbd]Ctrl[/kbd] on other platforms. If [code]true[/code], [member ctrl_pressed] and [member meta_pressed] cannot be set.
Automatically use [kbd]Meta[/kbd] ([kbd]Command[/kbd]) on macOS and [kbd]Ctrl[/kbd] on other platforms. If [code]true[/code], [member ctrl_pressed] and [member meta_pressed] cannot be set.
</member>
<member name="ctrl_pressed" type="bool" setter="set_ctrl_pressed" getter="is_ctrl_pressed" default="false">
State of the [kbd]Ctrl[/kbd] modifier.
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2 changes: 1 addition & 1 deletion doc/classes/MultiplayerAPIExtension.xml
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
</brief_description>
<description>
This class can be used to augment or replace the default [MultiplayerAPI] implementation via script or extensions.
The following example augment the default implemenation ([SceneMultiplayer]) by logging every RPC being made, and every object being configured for replication.
The following example augment the default implementation ([SceneMultiplayer]) by logging every RPC being made, and every object being configured for replication.
[codeblocks]
[gdscript]
extends MultiplayerAPIExtension
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2 changes: 1 addition & 1 deletion doc/classes/NavigationPathQueryParameters2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@
The path query uses the default A* pathfinding algorithm.
</constant>
<constant name="PATH_POSTPROCESSING_CORRIDORFUNNEL" value="0" enum="PathPostProcessing">
Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navmesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artifical corners with diagonal movement due to a jagged path corridor imposed by the cell shapes.
Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navmesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes.
</constant>
<constant name="PATH_POSTPROCESSING_EDGECENTERED" value="1" enum="PathPostProcessing">
Centers every path position in the middle of the traveled navmesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center.
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2 changes: 1 addition & 1 deletion doc/classes/NavigationPathQueryParameters3D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@
The path query uses the default A* pathfinding algorithm.
</constant>
<constant name="PATH_POSTPROCESSING_CORRIDORFUNNEL" value="0" enum="PathPostProcessing">
Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navmesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artifical corners with diagonal movement due to a jagged path corridor imposed by the cell shapes.
Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navmesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes.
</constant>
<constant name="PATH_POSTPROCESSING_EDGECENTERED" value="1" enum="PathPostProcessing">
Centers every path position in the middle of the traveled navmesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center.
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4 changes: 2 additions & 2 deletions drivers/vulkan/rendering_device_vulkan.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4152,8 +4152,8 @@ RID RenderingDeviceVulkan::framebuffer_create_multipass(const Vector<RID> &p_tex
size.height = texture->height;
size_set = true;
} else if (texture->usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) {
// If this is not the first attachement we assume this is used as the VRS attachment.
// In this case this texture will be 1/16th the size of the color attachement.
// If this is not the first attachment we assume this is used as the VRS attachment.
// In this case this texture will be 1/16th the size of the color attachment.
// So we skip the size check.
} else {
ERR_FAIL_COND_V_MSG((uint32_t)size.width != texture->width || (uint32_t)size.height != texture->height, RID(),
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2 changes: 1 addition & 1 deletion editor/editor_file_system.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2085,7 +2085,7 @@ void EditorFileSystem::reimport_files(const Vector<String> &p_files) {
if (group_file_cache.has(file)) {
//maybe the file itself is a group!
groups_to_reimport.insert(file);
//groups do not belong to grups
//groups do not belong to groups
group_file = String();
} else if (!group_file.is_empty()) {
//it's a group file, add group to import and skip this file
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2 changes: 1 addition & 1 deletion editor/editor_inspector.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3463,7 +3463,7 @@ void EditorInspector::expand_revertable() {
}
}

// Climb up the hierachy doing double buffering with the sets.
// Climb up the hierarchy doing double buffering with the sets.
int a = 0;
int b = 1;
while (sections_to_unfold[a].size()) {
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2 changes: 1 addition & 1 deletion editor/editor_themes.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -286,7 +286,7 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme, f
saturation_exceptions.insert("Logo");

// Accent color conversion map.
// It is used on soem icons (checkbox, radio, toggle, etc.), regardless of the dark
// It is used on some icons (checkbox, radio, toggle, etc.), regardless of the dark
// or light mode.
HashMap<Color, Color> accent_color_map;
HashSet<StringName> accent_color_icons;
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2 changes: 1 addition & 1 deletion editor/export/editor_export_platform.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -77,7 +77,7 @@ bool EditorExportPlatform::fill_log_messages(RichTextLabel *p_log, Error p_err)
} else {
p_log->add_image(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("StatusSuccess"), SNAME("EditorIcons")), 16 * EDSCALE, 16 * EDSCALE, Color(1.0, 1.0, 1.0), INLINE_ALIGNMENT_CENTER);
p_log->add_text(" ");
p_log->add_text(TTR("Completed sucessfully."));
p_log->add_text(TTR("Completed successfully."));
if (msg_count > 0) {
has_messages = true;
}
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2 changes: 1 addition & 1 deletion editor/plugins/bone_map_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1309,7 +1309,7 @@ void BoneMapEditor::create_editors() {

void BoneMapEditor::fetch_objects() {
skeleton = nullptr;
// Hackey... but it may be the easist way to get a selected object from "ImporterScene".
// Hackey... but it may be the easiest way to get a selected object from "ImporterScene".
SceneImportSettings *si = SceneImportSettings::get_singleton();
if (!si) {
return;
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6 changes: 3 additions & 3 deletions editor/project_converter_3_to_4.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -283,7 +283,7 @@ static const char *gdscript_function_renames[][2] = {
{ "get_applied_torque", "get_constant_torque" }, //RigidBody2D
{ "get_audio_bus", "get_audio_bus_name" }, // Area3D
{ "get_bound_child_nodes_to_bone", "get_bone_children" }, // Skeleton3D
{ "get_camera", "get_camera_3d" }, // Viewport -> this is also convertable to get_camera_2d, broke GLTFNode
{ "get_camera", "get_camera_3d" }, // Viewport -> this is also convertible to get_camera_2d, broke GLTFNode
{ "get_cancel", "get_cancel_button" }, // ConfirmationDialog
{ "get_caption", "_get_caption" }, // AnimationNode
{ "get_cast_to", "get_target_position" }, // RayCast2D, RayCast3D
Expand Down Expand Up @@ -716,7 +716,7 @@ static const char *csharp_function_renames[][2] = {
{ "GetAppliedTorque", "GetConstantTorque" }, //RigidBody2D
{ "GetAudioBus", "GetAudioBusName" }, // Area3D
{ "GetBoundChildNodesToBone", "GetBoneChildren" }, // Skeleton3D
{ "GetCamera", "GetCamera3d" }, // Viewport -> this is also convertable to getCamera2d, broke GLTFNode
{ "GetCamera", "GetCamera3d" }, // Viewport -> this is also convertible to getCamera2d, broke GLTFNode
{ "GetCancel", "GetCancelButton" }, // ConfirmationDialog
{ "GetCaption", "_GetCaption" }, // AnimationNode
{ "GetCastTo", "GetTargetPosition" }, // RayCast2D, RayCast3D
Expand Down Expand Up @@ -3061,7 +3061,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai

// -- \t.func() -> \tsuper.func() Object
if (line.contains("(") && line.contains(".")) {
line = reg_container.reg_super.sub(line, "$1super.$2", true); // TODO, not sure if possible, but for now this broke String text e.g. "Choosen .gitignore" -> "Choosen super.gitignore"
line = reg_container.reg_super.sub(line, "$1super.$2", true); // TODO, not sure if possible, but for now this broke String text e.g. "Chosen .gitignore" -> "Chosen super.gitignore"
}

// -- JSON.parse(a) -> JSON.new().parse(a) etc. JSON
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2 changes: 1 addition & 1 deletion methods.py
Original file line number Diff line number Diff line change
Expand Up @@ -781,7 +781,7 @@ def add_mode(
f'bin\\godot.windows.{config}{dev}.{plat_id}{f".{name}" if name else ""}.exe'
for config in ModuleConfigs.CONFIGURATIONS
for plat_id in ModuleConfigs.PLATFORM_IDS
for dev in ModuleConfig.DEV_SUFFIX
for dev in ModuleConfigs.DEV_SUFFIX
]
self.arg_dict["cpppaths"] += ModuleConfigs.for_every_variant(env["CPPPATH"] + [includes])
self.arg_dict["cppdefines"] += ModuleConfigs.for_every_variant(env["CPPDEFINES"] + defines)
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2 changes: 1 addition & 1 deletion misc/scripts/codespell.sh
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
#!/bin/sh
SKIP_LIST="./thirdparty,*.gen.*,*.po,*.pot,package-lock.json,./core/string/locales.h,./DONORS.md,./misc/dist/linux/org.godotengine.Godot.desktop,./misc/scripts/codespell.sh"
IGNORE_LIST="ba,childs,complies,curvelinear,expct,fave,findn,gird,inout,lod,nd,numer,ois,ro,statics,te,varius,varn"
IGNORE_LIST="alo,ba,childs,complies,curvelinear,doubleclick,expct,fave,findn,gird,gud,inout,lod,nd,numer,ois,readded,ro,sav,statics,te,varius,varn,wan"

codespell -w -q 3 -S "${SKIP_LIST}" -L "${IGNORE_LIST}"
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