Fix typos with codespell

Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
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 2020-09-18 14:09:51 +02:00
parent 8b5061aae7
commit c8859f0463
No known key found for this signature in database
GPG key ID: C3336907360768E1
30 changed files with 35 additions and 35 deletions

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@ -402,7 +402,7 @@ See the [release announcement](https://godotengine.org/article/maintenance-relea
- This makes it possible to change its value at runtime, rather than just defining it once in the Project Settings.
- `SceneTree.quit()` now accepts an optional argument with an exit code.
- If set to a value greater than or equal to 0, it will override the `OS.exit_code` property.
- `VisualServer.get_video_adapter_name()` and `VisualServer.get_video_adapter_vendor()` methods to retreive the user's graphics card model and vendor.
- `VisualServer.get_video_adapter_name()` and `VisualServer.get_video_adapter_vendor()` methods to retrieve the user's graphics card model and vendor.
- `VisualServer.multimesh_create()` is now exposed to scripting.
- Ability to override how scripted objects are converted to strings by defining a `_to_string()` method.
- Export hints for 2D and 3D physics/render layers.
@ -1072,7 +1072,7 @@ See the [release announcement](https://godotengine.org/article/maintenance-relea
- `editor` and `standalone` feature tags to check whether the project is running from an editor or non-editor binary.
- `android_add_asset_dir("...")` method to Android module Gradle build configuration.
- **iOS:** Support for exporting to the iPhone X.
- **iOS:** Readded support for in-app purchases.
- **iOS:** Re-added support for in-app purchases.
### Changed

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@ -473,7 +473,7 @@ Error HTTPClient::poll() {
}
}
// This is a HEAD request, we wont receive anything.
// This is a HEAD request, we won't receive anything.
if (head_request) {
body_size = 0;
body_left = 0;

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@ -1854,7 +1854,7 @@ 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>();

View file

@ -352,7 +352,7 @@ public:
Write w;
if (alloc) {
_copy_on_write(); //make sure there is only one being acessed
_copy_on_write(); //make sure there is only one being accessed
w._ref(alloc);
}
return w;

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@ -228,7 +228,7 @@ void register_core_types() {
}
void register_core_settings() {
//since in register core types, globals may not e present
// Since in register core types, globals may not be present.
GLOBAL_DEF("network/limits/tcp/connect_timeout_seconds", (30));
ProjectSettings::get_singleton()->set_custom_property_info("network/limits/tcp/connect_timeout_seconds", PropertyInfo(Variant::INT, "network/limits/tcp/connect_timeout_seconds", PROPERTY_HINT_RANGE, "1,1800,1"));
GLOBAL_DEF_RST("network/limits/packet_peer_stream/max_buffer_po2", (16));

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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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@ -1036,7 +1036,7 @@
The current screen orientation.
</member>
<member name="tablet_driver" type="String" setter="set_current_tablet_driver" getter="get_current_tablet_driver" default="&quot;&quot;">
The current tablet drvier in use.
The current tablet driver in use.
</member>
<member name="vsync_enabled" type="bool" setter="set_use_vsync" getter="is_vsync_enabled" default="true">
If [code]true[/code], vertical synchronization (Vsync) is enabled.

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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 @@
Base class for 3D texture types.
</brief_description>
<description>
Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but contains all the functions necessary for accessing and using [Texture3D] and [TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the layer sepcifies the depth or Z-index, they can be treated as a bunch of 2D slices. Similarly, for [TextureArray]s, the layer specifies the array layer.
Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but contains all the functions necessary for accessing and using [Texture3D] and [TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the layer specifies the depth or Z-index, they can be treated as a bunch of 2D slices. Similarly, for [TextureArray]s, the layer specifies the array layer.
</description>
<tutorials>
</tutorials>

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@ -6,7 +6,7 @@
<description>
The VisibilityNotifier detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a [Camera]'s view.
If you want nodes to be disabled automatically when they exit the screen, use [VisibilityEnabler] instead.
[b]Note:[/b] VisibilityNotifier uses an approximate heuristic for performance reasons. It does't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area] node as a child of a [Camera] node and/or [method Vector3.dot].
[b]Note:[/b] VisibilityNotifier uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area] node as a child of a [Camera] node and/or [method Vector3.dot].
</description>
<tutorials>
</tutorials>

View file

@ -4,7 +4,7 @@
Represents the output shader parameters within the visual shader graph.
</brief_description>
<description>
This visual shader node is present in all shader graphs in form of "Output" block with mutliple output value ports.
This visual shader node is present in all shader graphs in form of "Output" block with multiple output value ports.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
Returns the [Vector3] that points in the direction of refraction. For use within the visual shader graph.
</brief_description>
<description>
Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indicies of the refraction.
Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indices of the refraction.
</description>
<tutorials>
</tutorials>

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@ -295,7 +295,7 @@ class RasterizerCanvasGLES2 : public RasterizerCanvasBaseGLES2 {
TransformMode orig_transform_mode;
// support for extra matrices
bool extra_matrix_sent; // whether sent on this item (in which case sofware transform can't be used untl end of item)
bool extra_matrix_sent; // whether sent on this item (in which case software transform can't be used untl end of item)
int transform_extra_command_number_p1; // plus one to allow fast checking against zero
Transform2D transform_combined; // final * extra
};

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@ -2320,7 +2320,7 @@ 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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@ -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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@ -174,7 +174,7 @@ void GDNativeExportPlugin::_export_file(const String &p_path, const String &p_ty
String entry_lib_path = config->get_value("entry", key);
if (entry_lib_path.begins_with("res://") && entry_lib_path.ends_with(".a")) {
// If we find static library that was used for export
// we should add a fake loopup table.
// we should add a fake lookup table.
// In case of dynamic library being used,
// this symbols will not cause any issues with library loading.
should_fake_dynamic = true;

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@ -1527,7 +1527,7 @@ 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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@ -88,7 +88,7 @@
<PropertyGroup>
<!-- ExportDebug also defines DEBUG like Debug does. -->
<DefineConstants Condition=" '$(Configuration)' == 'ExportDebug' ">$(DefineConstants);DEBUG</DefineConstants>
<!-- Debug defines TOOLS to differenciate between Debug and ExportDebug configurations. -->
<!-- Debug defines TOOLS to differentiate between Debug and ExportDebug configurations. -->
<DefineConstants Condition=" '$(Configuration)' == 'Debug' ">$(DefineConstants);TOOLS</DefineConstants>
<DefineConstants>$(GodotDefineConstants);$(DefineConstants)</DefineConstants>

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@ -374,7 +374,7 @@ namespace GodotTools.ProjectEditor
// Add comment about Microsoft.NET.Sdk properties disabled during migration
GetElement(xDoc, name: "EnableDefaultCompileItems", value: "false", parentName: "PropertyGroup")
.AddBeforeSelf(new XComment("The following properties were overriden during migration to prevent errors.\n" +
.AddBeforeSelf(new XComment("The following properties were overridden during migration to prevent errors.\n" +
" Enabling them may require other manual changes to the project and its files."));
void RemoveNamespace(XElement element)

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@ -328,7 +328,7 @@ MONO_AOT_MODE_LAST = 1000,
if (lipoExitCode != 0)
throw new Exception($"Command 'lipo' exited with code: {lipoExitCode}");
// TODO: Add the AOT lib and interpreter libs as device only to supress warnings when targeting the simulator
// TODO: Add the AOT lib and interpreter libs as device only to suppress warnings when targeting the simulator
// Add the fat AOT static library to the Xcode project
exporter.AddIosProjectStaticLib(fatOutputFilePath);

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@ -1147,7 +1147,7 @@ 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>();

View file

@ -32,7 +32,7 @@
// emulating UIScrollView's UIScrollViewDelayedTouchesBeganGestureRecognizer.
// It catches all gestures incoming to UIView and delays them for 150ms
// (the same value used by UIScrollViewDelayedTouchesBeganGestureRecognizer)
// If touch cancelation or end message is fired it fires delayed
// If touch cancellation or end message is fired it fires delayed
// begin touch immediately as well as last touch signal
#import <UIKit/UIKit.h>

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@ -65,5 +65,5 @@ env.Zip(
zip_files,
ZIPROOT=zip_dir,
ZIPSUFFIX="${PROGSUFFIX}${ZIPSUFFIX}",
ZIPCOMSTR="Archving $SOURCES as $TARGET",
ZIPCOMSTR="Archiving $SOURCES as $TARGET",
)

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@ -95,7 +95,7 @@ void BoxContainer::_resort() {
}
stretch_avail += stretch_diff; //available stretch space.
/** Second, pass sucessively to discard elements that can't be stretched, this will run while stretchable
/** Second, pass successively to discard elements that can't be stretched, this will run while stretchable
elements exist */
bool has_stretched = false;

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@ -868,7 +868,7 @@ Error SceneState::pack(Node *p_scene) {
Map<Node *, int> node_map;
Map<Node *, int> nodepath_map;
//if using scene inheritance, pack the scene it inherits from
// If using scene inheritance, pack the scene it inherits from.
if (scene->get_scene_inherited_state().is_valid()) {
String path = scene->get_scene_inherited_state()->get_path();
Ref<PackedScene> instance = ResourceLoader::load(path);
@ -877,8 +877,8 @@ Error SceneState::pack(Node *p_scene) {
base_scene_idx = _vm_get_variant(instance, variant_map);
}
}
//instanced, only direct sub-scnes are supported of course
// Instanced, only direct sub-scenes are supported of course.
Error err = _parse_node(scene, scene, -1, name_map, variant_map, node_map, nodepath_map);
if (err) {
clear();

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@ -3650,7 +3650,7 @@ 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>();