Browse Source

Fix typos with codespell

Using codespell 1.16.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
Rémi Verschelde 5 years ago
parent
commit
e23ee5b081

+ 1 - 1
_static/css/custom.css

@@ -143,7 +143,7 @@ code,
 .wy-menu-vertical p.caption {
     color: var(--navbar-heading-color);
 
-    /* Improves the apperance of uppercase text */
+    /* Improves the appearance of uppercase text */
     letter-spacing: 0.75px;
 }
 

+ 2 - 2
development/compiling/compiling_for_x11.rst

@@ -25,8 +25,8 @@ required:
 .. seealso:: For a general overview of SCons usage for Godot, see
              :ref:`doc_introduction_to_the_buildsystem`.
 
-Distro-specific oneliners
-^^^^^^^^^^^^^^^^^^^^^^^^^
+Distro-specific one-liners
+^^^^^^^^^^^^^^^^^^^^^^^^^^
 +------------------+-----------------------------------------------------------------------------------------------------------+
 | **Alpine Linux** | ::                                                                                                        |
 |                  |                                                                                                           |

+ 4 - 4
getting_started/step_by_step/scripting_continued.rst

@@ -192,12 +192,12 @@ function in your script:
 
 The documentation of each class in the :ref:`Class Reference <toc-class-ref>`
 shows the notifications it can receive. However, in most cases GDScript
-provides simpler overrideable functions.
+provides simpler overridable functions.
 
-Overrideable functions
-----------------------
+Overridable functions
+---------------------
 
-Such overrideable functions, which are described as
+Such overridable functions, which are described as
 follows, can be applied to nodes:
 
 .. tabs::

+ 1 - 1
getting_started/workflow/best_practices/logic_preferences.rst

@@ -48,7 +48,7 @@ either? Let's see an example:
     #    such, preloading the value here actually does not benefit anyone.
     #
     # 3. Because the user exports the value, if this script stored on
-    #    a node in a scene file, the scene instantation code will overwrite the
+    #    a node in a scene file, the scene instantiation code will overwrite the
     #    preloaded initial value anyway (wasting it). It's usually better to
     #    provide null, empty, or otherwise invalid default values for exports.
     #

+ 2 - 2
tutorials/debug/overview_of_debugging_tools.rst

@@ -6,7 +6,7 @@ Overview of debugging tools
 Introduction
 ------------
 
-When developing your game, you want to test your game and debug when problems occurr. Godot provides several debugging options and
+When developing your game, you want to test your game and debug when problems occur. Godot provides several debugging options and
 tools which aid your debugging process. There are the debug dropdown options, Script editor debug options, debug project settings,
 and the debugger.
 
@@ -80,7 +80,7 @@ Settings
 ++++++++
 
 These are some general settings such as printing the current FPS to the Output panel, the
-maximum ammount of functions when profiling and others.
+maximum amount of functions when profiling and others.
 
 GDScript
 ++++++++

+ 1 - 1
tutorials/gui/gui_skinning.rst

@@ -104,7 +104,7 @@ directly, and only for a specific control, by using the override API in
     l.AddColorOverride("fontColor", new Color(1.0f, 1.0f, 1.0f));
 
 In the inline help of Godot (in the script tab) you can check which theme options
-are overrideable, or check the :ref:`Control <class_Control>` class reference.
+are overridable, or check the :ref:`Control <class_Control>` class reference.
 
 Customizing a control
 ---------------------

+ 1 - 1
tutorials/math/beziers_and_curves.rst

@@ -180,7 +180,7 @@ The reason is that some sections of a curve (specifically, corners) may require
 
 Additionally, if both control points were ``0, 0`` (remember they are relative vectors), the Bezier curve would just be a straight line (so drawing a high amount of points would be wasteful).
 
-Before drawing Bezier curves, *tesselation* is required. This is often done with a recursive or divide and conquer function that splits the curve until the curvature amount becomes less than a certain threshold.
+Before drawing Bezier curves, *tessellation* is required. This is often done with a recursive or divide and conquer function that splits the curve until the curvature amount becomes less than a certain threshold.
 
 The *Curve* classes provide this via the
 :ref:`Curve2D.tessellate() <class_Curve2D_method_tessellate>` function (which receives optional ``stages`` of recursion and angle ``tolerance`` arguments). This way, drawing something based on a curve is easier.

+ 2 - 2
tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst

@@ -106,7 +106,7 @@ To summerize:
 
 - The :ref:`ARVRCamera <class_ARVRCamera>` node is offset on the Y axis by the user's height.
 
-- If the VR system supports room tracking, then the :ref:`ARVRCamera <class_ARVRCamera>` node may be offset on the X and Z axises as the player moves.
+- If the VR system supports room tracking, then the :ref:`ARVRCamera <class_ARVRCamera>` node may be offset on the X and Z axes as the player moves.
 
 - The :ref:`ARVRController <class_ARVRController>` nodes represent the VR controllers and handle all of the input from the VR controllers.
 
@@ -697,7 +697,7 @@ over the last thirty ``_physics_process`` calls. While this is not perfect, it g
 ``_physics_process_directional_movement`` function step-by-step explanation
 """""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
 
-First this function gets the axises for the trackpad and the joystick and assigns them to :ref:`Vector2 <class_Vector2>` variables called ``trackpad_vector`` and ``joystick_vector`` respectively.
+First this function gets the axes for the trackpad and the joystick and assigns them to :ref:`Vector2 <class_Vector2>` variables called ``trackpad_vector`` and ``joystick_vector`` respectively.
 
 .. note:: You may need to remap the joystick and/or touchpad index values depending on your VR headset and controller. The inputs in this tutorial are the index values of a
           Windows Mixed Reality headset.