Jelajahi Sumber

Merge pull request #9440 from Calinou/ci-fix-codespell

Fix false positives in codespell CI and fix reported typos
Max Hilbrunner 1 tahun lalu
induk
melakukan
32f1b6ea48

+ 0 - 1
.github/workflows/build_offline_docs.yml

@@ -23,7 +23,6 @@ jobs:
       - name: Install dependencies
       - name: Install dependencies
         run: |
         run: |
           sudo pip3 install -r requirements.txt
           sudo pip3 install -r requirements.txt
-          sudo pip3 install codespell
           sudo apt update
           sudo apt update
           sudo apt install parallel libwebp7
           sudo apt install parallel libwebp7
 
 

+ 2 - 0
_tools/codespell-ignore.txt

@@ -6,3 +6,5 @@ raison
 uint
 uint
 implementors
 implementors
 thirdparty
 thirdparty
+inout
+findn

+ 2 - 2
contributing/development/compiling/compiling_for_linuxbsd.rst

@@ -394,7 +394,7 @@ There are two solutions:
 - Follow `these instructions <https://github.com/ivmai/libatomic_ops#installation-and-usage>`__ to configure, build, and
 - Follow `these instructions <https://github.com/ivmai/libatomic_ops#installation-and-usage>`__ to configure, build, and
   install ``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/libatomic.a``, or create a soft link
   install ``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/libatomic.a``, or create a soft link
   to ``libatomic_ops`` by command ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure the
   to ``libatomic_ops`` by command ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure the
-  latest ``libatomic_ops`` will be used without the need to copy it everytime when it is updated.
+  latest ``libatomic_ops`` will be used without the need to copy it every time when it is updated.
 
 
 Using mold for faster development
 Using mold for faster development
 ---------------------------------
 ---------------------------------
@@ -406,7 +406,7 @@ As of January 2023, mold is not readily available in Linux distribution
 repositories, so you will have to install its binaries manually.
 repositories, so you will have to install its binaries manually.
 
 
 - Download mold binaries from its `releases page <https://github.com/rui314/mold/releases/latest>`__.
 - Download mold binaries from its `releases page <https://github.com/rui314/mold/releases/latest>`__.
-- Extract the ``.tar.gz`` file, then move the extraced folder to a location such as ``.local/share/mold``.
+- Extract the ``.tar.gz`` file, then move the extracted folder to a location such as ``.local/share/mold``.
 - Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment variable.
 - Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment variable.
   For example, you can add the following line at the end of your ``$HOME/.bash_profile`` file:
   For example, you can add the following line at the end of your ``$HOME/.bash_profile`` file:
 
 

+ 1 - 1
contributing/development/compiling/compiling_for_windows.rst

@@ -93,7 +93,7 @@ The tutorial will assume from now on that you placed the source code in
 
 
     For Windows Defender, hit the :kbd:`Windows` key, type "Windows Security"
     For Windows Defender, hit the :kbd:`Windows` key, type "Windows Security"
     then hit :kbd:`Enter`. Click on **Virus & threat protection** on the left
     then hit :kbd:`Enter`. Click on **Virus & threat protection** on the left
-    panel. Under **Virus & threat protection settings** click on **Mange Settings**
+    panel. Under **Virus & threat protection settings** click on **Manage Settings**
     and scroll down to **Exclusions**. Click **Add or remove exclusions** then
     and scroll down to **Exclusions**. Click **Add or remove exclusions** then
     add the Godot source folder.
     add the Godot source folder.
 
 

+ 1 - 1
contributing/development/compiling/index.rst

@@ -13,7 +13,7 @@ setup compiling the engine for your current platform should be as easy as runnin
 
 
 But you will probably need to use at least some of the available options to configure
 But you will probably need to use at least some of the available options to configure
 the build to match your specific needs, be it a custom engine fork, a lightweight build
 the build to match your specific needs, be it a custom engine fork, a lightweight build
-stripped of extra modules, or an executable targetting engine development.
+stripped of extra modules, or an executable targeting engine development.
 
 
 The articles below should help you navigate configuration options available, as well as
 The articles below should help you navigate configuration options available, as well as
 prerequisites required to compile Godot exactly the way you need.
 prerequisites required to compile Godot exactly the way you need.

+ 1 - 1
contributing/development/compiling/introduction_to_the_buildsystem.rst

@@ -397,7 +397,7 @@ For the folders accelerated by this option, multiple ``.cpp`` files are
 compiled in each translation unit, so headers can be shared between multiple
 compiled in each translation unit, so headers can be shared between multiple
 files, which can dramatically decrease build times.
 files, which can dramatically decrease build times.
 
 
-To peform an SCU build, use the ``scu_build=yes`` SCons option.
+To perform an SCU build, use the ``scu_build=yes`` SCons option.
 
 
 .. note:: When developing a Pull Request using SCU builds, be sure to make a
 .. note:: When developing a Pull Request using SCU builds, be sure to make a
           regular build prior to submitting the PR. This is because SCU builds
           regular build prior to submitting the PR. This is because SCU builds

+ 1 - 1
contributing/development/core_and_modules/scripting_development.rst

@@ -14,7 +14,7 @@ Annotation guidelines
     compilation details because these are often inconsistent between annotations
     compilation details because these are often inconsistent between annotations
 
 
 Create annotations for modifiers that act on the script or its code.
 Create annotations for modifiers that act on the script or its code.
-Addionally, create annotations for behavior that is specific to the Godot
+Additionally, create annotations for behavior that is specific to the Godot
 engine and editor; if the primary purpose is to affect the way that the engine
 engine and editor; if the primary purpose is to affect the way that the engine
 or editor treats or interacts with the script, implement the token as an
 or editor treats or interacts with the script, implement the token as an
 annotation.
 annotation.

+ 1 - 1
tutorials/3d/global_illumination/using_lightmap_gi.rst

@@ -400,7 +400,7 @@ but doing so will increase bake times significantly.
 
 
 To combat noise without increasing bake times too much, a denoiser can be used.
 To combat noise without increasing bake times too much, a denoiser can be used.
 A denoiser is an algorithm that runs on the final baked lightmap, detects patterns of
 A denoiser is an algorithm that runs on the final baked lightmap, detects patterns of
-noise and softens them while attempting to best preseve detail.
+noise and softens them while attempting to best preserve detail.
 Godot offers two denoising algorithms:
 Godot offers two denoising algorithms:
 
 
 JNLM (Non-Local Means with Joint Filtering)
 JNLM (Non-Local Means with Joint Filtering)

+ 1 - 1
tutorials/plugins/editor/inspector_plugins.rst

@@ -192,7 +192,7 @@ You can display your custom widget in two ways. Use just the default ``add_child
 method to display it to the right of the property name, and use ``add_child()``
 method to display it to the right of the property name, and use ``add_child()``
 followed by ``set_bottom_editor()`` to position it below the name.
 followed by ``set_bottom_editor()`` to position it below the name.
 
 
-.. FIXME: The second tab has the C# lexer for hightlighting disabled for now, as the provided code causes errors.
+.. FIXME: The second tab has the C# lexer for highlighting disabled for now, as the provided code causes errors.
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript