diff --git a/DONORS.md b/DONORS.md index 70eb8a7e5a2..a903a8b38c6 100644 --- a/DONORS.md +++ b/DONORS.md @@ -7,7 +7,7 @@ support of generous donors. The ways to donate to the project, as well as details on how the funds are used, are described on [Godot's website](https://godotengine.org/donate). -The following is a list of the current monthly donors, to be have their +The following is a list of the current monthly donors, who will have their generous deed immortalized in the next stable release of Godot Engine. ## Platinum sponsors diff --git a/core/math/octree_definition.inc b/core/math/octree_definition.inc index 7a288378a5e..8946f76b74f 100644 --- a/core/math/octree_definition.inc +++ b/core/math/octree_definition.inc @@ -110,13 +110,13 @@ private: LocalVector aabbs; LocalVector elements; - void update(List &eles) { + void update(List &p_elements) { // make sure local vector doesn't delete the memory // no need to be thrashing allocations aabbs.clear(); elements.clear(); - typename List::Element *E = eles.front(); + typename List::Element *E = p_elements.front(); while (E) { Element *e = E->get(); aabbs.push_back(e->aabb); diff --git a/doc/classes/AESContext.xml b/doc/classes/AESContext.xml index 3b0c4552718..c04a9cc1e44 100644 --- a/doc/classes/AESContext.xml +++ b/doc/classes/AESContext.xml @@ -51,7 +51,7 @@ - Get the current IV state for this context (IV gets updated when calling [method update]). You normally don't need this funciton. + Get the current IV state for this context (IV gets updated when calling [method update]). You normally don't need this function. Note: This function only makes sense when the context is started with [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]. diff --git a/doc/classes/MeshDataTool.xml b/doc/classes/MeshDataTool.xml index 304df571ba5..c3d5b390faf 100644 --- a/doc/classes/MeshDataTool.xml +++ b/doc/classes/MeshDataTool.xml @@ -14,7 +14,7 @@ mdt.create_from_surface(mesh, 0) for i in range(mdt.get_vertex_count()): var vertex = mdt.get_vertex(i) - # In this example we extend the mesh by one unit, which results in seperated faces as it is flat shaded. + # In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded. vertex += mdt.get_vertex_normal(i) # Save your change. mdt.set_vertex(i, vertex) diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index f81a1d9ee9b..2f0790570c2 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -539,7 +539,7 @@ Returns the current UNIX epoch timestamp in seconds. - [b]Important:[/b] This is the system clock that the user can manully set. [b]Never use[/b] this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. [b]Always use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease). + [b]Important:[/b] This is the system clock that the user can manually set. [b]Never use[/b] this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. [b]Always use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease). diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 75694037264..8a4bca95a5d 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -6,7 +6,7 @@ Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options. When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog. - [b]Feature tags:[/b] Project settings can be overriden for specific platforms and configurations (debug, release, ...) using [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url]. + [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url]. [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations. diff --git a/drivers/gles_common/rasterizer_canvas_batcher.h b/drivers/gles_common/rasterizer_canvas_batcher.h index c1423441990..b3959b9416a 100644 --- a/drivers/gles_common/rasterizer_canvas_batcher.h +++ b/drivers/gles_common/rasterizer_canvas_batcher.h @@ -499,7 +499,7 @@ public: 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 Transform2D skeleton_base_inverse_xform; // used in software skinning diff --git a/editor/project_settings_editor.cpp b/editor/project_settings_editor.cpp index de12b3238f1..63d3eaf748c 100644 --- a/editor/project_settings_editor.cpp +++ b/editor/project_settings_editor.cpp @@ -196,7 +196,7 @@ void ProjectSettingsEditor::_action_edited() { ti->set_text(0, old_name); add_at = "input/" + old_name; - message->set_text(TTR("Invalid action name. it cannot be empty nor contain '/', ':', '=', '\\' or '\"'")); + message->set_text(TTR("Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or '\"'")); message->popup_centered(Size2(300, 100) * EDSCALE); return; } diff --git a/misc/dist/html/service-worker.js b/misc/dist/html/service-worker.js index f8dee8cd5bb..063e40a6cba 100644 --- a/misc/dist/html/service-worker.js +++ b/misc/dist/html/service-worker.js @@ -1,6 +1,6 @@ // This service worker is required to expose an exported Godot project as a // Progressive Web App. It provides an offline fallback page telling the user -// that they need an Internet conneciton to run the project if desired. +// that they need an Internet connection to run the project if desired. // Incrementing CACHE_VERSION will kick off the install event and force // previously cached resources to be updated from the network. const CACHE_VERSION = "@GODOT_VERSION@"; diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml index 0036a25a6b1..e7723a07b9c 100644 --- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml +++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml @@ -137,7 +137,7 @@ Sets the timeout parameters for a peer. The timeout parameters control how and when a peer will timeout from a failure to acknowledge reliable traffic. Timeout values are expressed in milliseconds. - The [code]timeout_limit[/code] is a factor that, multiplied by a value based on the avarage round trip time, will determine the timeout limit for a reliable packet. When that limit is reached, the timeout will be doubled, and the peer will be disconnected if that limit has reached [code]timeout_min[/code]. The [code]timeout_max[/code] parameter, on the other hand, defines a fixed timeout for which any packet must be acknowledged or the peer will be dropped. + The [code]timeout_limit[/code] is a factor that, multiplied by a value based on the average round trip time, will determine the timeout limit for a reliable packet. When that limit is reached, the timeout will be doubled, and the peer will be disconnected if that limit has reached [code]timeout_min[/code]. The [code]timeout_max[/code] parameter, on the other hand, defines a fixed timeout for which any packet must be acknowledged or the peer will be dropped. diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp index 3230f91fcf9..2706a6c1a98 100644 --- a/modules/fbx/data/fbx_mesh_data.cpp +++ b/modules/fbx/data/fbx_mesh_data.cpp @@ -955,7 +955,7 @@ void FBXMeshData::triangulate_polygon(Ref st, Vector p_polygon for (List::Element *I = out_poly.front(); I; I = I->next()) { TriangulatorPoly &tp = I->get(); - ERR_FAIL_COND_MSG(tp.GetNumPoints() != 3, "The triangulator retuned more points, how this is possible?"); + ERR_FAIL_COND_MSG(tp.GetNumPoints() != 3, "The triangulator returned more points, how this is possible?"); // Find Index for (int i = 2; i >= 0; i -= 1) { const Vector2 vertex = tp.GetPoint(i); diff --git a/modules/fbx/data/fbx_mesh_data.h b/modules/fbx/data/fbx_mesh_data.h index ac2fa8ed5fa..5c4d2202d3f 100644 --- a/modules/fbx/data/fbx_mesh_data.h +++ b/modules/fbx/data/fbx_mesh_data.h @@ -138,7 +138,7 @@ private: /// [0, 2, 1, 3, 4] /// The negative values are computed using this formula: `(-value) - 1` /// - /// Returns the vertex index from the poligon vertex. + /// Returns the vertex index from the polygon vertex. /// Returns -1 if `p_index` is invalid. int get_vertex_from_polygon_vertex(const std::vector &p_face_indices, int p_index) const; diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp index 69a9551f52b..793eb6b4ec5 100644 --- a/modules/fbx/editor_scene_importer_fbx.cpp +++ b/modules/fbx/editor_scene_importer_fbx.cpp @@ -1065,7 +1065,7 @@ Spatial *EditorSceneImporterFBX::_generate_scene( //print_verbose("[doc] node animation path: " + node_path); } } else { - // note: this could actually be unsafe this means we should be careful about continuing here, if we see bizzare effects later we should disable this. + // note: this could actually be unsafe this means we should be careful about continuing here, if we see bizarre effects later we should disable this. // I am not sure if this is unsafe or not, testing will tell us this. print_error("[doc] invalid fbx target detected for this track"); continue; diff --git a/modules/fbx/fbx_parser/FBXDocument.cpp b/modules/fbx/fbx_parser/FBXDocument.cpp index 0061c6b3b45..e464c0368f9 100644 --- a/modules/fbx/fbx_parser/FBXDocument.cpp +++ b/modules/fbx/fbx_parser/FBXDocument.cpp @@ -564,7 +564,7 @@ const std::vector &Document::AnimationStacks() const { const AnimationStack *stack = lazy->Get(); ERR_CONTINUE_MSG(!stack, "invalid ptr to AnimationStack - conversion failure"); - // We push back the weak reference :) to keep things simple, as ownership is on the parser side so it wont be cleaned up. + // We push back the weak reference :) to keep things simple, as ownership is on the parser side so it won't be cleaned up. animationStacksResolved.push_back(stack); } diff --git a/modules/fbx/fbx_parser/FBXDocument.h b/modules/fbx/fbx_parser/FBXDocument.h index 902f8db55ce..7631b0b887c 100644 --- a/modules/fbx/fbx_parser/FBXDocument.h +++ b/modules/fbx/fbx_parser/FBXDocument.h @@ -733,7 +733,7 @@ private: typedef std::vector KeyTimeList; typedef std::vector KeyValueList; -/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefor) */ +/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefore) */ class AnimationCurve : public Object { public: AnimationCurve(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc); diff --git a/modules/fbx/fbx_parser/FBXMeshGeometry.cpp b/modules/fbx/fbx_parser/FBXMeshGeometry.cpp index 759ccba93f5..e6c85072bc8 100644 --- a/modules/fbx/fbx_parser/FBXMeshGeometry.cpp +++ b/modules/fbx/fbx_parser/FBXMeshGeometry.cpp @@ -125,7 +125,7 @@ MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::str ScopePtr sc = element->Compound(); ERR_FAIL_COND_MSG(sc == nullptr, "failed to read geometry, prevented crash"); - ERR_FAIL_COND_MSG(!HasElement(sc, "Vertices"), "Detected mesh with no vertexes, didn't populate the mesh"); + ERR_FAIL_COND_MSG(!HasElement(sc, "Vertices"), "Detected mesh with no vertices, didn't populate the mesh"); // must have Mesh elements: const ElementPtr Vertices = GetRequiredElement(sc, "Vertices", element); @@ -140,7 +140,7 @@ MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::str ParseVectorDataArray(m_vertices, Vertices); ParseVectorDataArray(m_face_indices, PolygonVertexIndex); - ERR_FAIL_COND_MSG(m_vertices.empty(), "mesh with no vertexes in FBX file, did you mean to delete it?"); + ERR_FAIL_COND_MSG(m_vertices.empty(), "mesh with no vertices in FBX file, did you mean to delete it?"); ERR_FAIL_COND_MSG(m_face_indices.empty(), "mesh has no faces, was this intended?"); // Retrieve layer elements, for all of the mesh @@ -278,7 +278,7 @@ MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::str } } // As the algorithm above, this check is useless. Because the first - // ever vertex is always considered the begining of a polygon. + // ever vertex is always considered the beginning of a polygon. ERR_FAIL_COND_MSG(found_it == false, "Was not possible to find the first vertex of this polygon. FBX file is corrupted."); } else { @@ -418,7 +418,7 @@ MeshGeometry::MappingData MeshGeometry::resolve_vertex_data_array( // parse data into array ParseVectorDataArray(tempData.data, GetRequiredElement(source, dataElementName)); - // index array wont always exist + // index array won't always exist const ElementPtr element = GetOptionalElement(source, indexDataElementName); if (element) { ParseVectorDataArray(tempData.index, element); diff --git a/modules/fbx/fbx_parser/FBXMeshGeometry.h b/modules/fbx/fbx_parser/FBXMeshGeometry.h index e62e4ab6a64..e21b4769ebe 100644 --- a/modules/fbx/fbx_parser/FBXMeshGeometry.h +++ b/modules/fbx/fbx_parser/FBXMeshGeometry.h @@ -122,7 +122,7 @@ typedef std::vector MatIndexArray; /// ## Map Type: /// * None The mapping is undetermined. /// * ByVertex There will be one mapping coordinate for each surface control point/vertex (ControlPoint is a vertex). -/// * If you have direct reference type verticies[x] +/// * If you have direct reference type vertices[x] /// * If you have IndexToDirect reference type the UV /// * ByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part. (Sorted by polygon, referencing vertex) /// * ByPolygon There can be only one mapping coordinate for the whole polygon. @@ -186,7 +186,7 @@ public: /// Returns -1 if the vertices doesn't form an edge. Vertex order, doesn't // matter. static int get_edge_id(const std::vector &p_map, int p_vertex_a, int p_vertex_b); - // Retuns the edge point bu that ID, or the edge with -1 vertices if the + // Returns the edge point bu that ID, or the edge with -1 vertices if the // id is not valid. static Edge get_edge(const std::vector &p_map, int p_id); diff --git a/modules/fbx/tools/import_utils.cpp b/modules/fbx/tools/import_utils.cpp index c87dd1fd3a7..368aa09a755 100644 --- a/modules/fbx/tools/import_utils.cpp +++ b/modules/fbx/tools/import_utils.cpp @@ -128,7 +128,7 @@ Transform get_unscaled_transform(const Transform &p_initial, real_t p_scale) { } Vector3 get_poly_normal(const std::vector &p_vertices) { - ERR_FAIL_COND_V_MSG(p_vertices.size() < 3, Vector3(0, 0, 0), "At least 3 vertices are necesary"); + ERR_FAIL_COND_V_MSG(p_vertices.size() < 3, Vector3(0, 0, 0), "At least 3 vertices are necessary"); // Using long double to make sure that normal is computed for even really tiny objects. typedef long double ldouble; ldouble x = 0.0; diff --git a/modules/gdscript/gdscript_compiler.cpp b/modules/gdscript/gdscript_compiler.cpp index 00a59f9443a..86ff7275391 100644 --- a/modules/gdscript/gdscript_compiler.cpp +++ b/modules/gdscript/gdscript_compiler.cpp @@ -1248,7 +1248,7 @@ int GDScriptCompiler::_parse_expression(CodeGen &codegen, const GDScriptParser:: codegen.opcodes.push_back(dst_address_a); // argument 1 codegen.opcodes.push_back(src_address_b); // argument 2 (unary only takes one parameter) } - return dst_address_a; //if anything, returns wathever was assigned or correct stack position + return dst_address_a; //if anything, returns whatever was assigned or correct stack position } } break; case GDScriptParser::OperatorNode::OP_IS: { diff --git a/modules/lightmapper_cpu/lightmapper_cpu.cpp b/modules/lightmapper_cpu/lightmapper_cpu.cpp index 3db3e4edbb0..3ee8695b4da 100644 --- a/modules/lightmapper_cpu/lightmapper_cpu.cpp +++ b/modules/lightmapper_cpu/lightmapper_cpu.cpp @@ -974,7 +974,7 @@ void LightmapperCPU::_post_process(uint32_t p_idx, void *r_output) { void LightmapperCPU::_compute_seams(const MeshInstance &p_mesh, LocalVector &r_seams) { float max_uv_distance = 1.0f / MAX(p_mesh.size.x, p_mesh.size.y); - max_uv_distance *= max_uv_distance; // We use distance_to_squared(), so wee need to square the max distance as well + max_uv_distance *= max_uv_distance; // We use distance_to_squared(), so we need to square the max distance as well float max_pos_distance = 0.00025f; float max_normal_distance = 0.05f; diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp index a2c59d269e4..a80a9a122c1 100644 --- a/modules/mono/csharp_script.cpp +++ b/modules/mono/csharp_script.cpp @@ -333,7 +333,7 @@ Ref