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Эх сурвалжийг харах

Remove word duplicates in comments and strings, and fix casing and punctuation

Robert Yevdokimov 1 жил өмнө
parent
commit
13e82094ee

+ 1 - 1
core/config/project_settings.cpp

@@ -1093,7 +1093,7 @@ Error ProjectSettings::save_custom(const String &p_path, const CustomMap &p_cust
 	} else if (p_path.ends_with(".binary")) {
 		return _save_settings_binary(p_path, save_props, p_custom, save_features);
 	} else {
-		ERR_FAIL_V_MSG(ERR_FILE_UNRECOGNIZED, "Unknown config file format: " + p_path + ".");
+		ERR_FAIL_V_MSG(ERR_FILE_UNRECOGNIZED, "Unknown config file format: " + p_path);
 	}
 }
 

+ 1 - 1
core/extension/gdextension.cpp

@@ -431,7 +431,7 @@ void GDExtension::_register_extension_class_internal(GDExtensionClassLibraryPtr
 			//inheriting from engine class
 		}
 	} else {
-		ERR_FAIL_MSG("Attempt to register an extension class '" + String(class_name) + "' using non-existing parent class '" + String(parent_class_name) + "'");
+		ERR_FAIL_MSG("Attempt to register an extension class '" + String(class_name) + "' using non-existing parent class '" + String(parent_class_name) + "'.");
 	}
 
 #ifdef TOOLS_ENABLED

+ 1 - 1
core/math/basis.cpp

@@ -685,7 +685,7 @@ void Basis::set_euler(const Vector3 &p_euler, EulerOrder p_order) {
 			*this = zmat * ymat * xmat;
 		} break;
 		default: {
-			ERR_FAIL_MSG("Invalid order parameter for set_euler(vec3,order)");
+			ERR_FAIL_MSG("Invalid Euler order parameter.");
 		}
 	}
 }

+ 1 - 1
core/object/script_instance.h

@@ -76,7 +76,7 @@ public:
 	}
 
 	//this is used by script languages that keep a reference counter of their own
-	//you can make make Ref<> not die when it reaches zero, so deleting the reference
+	//you can make Ref<> not die when it reaches zero, so deleting the reference
 	//depends entirely from the script
 
 	virtual void refcount_incremented() {}

+ 1 - 1
core/object/worker_thread_pool.cpp

@@ -551,7 +551,7 @@ void WorkerThreadPool::wait_for_group_task_completion(GroupID p_group) {
 	Group **groupp = groups.getptr(p_group);
 	task_mutex.unlock();
 	if (!groupp) {
-		ERR_FAIL_MSG("Invalid Group ID");
+		ERR_FAIL_MSG("Invalid Group ID.");
 	}
 
 	{

+ 1 - 1
core/string/ustring.cpp

@@ -1536,7 +1536,7 @@ String String::num(double p_num, int p_decimals) {
 		fmt[5] = 'f';
 		fmt[6] = 0;
 	}
-	// if we want to convert a double with as much decimal places as as
+	// if we want to convert a double with as much decimal places as
 	// DBL_MAX or DBL_MIN then we would theoretically need a buffer of at least
 	// DBL_MAX_10_EXP + 2 for DBL_MAX and DBL_MAX_10_EXP + 4 for DBL_MIN.
 	// BUT those values where still giving me exceptions, so I tested from

+ 1 - 1
core/templates/rid_owner.h

@@ -270,7 +270,7 @@ public:
 			if (THREAD_SAFE) {
 				spin_lock.unlock();
 			}
-			ERR_FAIL_MSG("Attempted to free an uninitialized or invalid RID");
+			ERR_FAIL_MSG("Attempted to free an uninitialized or invalid RID.");
 		} else if (unlikely(validator_chunks[idx_chunk][idx_element] != validator)) {
 			if (THREAD_SAFE) {
 				spin_lock.unlock();

+ 1 - 1
core/variant/variant_construct.h

@@ -661,7 +661,7 @@ public:
 		VariantInternal::clear(r_ret);
 	}
 	static void ptr_construct(void *base, const void **p_args) {
-		ERR_FAIL_MSG("can't ptrcall nil constructor");
+		ERR_FAIL_MSG("Cannot ptrcall nil constructor");
 	}
 
 	static int get_argument_count() {

+ 1 - 1
drivers/d3d12/rendering_device_driver_d3d12.cpp

@@ -1860,7 +1860,7 @@ void RenderingDeviceDriverD3D12::command_pipeline_barrier(
 		VectorView<RDD::BufferBarrier> p_buffer_barriers,
 		VectorView<RDD::TextureBarrier> p_texture_barriers) {
 	if (p_src_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT) && p_dst_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT)) {
-		// Looks like the intent is a a full barrier.
+		// Looks like the intent is a full barrier.
 		// In the resource barriers world, we can force a full barrier by discarding some resource, as per
 		// https://microsoft.github.io/DirectX-Specs/d3d/D3D12EnhancedBarriers.html#synchronous-copy-discard-and-resolve.
 		const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;

+ 1 - 1
drivers/gles3/storage/mesh_storage.cpp

@@ -219,7 +219,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
 		glGenBuffers(1, &s->vertex_buffer);
 		glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
 		// If we have an uncompressed surface that contains normals, but not tangents, we need to differentiate the array
-		// from a compressed array in the shader. To do so, we allow the the normal to read 4 components out of the buffer
+		// from a compressed array in the shader. To do so, we allow the normal to read 4 components out of the buffer
 		// But only give it 2 components per normal. So essentially, each vertex reads the next normal in normal.zw.
 		// This allows us to avoid adding a shader permutation, and avoid passing dummy tangents. Since the stride is kept small
 		// this should still be a net win for bandwidth.

+ 3 - 3
editor/editor_settings.cpp

@@ -1588,7 +1588,7 @@ Ref<Shortcut> ED_GET_SHORTCUT(const String &p_path) {
 
 	Ref<Shortcut> sc = EditorSettings::get_singleton()->get_shortcut(p_path);
 
-	ERR_FAIL_COND_V_MSG(!sc.is_valid(), sc, "Used ED_GET_SHORTCUT with invalid shortcut: " + p_path + ".");
+	ERR_FAIL_COND_V_MSG(!sc.is_valid(), sc, "Used ED_GET_SHORTCUT with invalid shortcut: " + p_path);
 
 	return sc;
 }
@@ -1597,7 +1597,7 @@ void ED_SHORTCUT_OVERRIDE(const String &p_path, const String &p_feature, Key p_k
 	ERR_FAIL_NULL_MSG(EditorSettings::get_singleton(), "EditorSettings not instantiated yet.");
 
 	Ref<Shortcut> sc = EditorSettings::get_singleton()->get_shortcut(p_path);
-	ERR_FAIL_COND_MSG(!sc.is_valid(), "Used ED_SHORTCUT_OVERRIDE with invalid shortcut: " + p_path + ".");
+	ERR_FAIL_COND_MSG(!sc.is_valid(), "Used ED_SHORTCUT_OVERRIDE with invalid shortcut: " + p_path);
 
 	PackedInt32Array arr;
 	arr.push_back((int32_t)p_keycode);
@@ -1609,7 +1609,7 @@ void ED_SHORTCUT_OVERRIDE_ARRAY(const String &p_path, const String &p_feature, c
 	ERR_FAIL_NULL_MSG(EditorSettings::get_singleton(), "EditorSettings not instantiated yet.");
 
 	Ref<Shortcut> sc = EditorSettings::get_singleton()->get_shortcut(p_path);
-	ERR_FAIL_COND_MSG(!sc.is_valid(), "Used ED_SHORTCUT_OVERRIDE_ARRAY with invalid shortcut: " + p_path + ".");
+	ERR_FAIL_COND_MSG(!sc.is_valid(), "Used ED_SHORTCUT_OVERRIDE_ARRAY with invalid shortcut: " + p_path);
 
 	// Only add the override if the OS supports the provided feature.
 	if (!OS::get_singleton()->has_feature(p_feature)) {

+ 1 - 1
editor/gui/scene_tree_editor.cpp

@@ -767,7 +767,7 @@ bool SceneTreeEditor::_item_matches_all_terms(TreeItem *p_item, PackedStringArra
 				// Filter by Type.
 				String type = get_node(p_item->get_metadata(0))->get_class();
 				bool term_in_inherited_class = false;
-				// Every Node is is a Node, duh!
+				// Every Node is a Node, duh!
 				while (type != "Node") {
 					if (type.to_lower().contains(argument)) {
 						term_in_inherited_class = true;

+ 1 - 1
modules/gdscript/language_server/godot_lsp.h

@@ -200,7 +200,7 @@ struct LocationLink {
 
 	/**
 	 * The range that should be selected and revealed when this link is being followed, e.g the name of a function.
-	 * Must be contained by the the `targetRange`. See also `DocumentSymbol#range`
+	 * Must be contained by the `targetRange`. See also `DocumentSymbol#range`
 	 */
 	Range targetSelectionRange;
 };

+ 1 - 1
modules/multiplayer/editor/replication_editor.cpp

@@ -292,7 +292,7 @@ ReplicationEditor::ReplicationEditor() {
 	vb->add_child(tree);
 
 	drop_label = memnew(Label);
-	drop_label->set_text(TTR("Add properties using the options above, or\ndrag them them from the inspector and drop them here."));
+	drop_label->set_text(TTR("Add properties using the options above, or\ndrag them from the inspector and drop them here."));
 	drop_label->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
 	drop_label->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
 	tree->add_child(drop_label);

+ 1 - 1
modules/multiplayer/scene_replication_interface.cpp

@@ -421,7 +421,7 @@ Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const Obje
 		// Check visibility for each peers.
 		for (const KeyValue<int, PeerInfo> &E : peers_info) {
 			if (is_visible) {
-				// This is fast, since the the object is visible to everyone, we don't need to check each peer.
+				// This is fast, since the object is visible to everyone, we don't need to check each peer.
 				if (E.value.spawn_nodes.has(p_oid)) {
 					// Already spawned.
 					continue;

+ 2 - 2
scene/2d/tile_map_layer.cpp

@@ -1666,7 +1666,7 @@ void TileMapLayer::_internal_update() {
 	Vector<Vector2i> to_delete;
 	for (SelfList<CellData> *cell_data_list_element = dirty.cell_list.first(); cell_data_list_element; cell_data_list_element = cell_data_list_element->next()) {
 		CellData &cell_data = *cell_data_list_element->self();
-		// Select the the cell from tile_map if it is invalid.
+		// Select the cell from tile_map if it is invalid.
 		if (cell_data.cell.source_id == TileSet::INVALID_SOURCE) {
 			to_delete.push_back(cell_data.coords);
 		}
@@ -2978,4 +2978,4 @@ TerrainConstraint::TerrainConstraint(Ref<TileSet> p_tile_set, const Vector2i &p_
 		}
 	}
 	terrain = p_terrain;
-}
+}

+ 3 - 3
scene/gui/text_edit.cpp

@@ -229,7 +229,7 @@ void TextEdit::Text::invalidate_cache(int p_line, int p_column, bool p_text_chan
 	}
 	text.write[p_line].height = height;
 
-	// If this line has shrunk, this may no longer the the tallest line.
+	// If this line has shrunk, this may no longer the tallest line.
 	if (old_height == line_height && height < line_height) {
 		_calculate_line_height();
 	} else {
@@ -241,7 +241,7 @@ void TextEdit::Text::invalidate_cache(int p_line, int p_column, bool p_text_chan
 	int line_width = get_line_width(p_line);
 	text.write[p_line].width = line_width;
 
-	// If this line has shrunk, this may no longer the the longest line.
+	// If this line has shrunk, this may no longer the longest line.
 	if (old_width == max_width && line_width < max_width) {
 		_calculate_max_line_width();
 	} else if (!is_hidden(p_line)) {
@@ -731,7 +731,7 @@ void TextEdit::_notification(int p_what) {
 
 				// Draw the minimap.
 
-				// Add visual feedback when dragging or hovering the the visible area rectangle.
+				// Add visual feedback when dragging or hovering the visible area rectangle.
 				float viewport_alpha;
 				if (dragging_minimap) {
 					viewport_alpha = 0.25;

+ 6 - 6
scene/resources/skeleton_modification_2d_twoboneik.cpp

@@ -281,16 +281,16 @@ void SkeletonModification2DTwoBoneIK::update_joint_one_bone2d_cache() {
 			if (stack->skeleton->has_node(joint_one_bone2d_node)) {
 				Node *node = stack->skeleton->get_node(joint_one_bone2d_node);
 				ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
-						"Cannot update update joint one Bone2D cache: node is this modification's skeleton or cannot be found!");
+						"Cannot update joint one Bone2D cache: node is this modification's skeleton or cannot be found!");
 				ERR_FAIL_COND_MSG(!node->is_inside_tree(),
-						"Cannot update update joint one Bone2D cache: node is not in the scene tree!");
+						"Cannot update joint one Bone2D cache: node is not in the scene tree!");
 				joint_one_bone2d_node_cache = node->get_instance_id();
 
 				Bone2D *bone = Object::cast_to<Bone2D>(node);
 				if (bone) {
 					joint_one_bone_idx = bone->get_index_in_skeleton();
 				} else {
-					ERR_FAIL_MSG("update joint one Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
+					ERR_FAIL_MSG("Update joint one Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
 				}
 			}
 		}
@@ -309,16 +309,16 @@ void SkeletonModification2DTwoBoneIK::update_joint_two_bone2d_cache() {
 			if (stack->skeleton->has_node(joint_two_bone2d_node)) {
 				Node *node = stack->skeleton->get_node(joint_two_bone2d_node);
 				ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
-						"Cannot update update joint two Bone2D cache: node is this modification's skeleton or cannot be found!");
+						"Cannot update joint two Bone2D cache: node is this modification's skeleton or cannot be found!");
 				ERR_FAIL_COND_MSG(!node->is_inside_tree(),
-						"Cannot update update joint two Bone2D cache: node is not in scene tree!");
+						"Cannot update joint two Bone2D cache: node is not in scene tree!");
 				joint_two_bone2d_node_cache = node->get_instance_id();
 
 				Bone2D *bone = Object::cast_to<Bone2D>(node);
 				if (bone) {
 					joint_two_bone_idx = bone->get_index_in_skeleton();
 				} else {
-					ERR_FAIL_MSG("update joint two Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
+					ERR_FAIL_MSG("Update joint two Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
 				}
 			}
 		}

+ 1 - 1
servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp

@@ -374,7 +374,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
 
 	if (new_surface.vertex_data.size()) {
 		// If we have an uncompressed surface that contains normals, but not tangents, we need to differentiate the array
-		// from a compressed array in the shader. To do so, we allow the the normal to read 4 components out of the buffer
+		// from a compressed array in the shader. To do so, we allow the normal to read 4 components out of the buffer
 		// But only give it 2 components per normal. So essentially, each vertex reads the next normal in normal.zw.
 		// This allows us to avoid adding a shader permutation, and avoid passing dummy tangents. Since the stride is kept small
 		// this should still be a net win for bandwidth.

+ 5 - 5
servers/rendering/rendering_device.cpp

@@ -3782,12 +3782,12 @@ void RenderingDevice::draw_list_draw(DrawListID p_list, bool p_use_indices, uint
 #ifdef DEBUG_ENABLED
 		if (dl->state.sets[i].pipeline_expected_format != dl->state.sets[i].uniform_set_format) {
 			if (dl->state.sets[i].uniform_set_format == 0) {
-				ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline");
+				ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline.");
 			} else if (uniform_set_owner.owns(dl->state.sets[i].uniform_set)) {
 				UniformSet *us = uniform_set_owner.get_or_null(dl->state.sets[i].uniform_set);
 				ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + "):\n" + _shader_uniform_debug(us->shader_id, us->shader_set) + "\nare not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(dl->state.pipeline_shader));
 			} else {
-				ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(dl->state.pipeline_shader));
+				ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(dl->state.pipeline_shader));
 			}
 		}
 #endif
@@ -4173,12 +4173,12 @@ void RenderingDevice::compute_list_dispatch(ComputeListID p_list, uint32_t p_x_g
 #ifdef DEBUG_ENABLED
 		if (cl->state.sets[i].pipeline_expected_format != cl->state.sets[i].uniform_set_format) {
 			if (cl->state.sets[i].uniform_set_format == 0) {
-				ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline");
+				ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline.");
 			} else if (uniform_set_owner.owns(cl->state.sets[i].uniform_set)) {
 				UniformSet *us = uniform_set_owner.get_or_null(cl->state.sets[i].uniform_set);
 				ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + "):\n" + _shader_uniform_debug(us->shader_id, us->shader_set) + "\nare not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
 			} else {
-				ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
+				ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
 			}
 		}
 #endif
@@ -4271,7 +4271,7 @@ void RenderingDevice::compute_list_dispatch_indirect(ComputeListID p_list, RID p
 				UniformSet *us = uniform_set_owner.get_or_null(cl->state.sets[i].uniform_set);
 				ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + "):\n" + _shader_uniform_debug(us->shader_id, us->shader_set) + "\nare not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
 			} else {
-				ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
+				ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
 			}
 		}
 #endif