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Fix some typos with codespell -w

Rémi Verschelde 9 years ago
parent
commit
f7a1ae45de

+ 1 - 1
contributing/reference_filling_work.rst

@@ -101,7 +101,7 @@ Here is an example with the Node2D class:
         Base node for 2D system.
         Base node for 2D system.
         
         
         
         
-        Base node for 2D system. Node2D contains a position, rotation and scale, which is used to position and animate. It can alternatively be used with a custom 2D transform ([Matrix32]). A tree of Node2Ds allows complex hierachies for animation and positioning.
+        Base node for 2D system. Node2D contains a position, rotation and scale, which is used to position and animate. It can alternatively be used with a custom 2D transform ([Matrix32]). A tree of Node2Ds allows complex hierarchies for animation and positioning.
         
         
         
         
             
             

+ 1 - 1
reference/core_types.rst

@@ -19,7 +19,7 @@ more difficult to read.
 
 
 In general, care is not taken to use the most efficient datatype for a
 In general, care is not taken to use the most efficient datatype for a
 given task unless using large structures or arrays. ``int`` is used
 given task unless using large structures or arrays. ``int`` is used
-through most of the code unless neccesary. This is done because nowadays
+through most of the code unless necessary. This is done because nowadays
 every device has at least a 32 bits bus and can do such operations in
 every device has at least a 32 bits bus and can do such operations in
 one cycle. It makes code more readable too.
 one cycle. It makes code more readable too.
 
 

+ 1 - 1
reference/gdscript_more_efficiently.rst

@@ -51,7 +51,7 @@ a boost.
 Variables & Assignment
 Variables & Assignment
 ~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~
 
 
-All variables in a dynamicaly typed language are "variant"-like. This
+All variables in a dynamically typed language are "variant"-like. This
 means that their type is not fixed, and is only modified through
 means that their type is not fixed, and is only modified through
 assignment. Example:
 assignment. Example:
 
 

+ 1 - 1
reference/object_class.rst

@@ -79,7 +79,7 @@ and optimized away.
 Check ``_bind_methods`` of Control or Object for more examples.
 Check ``_bind_methods`` of Control or Object for more examples.
 
 
 If just adding modules and functionality that is not expected to be
 If just adding modules and functionality that is not expected to be
-documented as throughly, the ``_MD()`` macro can safely be ignore and a
+documented as thoroughly, the ``_MD()`` macro can safely be ignore and a
 string passing the name can be passed for brevity.
 string passing the name can be passed for brevity.
 
 
 References:
 References:

+ 1 - 1
reference/variant_class.rst

@@ -23,7 +23,7 @@ A Variant can:
 -  Be used to abstract calling methods and their arguments (Godot
 -  Be used to abstract calling methods and their arguments (Godot
    exports all it's functions through variants)
    exports all it's functions through variants)
 -  Be used to defer calls or move data between threads.
 -  Be used to defer calls or move data between threads.
--  Be serialized as binary and stored to disk, or transfered via
+-  Be serialized as binary and stored to disk, or transferred via
    network.
    network.
 -  Be serialized to text and use it for printing values and editable
 -  Be serialized to text and use it for printing values and editable
    settings.
    settings.

+ 1 - 1
tutorials/2d/cutout_animation.rst

@@ -336,7 +336,7 @@ that will remain unused.
 Keyframing IK
 Keyframing IK
 ~~~~~~~~~~~~~
 ~~~~~~~~~~~~~
 
 
-When editing IK chains, is is not neccesary to select the whole chain to
+When editing IK chains, is is not necessary to select the whole chain to
 add keyframes. Selecting the endpoint of the chain and inserting a
 add keyframes. Selecting the endpoint of the chain and inserting a
 keyframe will automatically insert keyframes until the chain base too.
 keyframe will automatically insert keyframes until the chain base too.
 This makes the task of animating extremities much simpler.
 This makes the task of animating extremities much simpler.

+ 1 - 1
tutorials/2d/gui_skinning.rst

@@ -98,7 +98,7 @@ but will be soon.
 Customizing a Control
 Customizing a Control
 ---------------------
 ---------------------
 
 
-If only a few controls need to be skinned. It is often not neccesary to
+If only a few controls need to be skinned. It is often not necessary to
 create a new theme. Controls offer their theme options as special kind
 create a new theme. Controls offer their theme options as special kind
 of properties. If checked, overriding will take place:
 of properties. If checked, overriding will take place:
 
 

+ 3 - 3
tutorials/2d/particle_systems_2d.rst

@@ -127,7 +127,7 @@ high linear velocity and then stop as they fade.
 Initial Angle
 Initial Angle
 -------------
 -------------
 
 
-Determines the intial angle of the particle (in degress). This parameter
+Determines the initial angle of the particle (in degress). This parameter
 is mostly useful randomized.
 is mostly useful randomized.
 
 
 .. image:: /img/paranim11.gif
 .. image:: /img/paranim11.gif
@@ -135,7 +135,7 @@ is mostly useful randomized.
 Initial & Final Size
 Initial & Final Size
 --------------------
 --------------------
 
 
-Determines the intial and final scales of the particle.
+Determines the initial and final scales of the particle.
 
 
 .. image:: /img/paranim12.gif
 .. image:: /img/paranim12.gif
 
 
@@ -147,7 +147,7 @@ transparency.
 
 
 Phases must provide an offset value from 0 to 1, and alays in
 Phases must provide an offset value from 0 to 1, and alays in
 ascending order. For example, a color will begin at offset 0 and end
 ascending order. For example, a color will begin at offset 0 and end
-in offset 1, but 4 colors might use diferent offsets, such as 0, 0.2,
+in offset 1, but 4 colors might use different offsets, such as 0, 0.2,
 0.8 and 1.0 for the different phases:
 0.8 and 1.0 for the different phases:
 
 
 .. image:: /img/particlecolorphases.png
 .. image:: /img/particlecolorphases.png

+ 1 - 1
tutorials/2d/physics_introduction.rst

@@ -183,7 +183,7 @@ CollisionObject2D derived node
 By itself it does nothing, but when created as a child of the above
 By itself it does nothing, but when created as a child of the above
 mentioned nodes, it adds collision shapes to them. Any amount of
 mentioned nodes, it adds collision shapes to them. Any amount of
 CollisionShape2D children can be created, meaning the parent object will
 CollisionShape2D children can be created, meaning the parent object will
-simply have mroe collision shapes. When added/deleted/moved/edited, it
+simply have more collision shapes. When added/deleted/moved/edited, it
 updates the list of shapes in the parent node.
 updates the list of shapes in the parent node.
 
 
 At run time, though, this node does not exist (can't be accessed with
 At run time, though, this node does not exist (can't be accessed with

+ 1 - 1
tutorials/2d/screen-reading_shaders.rst

@@ -73,7 +73,7 @@ visuals:
 
 
 In the above image, the second sphere (top right) is using the same
 In the above image, the second sphere (top right) is using the same
 source for texscreen() as the first one below, so the first one
 source for texscreen() as the first one below, so the first one
-"dissapears", or is not visible.
+"disappears", or is not visible.
 
 
 To correct this, a
 To correct this, a
 :ref:`BackBufferCopy <class_BackBufferCopy>`
 :ref:`BackBufferCopy <class_BackBufferCopy>`

+ 1 - 1
tutorials/2d/tilemap.rst

@@ -135,7 +135,7 @@ Painting Your World
 
 
 With all set, make sure the TileMap node is selected. A red grid will
 With all set, make sure the TileMap node is selected. A red grid will
 appear on screen, allowing to paint on it with the selected tile on the
 appear on screen, allowing to paint on it with the selected tile on the
-left pallete.
+left palette.
 
 
 .. image:: /img/tile_example6.png
 .. image:: /img/tile_example6.png
 
 

+ 1 - 1
tutorials/3d/fixed_materials.rst

@@ -87,7 +87,7 @@ These are the base colors for the material.
 -  Specular color is the color of the reflected light and responsible
 -  Specular color is the color of the reflected light and responsible
    for shines. It is affected by the specular exponent.
    for shines. It is affected by the specular exponent.
 -  Emission is the color of the light generated within the material
 -  Emission is the color of the light generated within the material
-   (althought it will not lit anything else around unless baking). This
+   (although it will not lit anything else around unless baking). This
    color is constant.
    color is constant.
 -  Specular Exponent (or "Shininess"/"Intensity" in some 3D DCCs) is the
 -  Specular Exponent (or "Shininess"/"Intensity" in some 3D DCCs) is the
    way light is reflected. If the value is high, light is reflected
    way light is reflected. If the value is high, light is reflected

+ 2 - 2
tutorials/3d/shadow_mapping.rst

@@ -68,7 +68,7 @@ of light with a single texture? There are two alternatives, the first
 one is to use DPSM (Dual Paraboloid Shadow Mapping). This technique is
 one is to use DPSM (Dual Paraboloid Shadow Mapping). This technique is
 fast, but it requires DISCARD to be used (which makes it not very usable
 fast, but it requires DISCARD to be used (which makes it not very usable
 on mobile). DPSM can also look rather bad if the geometry is not
 on mobile). DPSM can also look rather bad if the geometry is not
-tesselated enough, so more vertices might be neccesary if it doesnt'r
+tesselated enough, so more vertices might be necessary if it doesnt'r
 look tight. The second option is to simply not use a shadow map, and use
 look tight. The second option is to simply not use a shadow map, and use
 a shadow cubemap. This is faster, but requires six passes to render all
 a shadow cubemap. This is faster, but requires six passes to render all
 directions and is not supported on the current (GLES2) renderer.
 directions and is not supported on the current (GLES2) renderer.
@@ -126,7 +126,7 @@ Z-Offset. This improves things a lot:
 
 
 .. image:: /img/shadow_offset_2.png
 .. image:: /img/shadow_offset_2.png
 
 
-But it's not quite perfect, self shadowing did not dissapear completely.
+But it's not quite perfect, self shadowing did not disappear completely.
 So close to perfection but still not there.. so in a turn of greed you
 So close to perfection but still not there.. so in a turn of greed you
 increase the Z-Offset even more!
 increase the Z-Offset even more!
 
 

+ 1 - 1
tutorials/asset_pipeline/import_process.rst

@@ -93,7 +93,7 @@ ensures that the same asset can be re-imported in another computer.
 
 
 The usual approach to this, when using a VCS such as Subversion,
 The usual approach to this, when using a VCS such as Subversion,
 Perforce or GIT, is to create the project in a subfolder, so both it and
 Perforce or GIT, is to create the project in a subfolder, so both it and
-the source assets can be commited to a same repository. For example:
+the source assets can be committed to a same repository. For example:
 
 
 Repository layout:
 Repository layout:
 
 

+ 1 - 1
tutorials/step_by_step/file_system.rst

@@ -21,7 +21,7 @@ Implementation
 
 
 Godot stores resources to disk. Anything, from a script, to a scene or a
 Godot stores resources to disk. Anything, from a script, to a scene or a
 PNG image is a resource to the engine. If a resource contains properties
 PNG image is a resource to the engine. If a resource contains properties
-that referece other resources on disk, the path to that resource is
+that reference other resources on disk, the path to that resource is
 included. If it has sub-resources that are built-in, the resource is
 included. If it has sub-resources that are built-in, the resource is
 saved in a single file together with all the bundled sub-resources. For
 saved in a single file together with all the bundled sub-resources. For
 example, a font resource is often saved with the character textures
 example, a font resource is often saved with the character textures

+ 1 - 1
tutorials/step_by_step/gui_tutorial.rst

@@ -63,7 +63,7 @@ boundary.
 
 
 Like any class that inherits from :ref:`CanvasItem <class_CanvasItem>`
 Like any class that inherits from :ref:`CanvasItem <class_CanvasItem>`
 (Control does), a :ref:`CanvasItem._draw() <class_CanvasItem__draw>`
 (Control does), a :ref:`CanvasItem._draw() <class_CanvasItem__draw>`
-callback will be received at the begining and every time the control
+callback will be received at the beginning and every time the control
 needs to be redrawn (programmer needs to call
 needs to be redrawn (programmer needs to call
 :ref:`CanvasItem.update() <class_CanvasItem_update>`
 :ref:`CanvasItem.update() <class_CanvasItem_update>`
 to enqueue the CanvasItem for redraw). If the control is not visible
 to enqueue the CanvasItem for redraw). If the control is not visible

+ 1 - 1
tutorials/step_by_step/singletons_autoload.rst

@@ -7,7 +7,7 @@ Introduction
 ------------
 ------------
 
 
 Scene Singletons are very useful things, as they represent a very common
 Scene Singletons are very useful things, as they represent a very common
-use case, but it's not clear at the begining where their value is.
+use case, but it's not clear at the beginning where their value is.
 
 
 The scene system is very useful, but by itself it has a few drawbacks:
 The scene system is very useful, but by itself it has a few drawbacks: