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Merge pull request #237 from Jason0214/fix_typos_2.8

Fixing some typos.
Lu Jiacheng 6 years ago
parent
commit
5d0f5c7adc
3 changed files with 23 additions and 23 deletions
  1. 5 5
      README.md
  2. 15 15
      io_scene_godot/__init__.py
  3. 3 3
      io_scene_godot/export_godot.py

+ 5 - 5
README.md

@@ -23,19 +23,19 @@ This repository includes a Makefile to assist with development. Running
 `make` from the project root will:
 `make` from the project root will:
 
 
 1. Export all of the blend files from the `tests/scenes` directory.  
 1. Export all of the blend files from the `tests/scenes` directory.  
-   If you add a feature, it is suggested that you add a new blend file to 
+   If you add a feature, it is suggested that you add a new blend file to
    the `tests/scenes` directory that uses this feature.
    the `tests/scenes` directory that uses this feature.
-2. Runs `diff` on the output files conpared to the reference exports. This acts
+2. Runs `diff` on the output files compared to the reference exports. This acts
    as a regression test.
    as a regression test.
 3. Runs [pycodestyle](http://pycodestyle.pycqa.org/en/latest/) and
 3. Runs [pycodestyle](http://pycodestyle.pycqa.org/en/latest/) and
    [pylint](https://www.pylint.org/) style tests. Your code must pass these to
    [pylint](https://www.pylint.org/) style tests. Your code must pass these to
    be elegible to merge.
    be elegible to merge.
 
 
 
 
-Current regression tests use the daily build of blender 2.80 from blender [official
+Current regression tests use the daily build of Blender 2.8 from Blender [official
 site](https://builder.blender.org/download/) and runs on ubuntu 16.04. If you run
 site](https://builder.blender.org/download/) and runs on ubuntu 16.04. If you run
-on different blender version or different platform, the output may differ slightly 
-mostly causing by different float precision.
+the tests with different Blender version or on different platforms, the output may
+slightly differ.
 
 
 
 
 ## License
 ## License

+ 15 - 15
io_scene_godot/__init__.py

@@ -30,7 +30,7 @@ bl_info = {  # pylint: disable=invalid-name
     "blender": (2, 80, 0),
     "blender": (2, 80, 0),
     "location": "File > Import-Export",
     "location": "File > Import-Export",
     "description": ("Export Godot Scenes to a format that can be efficiently "
     "description": ("Export Godot Scenes to a format that can be efficiently "
-                    "imported. "),
+                    "imported."),
     "warning": "",
     "warning": "",
     "wiki_url": ("https://godotengine.org"),
     "wiki_url": ("https://godotengine.org"),
     "tracker_url": "https://github.com/godotengine/blender-exporter",
     "tracker_url": "https://github.com/godotengine/blender-exporter",
@@ -93,9 +93,9 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
     use_export_animation: BoolProperty(
     use_export_animation: BoolProperty(
         name="Export Animation",
         name="Export Animation",
         description="Export all the animation actions (include actions "
         description="Export all the animation actions (include actions "
-                    "in nla_tracks), note that by default blender animation "
-                    "is exported as actions, so every node would have their "
-                    "own AnimationPlayer hold their actions",
+                    "in nla_tracks), note that by default Blender animation "
+                    "is exported as actions, so every node would have its "
+                    "own AnimationPlayer holding its actions",
         default=True,
         default=True,
     )
     )
     use_export_material: BoolProperty(
     use_export_material: BoolProperty(
@@ -121,41 +121,41 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
     )
     )
     generate_external_material: BoolProperty(
     generate_external_material: BoolProperty(
         name="Generate External Material",
         name="Generate External Material",
-        description="If turned on, materials in the exported scene would "
+        description="If turned on, materials in the exported scene will "
                     "generate external .material files when imported to "
                     "generate external .material files when imported to "
-                    "godot,  thus make it easy for material reusing",
+                    "Godot, thus make it easy for material reusing",
         default=False,
         default=False,
     )
     )
     animation_modes: EnumProperty(
     animation_modes: EnumProperty(
         name="Animation Modes",
         name="Animation Modes",
-        description="Configuration of how blender animation data being "
-                    "exported to godot AnimationPlayer as well as the "
+        description="Configuration of how Blender animation data is "
+                    "exported to Godot AnimationPlayer as well as the "
                     "placement of AnimationPlayers in the node tree.",
                     "placement of AnimationPlayers in the node tree.",
         default="ACTIONS",
         default="ACTIONS",
         items=(
         items=(
             (
             (
                 "ACTIONS", "Animation as Actions",
                 "ACTIONS", "Animation as Actions",
-                "Each animated node would have their own AnimationPlayer"
+                "Each animated node will have its own AnimationPlayer"
             ),
             ),
             (
             (
                 "SCENE_ANIMATION", "Scene Animation",
                 "SCENE_ANIMATION", "Scene Animation",
-                "All the animations of the whole scene would be placed "
+                "All the animations of the whole scene will be placed "
                 "into one AnimationPlayer at scene root"
                 "into one AnimationPlayer at scene root"
             ),
             ),
             (
             (
                 "SQUASHED_ACTIONS", "Animation as Actions with Squash",
                 "SQUASHED_ACTIONS", "Animation as Actions with Squash",
                 "Animation is exported as actions of nodes, but instead "
                 "Animation is exported as actions of nodes, but instead "
                 "of having an individual AnimationPlayer for each node, "
                 "of having an individual AnimationPlayer for each node, "
-                "this configuration would squash children nodes' actions "
+                "this configuration will squash children nodes' actions "
                 "to their parents"
                 "to their parents"
             )
             )
         )
         )
     )
     )
     material_search_paths: EnumProperty(
     material_search_paths: EnumProperty(
         name="Material Search Paths",
         name="Material Search Paths",
-        description="Search for existing godot materials with names that match"
-                    "the blender material names (ie the file <matname>.tres"
-                    "containing a material resource)",
+        description="Search for existing Godot materials with names that "
+                    "match the Blender material names (i.e. the file "
+                    "<matname>.tres containing a material resource)",
         default="PROJECT_DIR",
         default="PROJECT_DIR",
         items=(
         items=(
             (
             (
@@ -168,7 +168,7 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
             ),
             ),
             (
             (
                 "PROJECT_DIR", "Project Directory",
                 "PROJECT_DIR", "Project Directory",
-                "Search for materials in the godot project directory"
+                "Search for materials in the Godot project directory"
             ),
             ),
         )
         )
     )
     )

+ 3 - 3
io_scene_godot/export_godot.py

@@ -51,10 +51,10 @@ def find_godot_project_dir(export_path):
         project_dir = os.path.split(project_dir)[0]
         project_dir = os.path.split(project_dir)[0]
         if project_dir in ("/", last):
         if project_dir in ("/", last):
             raise structures.ValidationError(
             raise structures.ValidationError(
-                "Unable to find godot project file"
+                "Unable to find Godot project file"
             )
             )
         last = project_dir
         last = project_dir
-    logging.info("Found godot project directory at %s", project_dir)
+    logging.info("Found Godot project directory at %s", project_dir)
     return project_dir
     return project_dir
 
 
 
 
@@ -86,7 +86,7 @@ class GodotExporter:
         if obj not in self.valid_objects:
         if obj not in self.valid_objects:
             return
             return
 
 
-        logging.info("Exporting Blender Object: %s", obj.name)
+        logging.info("Exporting Blender object: %s", obj.name)
 
 
         prev_node = bpy.context.view_layer.objects.active
         prev_node = bpy.context.view_layer.objects.active
         bpy.context.view_layer.objects.active = obj
         bpy.context.view_layer.objects.active = obj