Fix various typos with codespell

Also includes the grammar fix from #76206.

Co-authored-by: Peter Anderson <BWPanda@users.noreply.github.com>
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Rémi Verschelde 2023-04-26 13:57:02 +02:00
parent 8f7b09916d
commit e1075e9c7c
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6 changed files with 7 additions and 7 deletions

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@ -912,7 +912,7 @@ See the [release announcement](https://godotengine.org/article/godot-3-4-is-rele
- Fix reloading `tool` scripts in the editor ([GH-52883](https://github.com/godotengine/godot/pull/52883)).
- Fix C# bindings generator for default value types ([GH-49702](https://github.com/godotengine/godot/pull/49702)).
- Ignore paths with invalid chars in `PathWhich` ([GH-50918](https://github.com/godotengine/godot/pull/50918)).
- Fix `List<T>` marshalling ([GH-53628](https://github.com/godotengine/godot/pull/53628)).
- Fix `List<T>` marshaling ([GH-53628](https://github.com/godotengine/godot/pull/53628)).
- Fix `hint_string` for enum arrays ([GH-53638](https://github.com/godotengine/godot/pull/53638)).
- Keep order for C# exported members ([GH-54199](https://github.com/godotengine/godot/pull/54199)).
@ -1276,7 +1276,7 @@ See the [release announcement](https://godotengine.org/article/godot-3-3-has-arr
#### Mono (C#)
- [Fix targeting .NETFramework with .NET 5](https://github.com/godotengine/godot/pull/44135).
- [Fix System.Collections.Generic.List marshalling](https://github.com/godotengine/godot/pull/45029).
- [Fix System.Collections.Generic.List marshaling](https://github.com/godotengine/godot/pull/45029).
- [Fix support for Unicode identifiers](https://github.com/godotengine/godot/pull/45310).
- [Fixes to Mono on WebAssembly](https://github.com/godotengine/godot/pull/44374).

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@ -4,7 +4,7 @@
Generic 2D position hint for editing.
</brief_description>
<description>
Generic 2D position hint for editing. It's just like a plain [Node2D], but it displays as a cross in the 2D editor at all times. You can set cross' visual size by using the gizmo in the 2D editor while the node is selected.
Generic 2D position hint for editing. It's just like a plain [Node2D], but it displays as a cross in the 2D editor at all times. You can set the cross' visual size by using the gizmo in the 2D editor while the node is selected.
</description>
<tutorials>
</tutorials>

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@ -175,7 +175,7 @@ void EditorRunBar::_run_scene(const String &p_scene_path) {
}
if (write_movie_file.is_empty()) {
// TODO: Provide options to diretly resolve the issue with a custom dialog.
// TODO: Provide options to directly resolve the issue with a custom dialog.
EditorNode::get_singleton()->show_accept(TTR("Movie Maker mode is enabled, but no movie file path has been specified.\nA default movie file path can be specified in the project settings under the Editor > Movie Writer category.\nAlternatively, for running single scenes, a `movie_file` string metadata can be added to the root node,\nspecifying the path to a movie file that will be used when recording that scene."), TTR("OK"));
return;
}

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@ -37,7 +37,7 @@
#include "servers/rendering/rendering_server_globals.h"
#include "servers/rendering_server.h"
// OpenXR requires us to submit sRGB textures so that it recognises the content
// OpenXR requires us to submit sRGB textures so that it recognizes the content
// as being in sRGB color space. We do fall back on "normal" textures but this
// will likely result in incorrect colors as OpenXR will double the sRGB conversion.
// All major XR runtimes support sRGB textures.

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@ -10,7 +10,7 @@
</tutorials>
<members>
<member name="application/app_store_team_id" type="String" setter="" getter="">
Apple Team ID, unique 10-character string. To locate your Team ID check "Membership details" section in your Apple developer account dashboard, or "Organisational Unit" of your code signing certificate. See [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate your Team ID[/url].
Apple Team ID, unique 10-character string. To locate your Team ID check "Membership details" section in your Apple developer account dashboard, or "Organizational Unit" of your code signing certificate. See [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate your Team ID[/url].
</member>
<member name="application/bundle_identifier" type="String" setter="" getter="">
Unique application identifier in a reverse-DNS format, can only contain alphanumeric characters ([code]A-Z[/code], [code]a-z[/code], and [code]0-9[/code]), hyphens ([code]-[/code]), and periods ([code].[/code]).

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@ -46,7 +46,7 @@
Official export templates include [code]universal[/code] binaries only.
</member>
<member name="codesign/apple_team_id" type="String" setter="" getter="">
Apple Team ID, unique 10-character string. To locate your Team ID check "Membership details" section in your Apple developer account dashboard, or "Organisational Unit" of your code signing certificate. See [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate your Team ID[/url].
Apple Team ID, unique 10-character string. To locate your Team ID check "Membership details" section in your Apple developer account dashboard, or "Organizational Unit" of your code signing certificate. See [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate your Team ID[/url].
</member>
<member name="codesign/certificate_file" type="String" setter="" getter="">
PKCS #12 certificate file used to sign [code].app[/code] bundle.