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 ```
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28613ab8c9
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13 changed files with 30 additions and 30 deletions
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@ -34,13 +34,6 @@
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- [code]"offset"[/code] to store the offset of the line change since the first contextual line content.
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</description>
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</method>
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<method name="is_vcs_initialized">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if the VCS addon has been initialized, else returns [code]false[/code].
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</description>
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</method>
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<method name="get_modified_files_data">
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<return type="Dictionary">
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</return>
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@ -84,6 +77,13 @@
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Returns [code]true[/code] if the addon is ready to respond to function calls, else returns [code]false[/code].
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</description>
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</method>
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<method name="is_vcs_initialized">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if the VCS addon has been initialized, else returns [code]false[/code].
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</description>
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</method>
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<method name="shut_down">
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<return type="bool">
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</return>
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@ -1488,15 +1488,15 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
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}
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EditorSceneImporterGLTF::GLTFNodeIndex EditorSceneImporterGLTF::_find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset) {
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int heighest = -1;
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int highest = -1;
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GLTFNodeIndex best_node = -1;
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for (int i = 0; i < subset.size(); ++i) {
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const GLTFNodeIndex node_i = subset[i];
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const GLTFNode *node = state.nodes[node_i];
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if (heighest == -1 || node->height < heighest) {
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heighest = node->height;
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if (highest == -1 || node->height < highest) {
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highest = node->height;
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best_node = node_i;
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}
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}
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@ -182,7 +182,7 @@ void ImportDock::set_edit_multiple_paths(const Vector<String> &p_paths) {
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clear();
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//use the value that is repeated the mot
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// Use the value that is repeated the most.
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Map<String, Dictionary> value_frequency;
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for (int i = 0; i < p_paths.size(); i++) {
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@ -122,7 +122,7 @@ void MultiNodeEdit::_get_property_list(List<PropertyInfo> *p_list) const {
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int nc = 0;
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List<PLData *> datas;
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List<PLData *> data_list;
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for (const List<NodePath>::Element *E = nodes.front(); E; E = E->next()) {
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@ -145,7 +145,7 @@ void MultiNodeEdit::_get_property_list(List<PropertyInfo> *p_list) const {
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pld.uses = 0;
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pld.info = F->get();
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usage[F->get().name] = pld;
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datas.push_back(usage.getptr(F->get().name));
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data_list.push_back(usage.getptr(F->get().name));
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}
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// Make sure only properties with the same exact PropertyInfo data will appear
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@ -156,7 +156,7 @@ void MultiNodeEdit::_get_property_list(List<PropertyInfo> *p_list) const {
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nc++;
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}
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for (List<PLData *>::Element *E = datas.front(); E; E = E->next()) {
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for (List<PLData *>::Element *E = data_list.front(); E; E = E->next()) {
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if (nc == E->get()->uses) {
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p_list->push_back(E->get()->info);
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@ -757,7 +757,7 @@ Variant SpriteFramesEditor::get_drag_data_fw(const Point2 &p_point, Control *p_f
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return Variant();
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Dictionary drag_data = EditorNode::get_singleton()->drag_resource(frame, p_from);
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drag_data["frame"] = idx; // store the frame, incase we want to reorder frames inside 'drop_data_fw'
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drag_data["frame"] = idx; // store the frame, in case we want to reorder frames inside 'drop_data_fw'
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return drag_data;
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}
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@ -430,9 +430,9 @@ void TextureRegionEditor::_region_input(const Ref<InputEvent> &p_input) {
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if (mm->get_button_mask() & BUTTON_MASK_MIDDLE || Input::get_singleton()->is_key_pressed(KEY_SPACE)) {
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Vector2 draged(mm->get_relative().x / draw_zoom, mm->get_relative().y / draw_zoom);
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hscroll->set_value(hscroll->get_value() - draged.x);
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vscroll->set_value(vscroll->get_value() - draged.y);
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Vector2 dragged(mm->get_relative().x / draw_zoom, mm->get_relative().y / draw_zoom);
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hscroll->set_value(hscroll->get_value() - dragged.x);
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vscroll->set_value(vscroll->get_value() - dragged.y);
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} else if (drag) {
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@ -1319,7 +1319,7 @@ EditorSceneImporterAssimp::create_mesh(ImportState &state, const aiNode *assimp_
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RegenerateBoneStack(state);
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// Configure indicies
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// Configure indices
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for (uint32_t i = 0; i < assimp_node->mNumMeshes; i++) {
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int mesh_index = assimp_node->mMeshes[i];
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// create list of mesh indexes
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@ -102,9 +102,9 @@ const lsp::DocumentSymbol *GDScriptWorkspace::get_script_symbol(const String &p_
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}
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void GDScriptWorkspace::reload_all_workspace_scripts() {
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List<String> pathes;
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list_script_files("res://", pathes);
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for (List<String>::Element *E = pathes.front(); E; E = E->next()) {
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List<String> paths;
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list_script_files("res://", paths);
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for (List<String>::Element *E = paths.front(); E; E = E->next()) {
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const String &path = E->get();
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Error err;
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String content = FileAccess::get_file_as_string(path, &err);
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@ -1583,7 +1583,7 @@ struct GodotNativeClassInfo {
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}
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};
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/** Features not included in the standart lsp specifications */
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/** Features not included in the standard lsp specifications */
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struct GodotCapabilities {
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/**
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@ -1637,7 +1637,7 @@ void VisualScriptEditor::_on_nodes_duplicate() {
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for (Set<int>::Element *F = to_duplicate.front(); F; F = F->next()) {
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// duplicate from the specifc function but place it into the default func as it would lack the connections
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// duplicate from the specific function but place it into the default func as it would lack the connections
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StringName func = _get_function_of_node(F->get());
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Ref<VisualScriptNode> node = script->get_node(func, F->get());
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@ -2938,7 +2938,7 @@ void VisualScriptEditor::_graph_connected(const String &p_from, int p_from_slot,
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if ((to_node_pos.x - from_node_pos.x) < 0) {
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// to is behind from node
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if (to_node_pos.x > (from_node_pos.x - to_node_size.x - 240))
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new_to_node_pos.x = from_node_pos.x - to_node_size.x - 240; // approx size of construtor node + padding
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new_to_node_pos.x = from_node_pos.x - to_node_size.x - 240; // approx size of constructor node + padding
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else
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new_to_node_pos.x = to_node_pos.x;
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new_to_node_pos.y = to_node_pos.y;
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@ -2947,7 +2947,7 @@ void VisualScriptEditor::_graph_connected(const String &p_from, int p_from_slot,
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} else {
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// to is ahead of from node
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if (to_node_pos.x < (from_node_size.x + from_node_pos.x + 240))
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new_to_node_pos.x = from_node_size.x + from_node_pos.x + 240; // approx size of construtor node + padding
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new_to_node_pos.x = from_node_size.x + from_node_pos.x + 240; // approx size of constructor node + padding
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else
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new_to_node_pos.x = to_node_pos.x;
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new_to_node_pos.y = to_node_pos.y;
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@ -28,7 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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///@TODO this is a near duplicate of CameraOSX, we should find a way to combine those to minimise code duplication!!!!
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///@TODO this is a near duplicate of CameraOSX, we should find a way to combine those to minimize code duplication!!!!
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// If you fix something here, make sure you fix it there as wel!
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#include "camera_ios.h"
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@ -31,7 +31,7 @@
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#ifndef CAMERAOSX_H
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#define CAMERAOSX_H
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///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimise code duplication!!!!
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///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimize code duplication!!!!
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// If you fix something here, make sure you fix it there as wel!
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#include "servers/camera_server.h"
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@ -44,4 +44,4 @@ public:
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void update_feeds();
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};
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#endif /* CAMERAOSX_H */
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#endif /* CAMERAOSX_H */
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@ -28,7 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimise code duplication!!!!
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///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimize code duplication!!!!
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// If you fix something here, make sure you fix it there as wel!
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#include "camera_osx.h"
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