diff --git a/CHANGELOG.md b/CHANGELOG.md index 7fb14089064..e0c5d553bdb 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -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 diff --git a/core/io/http_client.cpp b/core/io/http_client.cpp index 541bd3a7c87..e2f4aa63a46 100644 --- a/core/io/http_client.cpp +++ b/core/io/http_client.cpp @@ -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; diff --git a/core/math/expression.cpp b/core/math/expression.cpp index f13a1880009..80a231aa866 100644 --- a/core/math/expression.cpp +++ b/core/math/expression.cpp @@ -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(); diff --git a/core/pool_vector.h b/core/pool_vector.h index 01c40a237d8..6635616fac0 100644 --- a/core/pool_vector.h +++ b/core/pool_vector.h @@ -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; diff --git a/core/register_core_types.cpp b/core/register_core_types.cpp index a954d17a011..82c15479050 100644 --- a/core/register_core_types.cpp +++ b/core/register_core_types.cpp @@ -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)); diff --git a/doc/classes/CheckBox.xml b/doc/classes/CheckBox.xml index b5c7332bc14..b61c7d2d0bd 100644 --- a/doc/classes/CheckBox.xml +++ b/doc/classes/CheckBox.xml @@ -4,7 +4,7 @@ Binary choice user interface widget. See also [CheckButton]. - 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. diff --git a/doc/classes/CheckButton.xml b/doc/classes/CheckButton.xml index 769acb5d16a..e24d5a1784c 100644 --- a/doc/classes/CheckButton.xml +++ b/doc/classes/CheckButton.xml @@ -4,7 +4,7 @@ Checkable button. See also [CheckBox]. - 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. diff --git a/doc/classes/Geometry.xml b/doc/classes/Geometry.xml index af6fe913b6b..4b5928eb498 100644 --- a/doc/classes/Geometry.xml +++ b/doc/classes/Geometry.xml @@ -70,7 +70,7 @@ 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]. @@ -102,7 +102,7 @@ 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]. diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 72c1c55dbf0..0fa9783f935 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -1036,7 +1036,7 @@ The current screen orientation. - The current tablet drvier in use. + The current tablet driver in use. If [code]true[/code], vertical synchronization (Vsync) is enabled. diff --git a/doc/classes/PacketPeerUDP.xml b/doc/classes/PacketPeerUDP.xml index c34878ac61c..e601ee464a5 100644 --- a/doc/classes/PacketPeerUDP.xml +++ b/doc/classes/PacketPeerUDP.xml @@ -25,7 +25,7 @@ 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. diff --git a/doc/classes/PhysicsServer.xml b/doc/classes/PhysicsServer.xml index b640d210493..c3ceda05bdb 100644 --- a/doc/classes/PhysicsServer.xml +++ b/doc/classes/PhysicsServer.xml @@ -1388,7 +1388,7 @@ 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. diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml index e8688f237dc..8bf98d99115 100644 --- a/doc/classes/TextureLayered.xml +++ b/doc/classes/TextureLayered.xml @@ -4,7 +4,7 @@ Base class for 3D texture types. - 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. diff --git a/doc/classes/VisibilityNotifier.xml b/doc/classes/VisibilityNotifier.xml index 5b628a1487f..5c5a3105c62 100644 --- a/doc/classes/VisibilityNotifier.xml +++ b/doc/classes/VisibilityNotifier.xml @@ -6,7 +6,7 @@ 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]. diff --git a/doc/classes/VisualShaderNodeOutput.xml b/doc/classes/VisualShaderNodeOutput.xml index c60622c9c17..8e6aa10a3b6 100644 --- a/doc/classes/VisualShaderNodeOutput.xml +++ b/doc/classes/VisualShaderNodeOutput.xml @@ -4,7 +4,7 @@ Represents the output shader parameters within the visual shader graph. - 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. diff --git a/doc/classes/VisualShaderNodeVectorRefract.xml b/doc/classes/VisualShaderNodeVectorRefract.xml index 3c3b21ca52b..ec4562fa131 100644 --- a/doc/classes/VisualShaderNodeVectorRefract.xml +++ b/doc/classes/VisualShaderNodeVectorRefract.xml @@ -4,7 +4,7 @@ Returns the [Vector3] that points in the direction of refraction. For use within the visual shader graph. - 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. diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h index 11788768e1c..730c9fd71ec 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.h +++ b/drivers/gles2/rasterizer_canvas_gles2.h @@ -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 }; diff --git a/editor/script_editor_debugger.cpp b/editor/script_editor_debugger.cpp index 73f18cbdf55..f3e3d5a3c7a 100644 --- a/editor/script_editor_debugger.cpp +++ b/editor/script_editor_debugger.cpp @@ -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(); } } diff --git a/modules/csg/csg.cpp b/modules/csg/csg.cpp index b34cfbfaab9..73754e0207a 100644 --- a/modules/csg/csg.cpp +++ b/modules/csg/csg.cpp @@ -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 &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 &p_segment_ inner_idx = p_segment_indices[segments + segments / 2 - sorted_idx]; } - // Find the mergable faces. + // Find the mergeable faces. Vector merge_faces_idx; Vector merge_faces; Vector merge_faces_inner_vertex_idx; diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml index a2cef94cd65..c33ba269c93 100644 --- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml +++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml @@ -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. - Enable or disable certiticate verification when [member use_dtls] [code]true[/code]. + Enable or disable certificate verification when [member use_dtls] [code]true[/code]. diff --git a/modules/gdnative/register_types.cpp b/modules/gdnative/register_types.cpp index c0df28a885e..7336d61d720 100644 --- a/modules/gdnative/register_types.cpp +++ b/modules/gdnative/register_types.cpp @@ -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; diff --git a/modules/gdscript/gdscript_parser.cpp b/modules/gdscript/gdscript_parser.cpp index bd99edd1a06..1c4bcba568d 100644 --- a/modules/gdscript/gdscript_parser.cpp +++ b/modules/gdscript/gdscript_parser.cpp @@ -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(); diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.props b/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.props index 2422c5c2fbd..a965456a047 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.props +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.props @@ -88,7 +88,7 @@ $(DefineConstants);DEBUG - + $(DefineConstants);TOOLS $(GodotDefineConstants);$(DefineConstants) diff --git a/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs b/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs index 43c28ae8252..ba3772c9388 100644 --- a/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs +++ b/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs @@ -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) diff --git a/modules/mono/editor/GodotTools/GodotTools/Export/AotBuilder.cs b/modules/mono/editor/GodotTools/GodotTools/Export/AotBuilder.cs index f1765f7e190..f9eb405ce6c 100755 --- a/modules/mono/editor/GodotTools/GodotTools/Export/AotBuilder.cs +++ b/modules/mono/editor/GodotTools/GodotTools/Export/AotBuilder.cs @@ -328,7 +328,7 @@ MONO_AOT_MODE_LAST = 1000, if (lipoExitCode != 0) throw new Exception($"Command 'lipo' exited with code: {lipoExitCode}"); - // TODO: Add the AOT lib and interpreter libs as device only to supress warnings when targeting the simulator + // TODO: Add the AOT lib and interpreter libs as device only to suppress warnings when targeting the simulator // Add the fat AOT static library to the Xcode project exporter.AddIosProjectStaticLib(fatOutputFilePath); diff --git a/modules/visual_script/visual_script_expression.cpp b/modules/visual_script/visual_script_expression.cpp index 4feef53c2e5..9435abbaafe 100644 --- a/modules/visual_script/visual_script_expression.cpp +++ b/modules/visual_script/visual_script_expression.cpp @@ -1147,7 +1147,7 @@ VisualScriptExpression::ENode *VisualScriptExpression::_parse_expression() { } } - //consecutively do unary opeators + //consecutively do unary operators for (int i = expr_pos - 1; i >= next_op; i--) { OperatorNode *op = alloc_node(); diff --git a/platform/iphone/gl_view_gesture_recognizer.h b/platform/iphone/gl_view_gesture_recognizer.h index abbd9094b34..f94870c05db 100644 --- a/platform/iphone/gl_view_gesture_recognizer.h +++ b/platform/iphone/gl_view_gesture_recognizer.h @@ -32,7 +32,7 @@ // emulating UIScrollView's UIScrollViewDelayedTouchesBeganGestureRecognizer. // It catches all gestures incoming to UIView and delays them for 150ms // (the same value used by UIScrollViewDelayedTouchesBeganGestureRecognizer) -// If touch cancelation or end message is fired it fires delayed +// If touch cancellation or end message is fired it fires delayed // begin touch immediately as well as last touch signal #import diff --git a/platform/javascript/SCsub b/platform/javascript/SCsub index 8225c0103c2..1fe6d4331d5 100644 --- a/platform/javascript/SCsub +++ b/platform/javascript/SCsub @@ -65,5 +65,5 @@ env.Zip( zip_files, ZIPROOT=zip_dir, ZIPSUFFIX="${PROGSUFFIX}${ZIPSUFFIX}", - ZIPCOMSTR="Archving $SOURCES as $TARGET", + ZIPCOMSTR="Archiving $SOURCES as $TARGET", ) diff --git a/scene/gui/box_container.cpp b/scene/gui/box_container.cpp index 39a6611ac0a..4217cc06cfb 100644 --- a/scene/gui/box_container.cpp +++ b/scene/gui/box_container.cpp @@ -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; diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp index c6f52d70873..5b9c8891fe5 100644 --- a/scene/resources/packed_scene.cpp +++ b/scene/resources/packed_scene.cpp @@ -868,7 +868,7 @@ Error SceneState::pack(Node *p_scene) { Map node_map; Map 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 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(); diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp index 30bcee29f5d..5b810b48165 100644 --- a/servers/visual/shader_language.cpp +++ b/servers/visual/shader_language.cpp @@ -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();