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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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
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- Fix reloading `tool` scripts in the editor ([GH-52883](https://github.com/godotengine/godot/pull/52883)).
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- Fix reloading `tool` scripts in the editor ([GH-52883](https://github.com/godotengine/godot/pull/52883)).
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- Fix C# bindings generator for default value types ([GH-49702](https://github.com/godotengine/godot/pull/49702)).
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- Fix C# bindings generator for default value types ([GH-49702](https://github.com/godotengine/godot/pull/49702)).
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- Ignore paths with invalid chars in `PathWhich` ([GH-50918](https://github.com/godotengine/godot/pull/50918)).
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- Ignore paths with invalid chars in `PathWhich` ([GH-50918](https://github.com/godotengine/godot/pull/50918)).
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- Fix `List<T>` marshalling ([GH-53628](https://github.com/godotengine/godot/pull/53628)).
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- Fix `List<T>` marshaling ([GH-53628](https://github.com/godotengine/godot/pull/53628)).
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- Fix `hint_string` for enum arrays ([GH-53638](https://github.com/godotengine/godot/pull/53638)).
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- Fix `hint_string` for enum arrays ([GH-53638](https://github.com/godotengine/godot/pull/53638)).
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- Keep order for C# exported members ([GH-54199](https://github.com/godotengine/godot/pull/54199)).
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- Keep order for C# exported members ([GH-54199](https://github.com/godotengine/godot/pull/54199)).
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@ -1276,7 +1276,7 @@ See the [release announcement](https://godotengine.org/article/godot-3-3-has-arr
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#### Mono (C#)
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#### Mono (C#)
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- [Fix targeting .NETFramework with .NET 5](https://github.com/godotengine/godot/pull/44135).
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- [Fix targeting .NETFramework with .NET 5](https://github.com/godotengine/godot/pull/44135).
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- [Fix System.Collections.Generic.List marshalling](https://github.com/godotengine/godot/pull/45029).
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- [Fix System.Collections.Generic.List marshaling](https://github.com/godotengine/godot/pull/45029).
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- [Fix support for Unicode identifiers](https://github.com/godotengine/godot/pull/45310).
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- [Fix support for Unicode identifiers](https://github.com/godotengine/godot/pull/45310).
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- [Fixes to Mono on WebAssembly](https://github.com/godotengine/godot/pull/44374).
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- [Fixes to Mono on WebAssembly](https://github.com/godotengine/godot/pull/44374).
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@ -4,7 +4,7 @@
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Generic 2D position hint for editing.
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Generic 2D position hint for editing.
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</brief_description>
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</brief_description>
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<description>
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<description>
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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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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</tutorials>
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</tutorials>
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@ -175,7 +175,7 @@ void EditorRunBar::_run_scene(const String &p_scene_path) {
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}
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}
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if (write_movie_file.is_empty()) {
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if (write_movie_file.is_empty()) {
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// TODO: Provide options to diretly resolve the issue with a custom dialog.
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// TODO: Provide options to directly resolve the issue with a custom dialog.
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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"));
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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"));
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return;
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return;
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}
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}
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@ -37,7 +37,7 @@
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#include "servers/rendering/rendering_server_globals.h"
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#include "servers/rendering/rendering_server_globals.h"
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#include "servers/rendering_server.h"
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#include "servers/rendering_server.h"
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// OpenXR requires us to submit sRGB textures so that it recognises the content
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// OpenXR requires us to submit sRGB textures so that it recognizes the content
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// as being in sRGB color space. We do fall back on "normal" textures but this
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// as being in sRGB color space. We do fall back on "normal" textures but this
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// will likely result in incorrect colors as OpenXR will double the sRGB conversion.
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// will likely result in incorrect colors as OpenXR will double the sRGB conversion.
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// All major XR runtimes support sRGB textures.
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// All major XR runtimes support sRGB textures.
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@ -10,7 +10,7 @@
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</tutorials>
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</tutorials>
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<members>
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<members>
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<member name="application/app_store_team_id" type="String" setter="" getter="">
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<member name="application/app_store_team_id" type="String" setter="" getter="">
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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].
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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].
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</member>
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</member>
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<member name="application/bundle_identifier" type="String" setter="" getter="">
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<member name="application/bundle_identifier" type="String" setter="" getter="">
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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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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 @@
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Official export templates include [code]universal[/code] binaries only.
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Official export templates include [code]universal[/code] binaries only.
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</member>
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</member>
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<member name="codesign/apple_team_id" type="String" setter="" getter="">
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<member name="codesign/apple_team_id" type="String" setter="" getter="">
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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].
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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].
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</member>
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</member>
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<member name="codesign/certificate_file" type="String" setter="" getter="">
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<member name="codesign/certificate_file" type="String" setter="" getter="">
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PKCS #12 certificate file used to sign [code].app[/code] bundle.
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PKCS #12 certificate file used to sign [code].app[/code] bundle.
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