Browse Source

Refactor 'treshold' to 'threshold'

Poommetee Ketson 8 years ago
parent
commit
2fd204c35e
44 changed files with 183 additions and 185 deletions
  1. 18 18
      core/image.cpp
  2. 4 4
      core/math/face3.cpp
  3. 5 5
      core/sort.h
  4. 3 3
      drivers/gles2/rasterizer_gles2.cpp
  5. 2 2
      drivers/gles2/rasterizer_gles2.h
  6. 5 6
      drivers/gles2/shaders/copy.glsl
  7. 4 4
      drivers/gles3/rasterizer_scene_gles3.cpp
  8. 3 3
      drivers/gles3/rasterizer_scene_gles3.h
  9. 3 4
      drivers/gles3/shaders/effect_blur.glsl
  10. 5 5
      editor/plugins/collision_polygon_2d_editor_plugin.cpp
  11. 6 6
      editor/plugins/light_occluder_2d_editor_plugin.cpp
  12. 2 2
      editor/plugins/line_2d_editor_plugin.cpp
  13. 5 5
      editor/plugins/navigation_polygon_editor_plugin.cpp
  14. 5 5
      editor/plugins/polygon_2d_editor_plugin.cpp
  15. 2 2
      platform/x11/os_x11.cpp
  16. 19 19
      scene/resources/environment.cpp
  17. 4 4
      scene/resources/environment.h
  18. 10 10
      servers/audio/effects/audio_effect_compressor.cpp
  19. 3 3
      servers/audio/effects/audio_effect_compressor.h
  20. 10 10
      servers/audio/effects/audio_effect_limiter.cpp
  21. 3 3
      servers/audio/effects/audio_effect_limiter.h
  22. 2 2
      servers/audio_server.cpp
  23. 1 1
      servers/audio_server.h
  24. 1 1
      servers/physics/body_sw.cpp
  25. 1 1
      servers/physics/collision_solver_sat.cpp
  26. 2 2
      servers/physics/physics_server_sw.cpp
  27. 2 2
      servers/physics/physics_server_sw.h
  28. 10 10
      servers/physics/shape_sw.cpp
  29. 4 4
      servers/physics/space_sw.cpp
  30. 2 2
      servers/physics/space_sw.h
  31. 1 1
      servers/physics_2d/body_2d_sw.cpp
  32. 1 1
      servers/physics_2d/broad_phase_2d_hash_grid.cpp
  33. 2 2
      servers/physics_2d/physics_2d_server_sw.cpp
  34. 2 2
      servers/physics_2d/physics_2d_server_sw.h
  35. 2 2
      servers/physics_2d/physics_2d_server_wrap_mt.h
  36. 4 4
      servers/physics_2d/shape_2d_sw.cpp
  37. 3 3
      servers/physics_2d/shape_2d_sw.h
  38. 6 6
      servers/physics_2d/space_2d_sw.cpp
  39. 4 4
      servers/physics_2d/space_2d_sw.h
  40. 2 2
      servers/physics_2d_server.cpp
  41. 4 4
      servers/physics_2d_server.h
  42. 4 4
      servers/physics_server.h
  43. 1 1
      servers/visual/rasterizer.h
  44. 1 1
      servers/visual_server.h

+ 18 - 18
core/image.cpp

@@ -1325,19 +1325,19 @@ void Image::create(const char **p_xpm) {
 		line++;
 	}
 }
-#define DETECT_ALPHA_MAX_TRESHOLD 254
-#define DETECT_ALPHA_MIN_TRESHOLD 2
-
-#define DETECT_ALPHA(m_value)                         \
-	{                                                 \
-		uint8_t value = m_value;                      \
-		if (value < DETECT_ALPHA_MIN_TRESHOLD)        \
-			bit = true;                               \
-		else if (value < DETECT_ALPHA_MAX_TRESHOLD) { \
-                                                      \
-			detected = true;                          \
-			break;                                    \
-		}                                             \
+#define DETECT_ALPHA_MAX_THRESHOLD 254
+#define DETECT_ALPHA_MIN_THRESHOLD 2
+
+#define DETECT_ALPHA(m_value)                          \
+	{                                                  \
+		uint8_t value = m_value;                       \
+		if (value < DETECT_ALPHA_MIN_THRESHOLD)        \
+			bit = true;                                \
+		else if (value < DETECT_ALPHA_MAX_THRESHOLD) { \
+                                                       \
+			detected = true;                           \
+			break;                                     \
+		}                                              \
 	}
 
 #define DETECT_NON_ALPHA(m_value) \
@@ -1673,7 +1673,7 @@ void Image::blit_rect_mask(const Ref<Image> &p_src, const Ref<Image> &p_mask, co
 	const uint8_t *src_data_ptr = rp.ptr();
 
 	int pixel_size = get_format_pixel_size(format);
-	
+
 	Ref<Image> msk = p_mask;
 	msk->lock();
 
@@ -1683,7 +1683,7 @@ void Image::blit_rect_mask(const Ref<Image> &p_src, const Ref<Image> &p_mask, co
 
 			int src_x = clipped_src_rect.position.x + j;
 			int src_y = clipped_src_rect.position.y + i;
-			
+
 			if (msk->get_pixel(src_x, src_y).a != 0) {
 
 				int dst_x = dest_rect.position.x + j;
@@ -2434,7 +2434,7 @@ void Image::fix_alpha_edges() {
 	unsigned char *data_ptr = wp.ptr();
 
 	const int max_radius = 4;
-	const int alpha_treshold = 20;
+	const int alpha_threshold = 20;
 	const int max_dist = 0x7FFFFFFF;
 
 	for (int i = 0; i < height; i++) {
@@ -2443,7 +2443,7 @@ void Image::fix_alpha_edges() {
 			const uint8_t *rptr = &srcptr[(i * width + j) * 4];
 			uint8_t *wptr = &data_ptr[(i * width + j) * 4];
 
-			if (rptr[3] >= alpha_treshold)
+			if (rptr[3] >= alpha_threshold)
 				continue;
 
 			int closest_dist = max_dist;
@@ -2465,7 +2465,7 @@ void Image::fix_alpha_edges() {
 
 					const uint8_t *rp = &srcptr[(k * width + l) << 2];
 
-					if (rp[3] < alpha_treshold)
+					if (rp[3] < alpha_threshold)
 						continue;
 
 					closest_color[0] = rp[0];

+ 4 - 4
core/math/face3.cpp

@@ -272,8 +272,8 @@ void Face3::project_range(const Vector3 &p_normal, const Transform &p_transform,
 
 void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const {
 
-#define _FACE_IS_VALID_SUPPORT_TRESHOLD 0.98
-#define _EDGE_IS_VALID_SUPPORT_TRESHOLD 0.05
+#define _FACE_IS_VALID_SUPPORT_THRESHOLD 0.98
+#define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.05
 
 	if (p_max <= 0)
 		return;
@@ -281,7 +281,7 @@ void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, V
 	Vector3 n = p_transform.basis.xform_inv(p_normal);
 
 	/** TEST FACE AS SUPPORT **/
-	if (get_plane().normal.dot(n) > _FACE_IS_VALID_SUPPORT_TRESHOLD) {
+	if (get_plane().normal.dot(n) > _FACE_IS_VALID_SUPPORT_THRESHOLD) {
 
 		*p_count = MIN(3, p_max);
 
@@ -318,7 +318,7 @@ void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, V
 		// check if edge is valid as a support
 		real_t dot = (vertex[i] - vertex[(i + 1) % 3]).normalized().dot(n);
 		dot = ABS(dot);
-		if (dot < _EDGE_IS_VALID_SUPPORT_TRESHOLD) {
+		if (dot < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
 
 			*p_count = MIN(2, p_max);
 

+ 5 - 5
core/sort.h

@@ -46,7 +46,7 @@ class SortArray {
 
 	enum {
 
-		INTROSORT_TRESHOLD = 16
+		INTROSORT_THRESHOLD = 16
 	};
 
 public:
@@ -180,7 +180,7 @@ public:
 
 	inline void introsort(int p_first, int p_last, T *p_array, int p_max_depth) const {
 
-		while (p_last - p_first > INTROSORT_TRESHOLD) {
+		while (p_last - p_first > INTROSORT_THRESHOLD) {
 
 			if (p_max_depth == 0) {
 				partial_sort(p_first, p_last, p_last, p_array);
@@ -273,9 +273,9 @@ public:
 
 	inline void final_insertion_sort(int p_first, int p_last, T *p_array) const {
 
-		if (p_last - p_first > INTROSORT_TRESHOLD) {
-			insertion_sort(p_first, p_first + INTROSORT_TRESHOLD, p_array);
-			unguarded_insertion_sort(p_first + INTROSORT_TRESHOLD, p_last, p_array);
+		if (p_last - p_first > INTROSORT_THRESHOLD) {
+			insertion_sort(p_first, p_first + INTROSORT_THRESHOLD, p_array);
+			unguarded_insertion_sort(p_first + INTROSORT_THRESHOLD, p_last, p_array);
 		} else {
 
 			insertion_sort(p_first, p_last, p_array);

+ 3 - 3
drivers/gles2/rasterizer_gles2.cpp

@@ -4199,7 +4199,7 @@ void RasterizerGLES2::set_camera(const Transform &p_world, const CameraMatrix &p
 
 void RasterizerGLES2::add_light(RID p_light_instance) {
 
-#define LIGHT_FADE_TRESHOLD 0.05
+#define LIGHT_FADE_THRESHOLD 0.05
 
 	ERR_FAIL_COND(light_instance_count >= MAX_SCENE_LIGHTS);
 
@@ -6481,7 +6481,7 @@ void RasterizerGLES2::_process_glow_bloom() {
 
 	copy_shader.bind();
 	copy_shader.set_uniform(CopyShaderGLES2::BLOOM, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]));
-	copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]));
+	copy_shader.set_uniform(CopyShaderGLES2::BLOOM_THRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_THRESHOLD]));
 	glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0);
 
 	if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
@@ -6491,7 +6491,7 @@ void RasterizerGLES2::_process_glow_bloom() {
 		copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
 		copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
 		//copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0);
-		copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
+		copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_THRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_THRESHOLD]));
 		copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));
 
 		glActiveTexture(GL_TEXTURE0);

+ 2 - 2
drivers/gles2/rasterizer_gles2.h

@@ -689,14 +689,14 @@ class RasterizerGLES2 : public Rasterizer {
 			fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH] = 1.0;
 			fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE] = 0;
 			fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM] = 0.0;
-			fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD] = 0.5;
+			fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_THRESHOLD] = 0.5;
 			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES] = 1;
 			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN] = 100.0;
 			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE] = 10.0;
 			fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER] = VS::ENV_FX_HDR_TONE_MAPPER_LINEAR;
 			fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE] = 0.4;
 			fx_param[VS::ENV_FX_PARAM_HDR_WHITE] = 1.0;
-			fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD] = 0.95;
+			fx_param[VS::ENV_FX_PARAM_HDR_GLOW_THRESHOLD] = 0.95;
 			fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE] = 0.2;
 			fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE] = 0.4;
 			fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE] = 8.0;

+ 5 - 6
drivers/gles2/shaders/copy.glsl

@@ -87,7 +87,7 @@ uniform sampler2D glow_source;
 
 
 #if defined(USE_HDR) && defined(USE_GLOW_COPY)
-uniform highp float hdr_glow_treshold;
+uniform highp float hdr_glow_threshold;
 uniform highp float hdr_glow_scale;
 #endif
 
@@ -107,7 +107,7 @@ uniform vec3 bcs;
 #ifdef USE_GLOW_COPY
 
 uniform float bloom;
-uniform float bloom_treshold;
+uniform float bloom_threshold;
 
 #endif
 
@@ -374,11 +374,11 @@ void main() {
 
 #ifdef USE_GLOW_COPY
 
-	highp vec3 glowcol = color.rgb*color.a+step(bloom_treshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb;
+	highp vec3 glowcol = color.rgb*color.a+step(bloom_threshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb;
 
 #ifdef USE_HDR
 	highp float collum = max(color.r,max(color.g,color.b));
-	glowcol+=color.rgb*max(collum-hdr_glow_treshold,0.0)*hdr_glow_scale;
+	glowcol+=color.rgb*max(collum-hdr_glow_threshold,0.0)*hdr_glow_scale;
 #endif
 	color.rgb=glowcol;
 	color.a=0.0;
@@ -500,7 +500,7 @@ void main() {
 
 	//lum_accum=exp(lum_accum);
 
-#ifdef USE_8BIT_HDR	
+#ifdef USE_8BIT_HDR
 
 	highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv  );
 	lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE));
@@ -555,4 +555,3 @@ void main() {
 #endif
 
 }
-

+ 4 - 4
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -869,7 +869,7 @@ void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env, bool p_enabl
 	env->dof_blur_near_amount = p_amount;
 	env->dof_blur_near_quality = p_quality;
 }
-void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {
+void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {
 
 	Environment *env = environment_owner.getornull(p_env);
 	ERR_FAIL_COND(!env);
@@ -878,9 +878,9 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_
 	env->glow_levels = p_level_flags;
 	env->glow_intensity = p_intensity;
 	env->glow_strength = p_strength;
-	env->glow_bloom = p_bloom_treshold;
+	env->glow_bloom = p_bloom_threshold;
 	env->glow_blend_mode = p_blend_mode;
-	env->glow_hdr_bleed_treshold = p_hdr_bleed_treshold;
+	env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
 	env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
 	env->glow_bicubic_upscale = p_bicubic_upscale;
 }
@@ -3703,7 +3703,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
 				glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color);
 
 				state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM, env->glow_bloom);
-				state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_TRESHOLD, env->glow_hdr_bleed_treshold);
+				state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_THRESHOLD, env->glow_hdr_bleed_threshold);
 				state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_SCALE, env->glow_hdr_bleed_scale);
 
 			} else {

+ 3 - 3
drivers/gles3/rasterizer_scene_gles3.h

@@ -381,7 +381,7 @@ public:
 		float glow_strength;
 		float glow_bloom;
 		VS::EnvironmentGlowBlendMode glow_blend_mode;
-		float glow_hdr_bleed_treshold;
+		float glow_hdr_bleed_threshold;
 		float glow_hdr_bleed_scale;
 		bool glow_bicubic_upscale;
 
@@ -467,7 +467,7 @@ public:
 			glow_strength = 1.0;
 			glow_bloom = 0.0;
 			glow_blend_mode = VS::GLOW_BLEND_MODE_SOFTLIGHT;
-			glow_hdr_bleed_treshold = 1.0;
+			glow_hdr_bleed_threshold = 1.0;
 			glow_hdr_bleed_scale = 2.0;
 			glow_bicubic_upscale = false;
 
@@ -522,7 +522,7 @@ public:
 
 	virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality);
 	virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality);
-	virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale);
+	virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale);
 	virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
 
 	virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);

+ 3 - 4
drivers/gles3/shaders/effect_blur.glsl

@@ -14,7 +14,7 @@ uniform vec4 blur_section;
 
 void main() {
 
-	uv_interp = uv_in;	
+	uv_interp = uv_in;
 	gl_Position = vertex_attrib;
 #ifdef USE_BLUR_SECTION
 
@@ -99,7 +99,7 @@ uniform highp float auto_exposure_grey;
 #endif
 
 uniform float glow_bloom;
-uniform float glow_hdr_treshold;
+uniform float glow_hdr_threshold;
 uniform float glow_hdr_scale;
 
 #endif
@@ -262,7 +262,7 @@ void main() {
 	frag_color*=exposure;
 
 	float luminance = max(frag_color.r,max(frag_color.g,frag_color.b));
-	float feedback = max( smoothstep(glow_hdr_treshold,glow_hdr_treshold+glow_hdr_scale,luminance), glow_bloom );
+	float feedback = max( smoothstep(glow_hdr_threshold,glow_hdr_threshold+glow_hdr_scale,luminance), glow_bloom );
 
 	frag_color *= feedback;
 
@@ -285,4 +285,3 @@ void main() {
 
 
 }
-

+ 5 - 5
editor/plugins/collision_polygon_2d_editor_plugin.cpp

@@ -112,7 +112,7 @@ bool CollisionPolygon2DEditor::forward_gui_input(const Ref<InputEvent> &p_event)
 		Vector<Vector2> poly = node->get_polygon();
 
 		//first check if a point is to be added (segment split)
-		real_t grab_treshold = EDITOR_DEF("editors/poly_editor/point_grab_radius", 8);
+		real_t grab_threshold = EDITOR_DEF("editors/poly_editor/point_grab_radius", 8);
 
 		switch (mode) {
 
@@ -131,7 +131,7 @@ bool CollisionPolygon2DEditor::forward_gui_input(const Ref<InputEvent> &p_event)
 						return true;
 					} else {
 
-						if (wip.size() > 1 && xform.xform(wip[0]).distance_to(gpoint) < grab_treshold) {
+						if (wip.size() > 1 && xform.xform(wip[0]).distance_to(gpoint) < grab_threshold) {
 							//wip closed
 							_wip_close();
 
@@ -185,7 +185,7 @@ bool CollisionPolygon2DEditor::forward_gui_input(const Ref<InputEvent> &p_event)
 									continue; //not valid to reuse point
 
 								real_t d = cp.distance_to(gpoint);
-								if (d < closest_dist && d < grab_treshold) {
+								if (d < closest_dist && d < grab_threshold) {
 									closest_dist = d;
 									closest_pos = cp;
 									closest_idx = i;
@@ -214,7 +214,7 @@ bool CollisionPolygon2DEditor::forward_gui_input(const Ref<InputEvent> &p_event)
 								Vector2 cp = xform.xform(poly[i]);
 
 								real_t d = cp.distance_to(gpoint);
-								if (d < closest_dist && d < grab_treshold) {
+								if (d < closest_dist && d < grab_threshold) {
 									closest_dist = d;
 									closest_pos = cp;
 									closest_idx = i;
@@ -259,7 +259,7 @@ bool CollisionPolygon2DEditor::forward_gui_input(const Ref<InputEvent> &p_event)
 						Vector2 cp = xform.xform(poly[i]);
 
 						real_t d = cp.distance_to(gpoint);
-						if (d < closest_dist && d < grab_treshold) {
+						if (d < closest_dist && d < grab_threshold) {
 							closest_dist = d;
 							closest_pos = cp;
 							closest_idx = i;

+ 6 - 6
editor/plugins/light_occluder_2d_editor_plugin.cpp

@@ -126,7 +126,7 @@ bool LightOccluder2DEditor::forward_gui_input(const Ref<InputEvent> &p_event) {
 		Vector<Vector2> poly = Variant(node->get_occluder_polygon()->get_polygon());
 
 		//first check if a point is to be added (segment split)
-		real_t grab_treshold = EDITOR_DEF("editors/poly_editor/point_grab_radius", 8);
+		real_t grab_threshold = EDITOR_DEF("editors/poly_editor/point_grab_radius", 8);
 
 		switch (mode) {
 
@@ -145,12 +145,12 @@ bool LightOccluder2DEditor::forward_gui_input(const Ref<InputEvent> &p_event) {
 						return true;
 					} else {
 
-						if (wip.size() > 1 && xform.xform(wip[0]).distance_to(gpoint) < grab_treshold) {
+						if (wip.size() > 1 && xform.xform(wip[0]).distance_to(gpoint) < grab_threshold) {
 							//wip closed
 							_wip_close(true);
 
 							return true;
-						} else if (wip.size() > 1 && xform.xform(wip[wip.size() - 1]).distance_to(gpoint) < grab_treshold) {
+						} else if (wip.size() > 1 && xform.xform(wip[wip.size() - 1]).distance_to(gpoint) < grab_threshold) {
 							//wip closed
 							_wip_close(false);
 							return true;
@@ -204,7 +204,7 @@ bool LightOccluder2DEditor::forward_gui_input(const Ref<InputEvent> &p_event) {
 									continue; //not valid to reuse point
 
 								real_t d = cp.distance_to(gpoint);
-								if (d < closest_dist && d < grab_treshold) {
+								if (d < closest_dist && d < grab_threshold) {
 									closest_dist = d;
 									closest_pos = cp;
 									closest_idx = i;
@@ -233,7 +233,7 @@ bool LightOccluder2DEditor::forward_gui_input(const Ref<InputEvent> &p_event) {
 								Vector2 cp = xform.xform(poly[i]);
 
 								real_t d = cp.distance_to(gpoint);
-								if (d < closest_dist && d < grab_treshold) {
+								if (d < closest_dist && d < grab_threshold) {
 									closest_dist = d;
 									closest_pos = cp;
 									closest_idx = i;
@@ -278,7 +278,7 @@ bool LightOccluder2DEditor::forward_gui_input(const Ref<InputEvent> &p_event) {
 						Vector2 cp = xform.xform(poly[i]);
 
 						real_t d = cp.distance_to(gpoint);
-						if (d < closest_dist && d < grab_treshold) {
+						if (d < closest_dist && d < grab_threshold) {
 							closest_dist = d;
 							closest_pos = cp;
 							closest_idx = i;

+ 2 - 2
editor/plugins/line_2d_editor_plugin.cpp

@@ -62,12 +62,12 @@ Vector2 Line2DEditor::mouse_to_local_pos(Vector2 gpoint, bool alt) {
 int Line2DEditor::get_point_index_at(Vector2 gpos) {
 	ERR_FAIL_COND_V(node == 0, -1);
 
-	real_t grab_treshold = EDITOR_DEF("editors/poly_editor/point_grab_radius", 8);
+	real_t grab_threshold = EDITOR_DEF("editors/poly_editor/point_grab_radius", 8);
 	Transform2D xform = canvas_item_editor->get_canvas_transform() * node->get_global_transform();
 
 	for (int i = 0; i < node->get_point_count(); ++i) {
 		Point2 p = xform.xform(node->get_point_pos(i));
-		if (gpos.distance_to(p) < grab_treshold) {
+		if (gpos.distance_to(p) < grab_threshold) {
 			return i;
 		}
 	}

+ 5 - 5
editor/plugins/navigation_polygon_editor_plugin.cpp

@@ -140,7 +140,7 @@ bool NavigationPolygonEditor::forward_gui_input(const Ref<InputEvent> &p_event)
 		cpoint = node->get_global_transform().affine_inverse().xform(cpoint);
 
 		//first check if a point is to be added (segment split)
-		real_t grab_treshold = EDITOR_DEF("editors/poly_editor/point_grab_radius", 8);
+		real_t grab_threshold = EDITOR_DEF("editors/poly_editor/point_grab_radius", 8);
 
 		switch (mode) {
 
@@ -160,7 +160,7 @@ bool NavigationPolygonEditor::forward_gui_input(const Ref<InputEvent> &p_event)
 						return true;
 					} else {
 
-						if (wip.size() > 1 && xform.xform(wip[0]).distance_to(gpoint) < grab_treshold) {
+						if (wip.size() > 1 && xform.xform(wip[0]).distance_to(gpoint) < grab_threshold) {
 							//wip closed
 							_wip_close();
 
@@ -211,7 +211,7 @@ bool NavigationPolygonEditor::forward_gui_input(const Ref<InputEvent> &p_event)
 										continue; //not valid to reuse point
 
 									real_t d = cp.distance_to(gpoint);
-									if (d < closest_dist && d < grab_treshold) {
+									if (d < closest_dist && d < grab_threshold) {
 										closest_dist = d;
 										closest_outline = j;
 										closest_pos = cp;
@@ -252,7 +252,7 @@ bool NavigationPolygonEditor::forward_gui_input(const Ref<InputEvent> &p_event)
 									Vector2 cp = xform.xform(poly[i]);
 
 									real_t d = cp.distance_to(gpoint);
-									if (d < closest_dist && d < grab_treshold) {
+									if (d < closest_dist && d < grab_threshold) {
 										closest_dist = d;
 										closest_pos = cp;
 										closest_outline = j;
@@ -312,7 +312,7 @@ bool NavigationPolygonEditor::forward_gui_input(const Ref<InputEvent> &p_event)
 							Vector2 cp = xform.xform(poly[i]);
 
 							real_t d = cp.distance_to(gpoint);
-							if (d < closest_dist && d < grab_treshold) {
+							if (d < closest_dist && d < grab_threshold) {
 								closest_dist = d;
 								closest_pos = cp;
 								closest_outline = j;

+ 5 - 5
editor/plugins/polygon_2d_editor_plugin.cpp

@@ -220,7 +220,7 @@ bool Polygon2DEditor::forward_gui_input(const Ref<InputEvent> &p_event) {
 		Vector<Vector2> poly = Variant(node->get_polygon());
 
 		//first check if a point is to be added (segment split)
-		real_t grab_treshold = EDITOR_DEF("editors/poly_editor/point_grab_radius", 8);
+		real_t grab_threshold = EDITOR_DEF("editors/poly_editor/point_grab_radius", 8);
 
 		switch (mode) {
 
@@ -239,7 +239,7 @@ bool Polygon2DEditor::forward_gui_input(const Ref<InputEvent> &p_event) {
 						return true;
 					} else {
 
-						if (wip.size() > 1 && xform.xform(wip[0] + node->get_offset()).distance_to(gpoint) < grab_treshold) {
+						if (wip.size() > 1 && xform.xform(wip[0] + node->get_offset()).distance_to(gpoint) < grab_threshold) {
 							//wip closed
 							_wip_close();
 
@@ -293,7 +293,7 @@ bool Polygon2DEditor::forward_gui_input(const Ref<InputEvent> &p_event) {
 									continue; //not valid to reuse point
 
 								real_t d = cp.distance_to(gpoint);
-								if (d < closest_dist && d < grab_treshold) {
+								if (d < closest_dist && d < grab_threshold) {
 									closest_dist = d;
 									closest_pos = cp;
 									closest_idx = i;
@@ -322,7 +322,7 @@ bool Polygon2DEditor::forward_gui_input(const Ref<InputEvent> &p_event) {
 								Vector2 cp = xform.xform(poly[i] + node->get_offset());
 
 								real_t d = cp.distance_to(gpoint);
-								if (d < closest_dist && d < grab_treshold) {
+								if (d < closest_dist && d < grab_threshold) {
 									closest_dist = d;
 									closest_pos = cp;
 									closest_idx = i;
@@ -367,7 +367,7 @@ bool Polygon2DEditor::forward_gui_input(const Ref<InputEvent> &p_event) {
 						Vector2 cp = xform.xform(poly[i] + node->get_offset());
 
 						real_t d = cp.distance_to(gpoint);
-						if (d < closest_dist && d < grab_treshold) {
+						if (d < closest_dist && d < grab_threshold) {
 							closest_dist = d;
 							closest_pos = cp;
 							closest_idx = i;

+ 2 - 2
platform/x11/os_x11.cpp

@@ -1260,7 +1260,7 @@ void OS_X11::handle_key_event(XKeyEvent *p_event, bool p_echo) {
 	// Echo characters in X11 are a keyrelease and a keypress
 	// one after the other with the (almot) same timestamp.
 	// To detect them, i use XPeekEvent and check that their
-	// difference in time is below a treshold.
+	// difference in time is below a threshold.
 
 	if (xkeyevent->type != KeyPress) {
 
@@ -1272,7 +1272,7 @@ void OS_X11::handle_key_event(XKeyEvent *p_event, bool p_echo) {
 			XEvent peek_event;
 			XPeekEvent(x11_display, &peek_event);
 
-			// I'm using a treshold of 5 msecs,
+			// I'm using a threshold of 5 msecs,
 			// since sometimes there seems to be a little
 			// jitter. I'm still not convinced that all this approach
 			// is correct, but the xorg developers are

+ 19 - 19
scene/resources/environment.cpp

@@ -471,7 +471,7 @@ bool Environment::is_ssao_blur_enabled() const {
 void Environment::set_glow_enabled(bool p_enabled) {
 
 	glow_enabled = p_enabled;
-	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale);
+	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale);
 	_change_notify();
 }
 
@@ -489,7 +489,7 @@ void Environment::set_glow_level(int p_level, bool p_enabled) {
 	else
 		glow_levels &= ~(1 << p_level);
 
-	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale);
+	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale);
 }
 bool Environment::is_glow_level_enabled(int p_level) const {
 
@@ -502,7 +502,7 @@ void Environment::set_glow_intensity(float p_intensity) {
 
 	glow_intensity = p_intensity;
 
-	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale);
+	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale);
 }
 float Environment::get_glow_intensity() const {
 
@@ -512,18 +512,18 @@ float Environment::get_glow_intensity() const {
 void Environment::set_glow_strength(float p_strength) {
 
 	glow_strength = p_strength;
-	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale);
+	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale);
 }
 float Environment::get_glow_strength() const {
 
 	return glow_strength;
 }
 
-void Environment::set_glow_bloom(float p_treshold) {
+void Environment::set_glow_bloom(float p_threshold) {
 
-	glow_bloom = p_treshold;
+	glow_bloom = p_threshold;
 
-	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale);
+	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale);
 }
 float Environment::get_glow_bloom() const {
 
@@ -534,29 +534,29 @@ void Environment::set_glow_blend_mode(GlowBlendMode p_mode) {
 
 	glow_blend_mode = p_mode;
 
-	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale);
+	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale);
 }
 Environment::GlowBlendMode Environment::get_glow_blend_mode() const {
 
 	return glow_blend_mode;
 }
 
-void Environment::set_glow_hdr_bleed_treshold(float p_treshold) {
+void Environment::set_glow_hdr_bleed_threshold(float p_threshold) {
 
-	glow_hdr_bleed_treshold = p_treshold;
+	glow_hdr_bleed_threshold = p_threshold;
 
-	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale);
+	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale);
 }
-float Environment::get_glow_hdr_bleed_treshold() const {
+float Environment::get_glow_hdr_bleed_threshold() const {
 
-	return glow_hdr_bleed_treshold;
+	return glow_hdr_bleed_threshold;
 }
 
 void Environment::set_glow_hdr_bleed_scale(float p_scale) {
 
 	glow_hdr_bleed_scale = p_scale;
 
-	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale);
+	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale);
 }
 float Environment::get_glow_hdr_bleed_scale() const {
 
@@ -566,7 +566,7 @@ float Environment::get_glow_hdr_bleed_scale() const {
 void Environment::set_glow_bicubic_upscale(bool p_enable) {
 
 	glow_bicubic_upscale = p_enable;
-	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale);
+	VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale);
 }
 
 bool Environment::is_glow_bicubic_upscale_enabled() const {
@@ -1064,8 +1064,8 @@ void Environment::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_glow_blend_mode", "mode"), &Environment::set_glow_blend_mode);
 	ClassDB::bind_method(D_METHOD("get_glow_blend_mode"), &Environment::get_glow_blend_mode);
 
-	ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_treshold", "treshold"), &Environment::set_glow_hdr_bleed_treshold);
-	ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_treshold"), &Environment::get_glow_hdr_bleed_treshold);
+	ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_threshold", "threshold"), &Environment::set_glow_hdr_bleed_threshold);
+	ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_threshold"), &Environment::get_glow_hdr_bleed_threshold);
 
 	ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_scale", "scale"), &Environment::set_glow_hdr_bleed_scale);
 	ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_scale"), &Environment::get_glow_hdr_bleed_scale);
@@ -1087,7 +1087,7 @@ void Environment::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_strength", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_glow_strength", "get_glow_strength");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_bloom", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_glow_bloom", "get_glow_bloom");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "glow_blend_mode", PROPERTY_HINT_ENUM, "Additive,Screen,Softlight,Replace"), "set_glow_blend_mode", "get_glow_blend_mode");
-	ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_treshold", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_treshold", "get_glow_hdr_bleed_treshold");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_threshold", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_threshold", "get_glow_hdr_bleed_threshold");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_scale", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_scale", "get_glow_hdr_bleed_scale");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_bicubic_upscale"), "set_glow_bicubic_upscale", "is_glow_bicubic_upscale_enabled");
 
@@ -1185,7 +1185,7 @@ Environment::Environment() {
 	glow_strength = 1.0;
 	glow_bloom = 0.0;
 	glow_blend_mode = GLOW_BLEND_MODE_SOFTLIGHT;
-	glow_hdr_bleed_treshold = 1.0;
+	glow_hdr_bleed_threshold = 1.0;
 	glow_hdr_bleed_scale = 2.0;
 	glow_bicubic_upscale = false;
 

+ 4 - 4
scene/resources/environment.h

@@ -121,7 +121,7 @@ private:
 	float glow_strength;
 	float glow_bloom;
 	GlowBlendMode glow_blend_mode;
-	float glow_hdr_bleed_treshold;
+	float glow_hdr_bleed_threshold;
 	float glow_hdr_bleed_scale;
 	bool glow_bicubic_upscale;
 
@@ -275,14 +275,14 @@ public:
 	void set_glow_strength(float p_strength);
 	float get_glow_strength() const;
 
-	void set_glow_bloom(float p_treshold);
+	void set_glow_bloom(float p_threshold);
 	float get_glow_bloom() const;
 
 	void set_glow_blend_mode(GlowBlendMode p_mode);
 	GlowBlendMode get_glow_blend_mode() const;
 
-	void set_glow_hdr_bleed_treshold(float p_treshold);
-	float get_glow_hdr_bleed_treshold() const;
+	void set_glow_hdr_bleed_threshold(float p_threshold);
+	float get_glow_hdr_bleed_threshold() const;
 
 	void set_glow_hdr_bleed_scale(float p_scale);
 	float get_glow_hdr_bleed_scale() const;

+ 10 - 10
servers/audio/effects/audio_effect_compressor.cpp

@@ -32,7 +32,7 @@
 
 void AudioEffectCompressorInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
 
-	float treshold = Math::db2linear(base->treshold);
+	float threshold = Math::db2linear(base->threshold);
 	float sample_rate = AudioServer::get_singleton()->get_mix_rate();
 
 	float ratatcoef = exp(-1 / (0.00001f * sample_rate));
@@ -66,7 +66,7 @@ void AudioEffectCompressorInstance::process(const AudioFrame *p_src_frames, Audi
 
 		float peak = MAX(s.l, s.r);
 
-		float overdb = 2.08136898f * Math::linear2db(peak / treshold);
+		float overdb = 2.08136898f * Math::linear2db(peak / threshold);
 
 		if (overdb < 0.0) //we only care about what goes over to compress
 			overdb = 0.0;
@@ -125,14 +125,14 @@ Ref<AudioEffectInstance> AudioEffectCompressor::instance() {
 	return ins;
 }
 
-void AudioEffectCompressor::set_treshold(float p_treshold) {
+void AudioEffectCompressor::set_threshold(float p_threshold) {
 
-	treshold = p_treshold;
+	threshold = p_threshold;
 }
 
-float AudioEffectCompressor::get_treshold() const {
+float AudioEffectCompressor::get_threshold() const {
 
-	return treshold;
+	return threshold;
 }
 
 void AudioEffectCompressor::set_ratio(float p_ratio) {
@@ -208,8 +208,8 @@ void AudioEffectCompressor::_validate_property(PropertyInfo &property) const {
 
 void AudioEffectCompressor::_bind_methods() {
 
-	ClassDB::bind_method(D_METHOD("set_treshold", "treshold"), &AudioEffectCompressor::set_treshold);
-	ClassDB::bind_method(D_METHOD("get_treshold"), &AudioEffectCompressor::get_treshold);
+	ClassDB::bind_method(D_METHOD("set_threshold", "threshold"), &AudioEffectCompressor::set_threshold);
+	ClassDB::bind_method(D_METHOD("get_threshold"), &AudioEffectCompressor::get_threshold);
 
 	ClassDB::bind_method(D_METHOD("set_ratio", "ratio"), &AudioEffectCompressor::set_ratio);
 	ClassDB::bind_method(D_METHOD("get_ratio"), &AudioEffectCompressor::get_ratio);
@@ -229,7 +229,7 @@ void AudioEffectCompressor::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_sidechain", "sidechain"), &AudioEffectCompressor::set_sidechain);
 	ClassDB::bind_method(D_METHOD("get_sidechain"), &AudioEffectCompressor::get_sidechain);
 
-	ADD_PROPERTY(PropertyInfo(Variant::REAL, "treshold", PROPERTY_HINT_RANGE, "-60,0,0.1"), "set_treshold", "get_treshold");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "threshold", PROPERTY_HINT_RANGE, "-60,0,0.1"), "set_threshold", "get_threshold");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "ratio", PROPERTY_HINT_RANGE, "1,48,0.1"), "set_ratio", "get_ratio");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "gain", PROPERTY_HINT_RANGE, "-20,20,0.1"), "set_gain", "get_gain");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "attack_us", PROPERTY_HINT_RANGE, "20,2000,1"), "set_attack_us", "get_attack_us");
@@ -239,7 +239,7 @@ void AudioEffectCompressor::_bind_methods() {
 }
 
 AudioEffectCompressor::AudioEffectCompressor() {
-	treshold = 0;
+	threshold = 0;
 	ratio = 4;
 	gain = 0;
 	attack_us = 20;

+ 3 - 3
servers/audio/effects/audio_effect_compressor.h

@@ -51,7 +51,7 @@ class AudioEffectCompressor : public AudioEffect {
 	GDCLASS(AudioEffectCompressor, AudioEffect)
 
 	friend class AudioEffectCompressorInstance;
-	float treshold;
+	float threshold;
 	float ratio;
 	float gain;
 	float attack_us;
@@ -66,8 +66,8 @@ protected:
 public:
 	Ref<AudioEffectInstance> instance();
 
-	void set_treshold(float p_treshold);
-	float get_treshold() const;
+	void set_threshold(float p_threshold);
+	float get_threshold() const;
 
 	void set_ratio(float p_ratio);
 	float get_ratio() const;

+ 10 - 10
servers/audio/effects/audio_effect_limiter.cpp

@@ -31,8 +31,8 @@
 
 void AudioEffectLimiterInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
 
-	float thresh = Math::db2linear(base->treshold);
-	float threshdb = base->treshold;
+	float thresh = Math::db2linear(base->threshold);
+	float threshdb = base->threshold;
 	float ceiling = Math::db2linear(base->ceiling);
 	float ceildb = base->ceiling;
 	float makeup = Math::db2linear(ceildb - threshdb);
@@ -81,14 +81,14 @@ Ref<AudioEffectInstance> AudioEffectLimiter::instance() {
 	return ins;
 }
 
-void AudioEffectLimiter::set_treshold_db(float p_treshold) {
+void AudioEffectLimiter::set_threshold_db(float p_threshold) {
 
-	treshold = p_treshold;
+	threshold = p_threshold;
 }
 
-float AudioEffectLimiter::get_treshold_db() const {
+float AudioEffectLimiter::get_threshold_db() const {
 
-	return treshold;
+	return threshold;
 }
 
 void AudioEffectLimiter::set_ceiling_db(float p_ceiling) {
@@ -123,8 +123,8 @@ void AudioEffectLimiter::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_ceiling_db", "ceiling"), &AudioEffectLimiter::set_ceiling_db);
 	ClassDB::bind_method(D_METHOD("get_ceiling_db"), &AudioEffectLimiter::get_ceiling_db);
 
-	ClassDB::bind_method(D_METHOD("set_treshold_db", "treshold"), &AudioEffectLimiter::set_treshold_db);
-	ClassDB::bind_method(D_METHOD("get_treshold_db"), &AudioEffectLimiter::get_treshold_db);
+	ClassDB::bind_method(D_METHOD("set_threshold_db", "threshold"), &AudioEffectLimiter::set_threshold_db);
+	ClassDB::bind_method(D_METHOD("get_threshold_db"), &AudioEffectLimiter::get_threshold_db);
 
 	ClassDB::bind_method(D_METHOD("set_soft_clip_db", "soft_clip"), &AudioEffectLimiter::set_soft_clip_db);
 	ClassDB::bind_method(D_METHOD("get_soft_clip_db"), &AudioEffectLimiter::get_soft_clip_db);
@@ -133,13 +133,13 @@ void AudioEffectLimiter::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_soft_clip_ratio"), &AudioEffectLimiter::get_soft_clip_ratio);
 
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "ceiling_db", PROPERTY_HINT_RANGE, "-20,-0.1,0.1"), "set_ceiling_db", "get_ceiling_db");
-	ADD_PROPERTY(PropertyInfo(Variant::REAL, "treshold_db", PROPERTY_HINT_RANGE, "-30,0,0.1"), "set_treshold_db", "get_treshold_db");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "threshold_db", PROPERTY_HINT_RANGE, "-30,0,0.1"), "set_threshold_db", "get_threshold_db");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "soft_clip_db", PROPERTY_HINT_RANGE, "0,6,0.1"), "set_soft_clip_db", "get_soft_clip_db");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "soft_clip_ratio", PROPERTY_HINT_RANGE, "3,20,0.1"), "set_soft_clip_ratio", "get_soft_clip_ratio");
 }
 
 AudioEffectLimiter::AudioEffectLimiter() {
-	treshold = 0;
+	threshold = 0;
 	ceiling = -0.1;
 	soft_clip = 2;
 	soft_clip_ratio = 10;

+ 3 - 3
servers/audio/effects/audio_effect_limiter.h

@@ -49,7 +49,7 @@ class AudioEffectLimiter : public AudioEffect {
 	GDCLASS(AudioEffectLimiter, AudioEffect)
 
 	friend class AudioEffectLimiterInstance;
-	float treshold;
+	float threshold;
 	float ceiling;
 	float soft_clip;
 	float soft_clip_ratio;
@@ -58,8 +58,8 @@ protected:
 	static void _bind_methods();
 
 public:
-	void set_treshold_db(float p_treshold);
-	float get_treshold_db() const;
+	void set_threshold_db(float p_threshold);
+	float get_threshold_db() const;
 
 	void set_ceiling_db(float p_ceiling);
 	float get_ceiling_db() const;

+ 2 - 2
servers/audio_server.cpp

@@ -252,7 +252,7 @@ void AudioServer::_mix_step() {
 			if (!bus->channels[k].used) {
 				//see if any audio is contained, because channel was not used
 
-				if (MAX(peak.r, peak.l) > Math::db2linear(channel_disable_treshold_db)) {
+				if (MAX(peak.r, peak.l) > Math::db2linear(channel_disable_threshold_db)) {
 					bus->channels[k].last_mix_with_audio = mix_frames;
 				} else if (mix_frames - bus->channels[k].last_mix_with_audio > channel_disable_frames) {
 					bus->channels[k].active = false;
@@ -713,7 +713,7 @@ bool AudioServer::is_bus_channel_active(int p_bus, int p_channel) const {
 
 void AudioServer::init() {
 
-	channel_disable_treshold_db = GLOBAL_DEF("audio/channel_disable_treshold_db", -60.0);
+	channel_disable_threshold_db = GLOBAL_DEF("audio/channel_disable_threshold_db", -60.0);
 	channel_disable_frames = float(GLOBAL_DEF("audio/channel_disable_time", 2.0)) * get_mix_rate();
 	buffer_size = 1024; //harcoded for now
 	switch (get_speaker_mode()) {

+ 1 - 1
servers/audio_server.h

@@ -113,7 +113,7 @@ private:
 	uint64_t mix_count;
 	uint64_t mix_frames;
 
-	float channel_disable_treshold_db;
+	float channel_disable_threshold_db;
 	uint32_t channel_disable_frames;
 
 	int to_mix;

+ 1 - 1
servers/physics/body_sw.cpp

@@ -706,7 +706,7 @@ bool BodySW::sleep_test(real_t p_step) {
 	else if (!can_sleep)
 		return false;
 
-	if (Math::abs(angular_velocity.length()) < get_space()->get_body_angular_velocity_sleep_treshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_treshold() * get_space()->get_body_linear_velocity_sleep_treshold()) {
+	if (Math::abs(angular_velocity.length()) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) {
 
 		still_time += p_step;
 

+ 1 - 1
servers/physics/collision_solver_sat.cpp

@@ -30,7 +30,7 @@
 #include "collision_solver_sat.h"
 #include "geometry.h"
 
-#define _EDGE_IS_VALID_SUPPORT_TRESHOLD 0.02
+#define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.02
 
 struct _CollectorCallback {
 

+ 2 - 2
servers/physics/physics_server_sw.cpp

@@ -812,13 +812,13 @@ void PhysicsServerSW::body_get_collision_exceptions(RID p_body, List<RID> *p_exc
 	}
 };
 
-void PhysicsServerSW::body_set_contacts_reported_depth_treshold(RID p_body, real_t p_treshold) {
+void PhysicsServerSW::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) {
 
 	BodySW *body = body_owner.get(p_body);
 	ERR_FAIL_COND(!body);
 };
 
-real_t PhysicsServerSW::body_get_contacts_reported_depth_treshold(RID p_body) const {
+real_t PhysicsServerSW::body_get_contacts_reported_depth_threshold(RID p_body) const {
 
 	BodySW *body = body_owner.get(p_body);
 	ERR_FAIL_COND_V(!body, 0);

+ 2 - 2
servers/physics/physics_server_sw.h

@@ -200,8 +200,8 @@ public:
 	virtual void body_remove_collision_exception(RID p_body, RID p_body_b);
 	virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
 
-	virtual void body_set_contacts_reported_depth_treshold(RID p_body, real_t p_treshold);
-	virtual real_t body_get_contacts_reported_depth_treshold(RID p_body) const;
+	virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold);
+	virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const;
 
 	virtual void body_set_omit_force_integration(RID p_body, bool p_omit);
 	virtual bool body_is_omitting_force_integration(RID p_body) const;

+ 10 - 10
servers/physics/shape_sw.cpp

@@ -32,8 +32,8 @@
 #include "quick_hull.h"
 #include "sort.h"
 #define _POINT_SNAP 0.001953125
-#define _EDGE_IS_VALID_SUPPORT_TRESHOLD 0.0002
-#define _FACE_IS_VALID_SUPPORT_TRESHOLD 0.9998
+#define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.0002
+#define _FACE_IS_VALID_SUPPORT_THRESHOLD 0.9998
 
 void ShapeSW::configure(const Rect3 &p_aabb) {
 	aabb = p_aabb;
@@ -165,7 +165,7 @@ Vector3 RayShapeSW::get_support(const Vector3 &p_normal) const {
 
 void RayShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const {
 
-	if (Math::abs(p_normal.z) < _EDGE_IS_VALID_SUPPORT_TRESHOLD) {
+	if (Math::abs(p_normal.z) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
 
 		r_amount = 2;
 		r_supports[0] = Vector3(0, 0, 0);
@@ -306,7 +306,7 @@ void BoxShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_sup
 		Vector3 axis;
 		axis[i] = 1.0;
 		real_t dot = p_normal.dot(axis);
-		if (Math::abs(dot) > _FACE_IS_VALID_SUPPORT_TRESHOLD) {
+		if (Math::abs(dot) > _FACE_IS_VALID_SUPPORT_THRESHOLD) {
 
 			//Vector3 axis_b;
 
@@ -350,7 +350,7 @@ void BoxShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_sup
 		Vector3 axis;
 		axis[i] = 1.0;
 
-		if (Math::abs(p_normal.dot(axis)) < _EDGE_IS_VALID_SUPPORT_TRESHOLD) {
+		if (Math::abs(p_normal.dot(axis)) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
 
 			r_amount = 2;
 
@@ -460,7 +460,7 @@ void CapsuleShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r
 
 	real_t d = n.z;
 
-	if (Math::abs(d) < _EDGE_IS_VALID_SUPPORT_TRESHOLD) {
+	if (Math::abs(d) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
 
 		// make it flat
 		n.z = 0.0;
@@ -655,7 +655,7 @@ void ConvexPolygonShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vect
 
 	for (int i = 0; i < fc; i++) {
 
-		if (faces[i].plane.normal.dot(p_normal) > _FACE_IS_VALID_SUPPORT_TRESHOLD) {
+		if (faces[i].plane.normal.dot(p_normal) > _FACE_IS_VALID_SUPPORT_THRESHOLD) {
 
 			int ic = faces[i].indices.size();
 			const int *ind = faces[i].indices.ptr();
@@ -685,7 +685,7 @@ void ConvexPolygonShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vect
 
 		real_t dot = (vertices[edges[i].a] - vertices[edges[i].b]).normalized().dot(p_normal);
 		dot = ABS(dot);
-		if (dot < _EDGE_IS_VALID_SUPPORT_TRESHOLD && (edges[i].a == vtx || edges[i].b == vtx)) {
+		if (dot < _EDGE_IS_VALID_SUPPORT_THRESHOLD && (edges[i].a == vtx || edges[i].b == vtx)) {
 
 			r_amount = 2;
 			r_supports[0] = vertices[edges[i].a];
@@ -818,7 +818,7 @@ void FaceShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_su
 	Vector3 n = p_normal;
 
 	/** TEST FACE AS SUPPORT **/
-	if (normal.dot(n) > _FACE_IS_VALID_SUPPORT_TRESHOLD) {
+	if (normal.dot(n) > _FACE_IS_VALID_SUPPORT_THRESHOLD) {
 
 		r_amount = 3;
 		for (int i = 0; i < 3; i++) {
@@ -854,7 +854,7 @@ void FaceShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_su
 		// check if edge is valid as a support
 		real_t dot = (vertex[i] - vertex[nx]).normalized().dot(n);
 		dot = ABS(dot);
-		if (dot < _EDGE_IS_VALID_SUPPORT_TRESHOLD) {
+		if (dot < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
 
 			r_amount = 2;
 			r_supports[0] = vertex[i];

+ 4 - 4
servers/physics/space_sw.cpp

@@ -597,8 +597,8 @@ void SpaceSW::set_param(PhysicsServer::SpaceParameter p_param, real_t p_value) {
 		case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: contact_recycle_radius = p_value; break;
 		case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: contact_max_separation = p_value; break;
 		case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: contact_max_allowed_penetration = p_value; break;
-		case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: body_linear_velocity_sleep_threshold = p_value; break;
-		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: body_angular_velocity_sleep_threshold = p_value; break;
+		case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: body_linear_velocity_sleep_threshold = p_value; break;
+		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: body_angular_velocity_sleep_threshold = p_value; break;
 		case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep = p_value; break;
 		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: body_angular_velocity_damp_ratio = p_value; break;
 		case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias = p_value; break;
@@ -612,8 +612,8 @@ real_t SpaceSW::get_param(PhysicsServer::SpaceParameter p_param) const {
 		case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: return contact_recycle_radius;
 		case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: return contact_max_separation;
 		case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: return contact_max_allowed_penetration;
-		case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: return body_linear_velocity_sleep_threshold;
-		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: return body_angular_velocity_sleep_threshold;
+		case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: return body_linear_velocity_sleep_threshold;
+		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: return body_angular_velocity_sleep_threshold;
 		case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep;
 		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: return body_angular_velocity_damp_ratio;
 		case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias;

+ 2 - 2
servers/physics/space_sw.h

@@ -152,8 +152,8 @@ public:
 	_FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
 	_FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; }
 	_FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; }
-	_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_treshold() const { return body_linear_velocity_sleep_threshold; }
-	_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_treshold() const { return body_angular_velocity_sleep_threshold; }
+	_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; }
+	_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; }
 	_FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
 	_FORCE_INLINE_ real_t get_body_angular_velocity_damp_ratio() const { return body_angular_velocity_damp_ratio; }
 

+ 1 - 1
servers/physics_2d/body_2d_sw.cpp

@@ -621,7 +621,7 @@ bool Body2DSW::sleep_test(real_t p_step) {
 	else if (!can_sleep)
 		return false;
 
-	if (Math::abs(angular_velocity) < get_space()->get_body_angular_velocity_sleep_treshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_treshold() * get_space()->get_body_linear_velocity_sleep_treshold()) {
+	if (Math::abs(angular_velocity) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) {
 
 		still_time += p_step;
 

+ 1 - 1
servers/physics_2d/broad_phase_2d_hash_grid.cpp

@@ -636,7 +636,7 @@ BroadPhase2DHashGrid::BroadPhase2DHashGrid() {
 	hash_table = memnew_arr(PosBin *, hash_table_size);
 
 	cell_size = GLOBAL_DEF("physics/2d/cell_size", 128);
-	large_object_min_surface = GLOBAL_DEF("physics/2d/large_object_surface_treshold_in_cells", 512);
+	large_object_min_surface = GLOBAL_DEF("physics/2d/large_object_surface_threshold_in_cells", 512);
 
 	for (int i = 0; i < hash_table_size; i++)
 		hash_table[i] = NULL;

+ 2 - 2
servers/physics_2d/physics_2d_server_sw.cpp

@@ -853,13 +853,13 @@ void Physics2DServerSW::body_get_collision_exceptions(RID p_body, List<RID> *p_e
 	}
 };
 
-void Physics2DServerSW::body_set_contacts_reported_depth_treshold(RID p_body, real_t p_treshold) {
+void Physics2DServerSW::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) {
 
 	Body2DSW *body = body_owner.get(p_body);
 	ERR_FAIL_COND(!body);
 };
 
-real_t Physics2DServerSW::body_get_contacts_reported_depth_treshold(RID p_body) const {
+real_t Physics2DServerSW::body_get_contacts_reported_depth_threshold(RID p_body) const {
 
 	Body2DSW *body = body_owner.get(p_body);
 	ERR_FAIL_COND_V(!body, 0);

+ 2 - 2
servers/physics_2d/physics_2d_server_sw.h

@@ -205,8 +205,8 @@ public:
 	virtual void body_remove_collision_exception(RID p_body, RID p_body_b);
 	virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
 
-	virtual void body_set_contacts_reported_depth_treshold(RID p_body, real_t p_treshold);
-	virtual real_t body_get_contacts_reported_depth_treshold(RID p_body) const;
+	virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold);
+	virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const;
 
 	virtual void body_set_omit_force_integration(RID p_body, bool p_omit);
 	virtual bool body_is_omitting_force_integration(RID p_body) const;

+ 2 - 2
servers/physics_2d/physics_2d_server_wrap_mt.h

@@ -233,8 +233,8 @@ public:
 	FUNC2(body_set_max_contacts_reported, RID, int);
 	FUNC1RC(int, body_get_max_contacts_reported, RID);
 
-	FUNC2(body_set_contacts_reported_depth_treshold, RID, real_t);
-	FUNC1RC(real_t, body_get_contacts_reported_depth_treshold, RID);
+	FUNC2(body_set_contacts_reported_depth_threshold, RID, real_t);
+	FUNC1RC(real_t, body_get_contacts_reported_depth_threshold, RID);
 
 	FUNC2(body_set_omit_force_integration, RID, bool);
 	FUNC1RC(bool, body_is_omitting_force_integration, RID);

+ 4 - 4
servers/physics_2d/shape_2d_sw.cpp

@@ -197,7 +197,7 @@ Variant RayShape2DSW::get_data() const {
 
 void SegmentShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
 
-	if (Math::abs(p_normal.dot(n)) > _SEGMENT_IS_VALID_SUPPORT_TRESHOLD) {
+	if (Math::abs(p_normal.dot(n)) > _SEGMENT_IS_VALID_SUPPORT_THRESHOLD) {
 		r_supports[0] = a;
 		r_supports[1] = b;
 		r_amount = 2;
@@ -337,7 +337,7 @@ void RectangleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_suppor
 		Vector2 ag;
 		ag[i] = 1.0;
 		real_t dp = ag.dot(p_normal);
-		if (Math::abs(dp) < _SEGMENT_IS_VALID_SUPPORT_TRESHOLD)
+		if (Math::abs(dp) < _SEGMENT_IS_VALID_SUPPORT_THRESHOLD)
 			continue;
 
 		real_t sgn = dp > 0 ? 1.0 : -1.0;
@@ -400,7 +400,7 @@ void CapsuleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports
 
 	real_t d = n.y;
 
-	if (Math::abs(d) < (1.0 - _SEGMENT_IS_VALID_SUPPORT_TRESHOLD)) {
+	if (Math::abs(d) < (1.0 - _SEGMENT_IS_VALID_SUPPORT_THRESHOLD)) {
 
 		// make it flat
 		n.y = 0.0;
@@ -547,7 +547,7 @@ void ConvexPolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_su
 		}
 
 		//test segment
-		if (points[i].normal.dot(p_normal) > _SEGMENT_IS_VALID_SUPPORT_TRESHOLD) {
+		if (points[i].normal.dot(p_normal) > _SEGMENT_IS_VALID_SUPPORT_THRESHOLD) {
 
 			r_amount = 2;
 			r_supports[0] = points[i].pos;

+ 3 - 3
servers/physics_2d/shape_2d_sw.h

@@ -31,7 +31,7 @@
 #define SHAPE_2D_2DSW_H
 
 #include "servers/physics_2d_server.h"
-#define _SEGMENT_IS_VALID_SUPPORT_TRESHOLD 0.99998
+#define _SEGMENT_IS_VALID_SUPPORT_THRESHOLD 0.99998
 
 /*
 
@@ -106,7 +106,7 @@ public:
 
 		if (r_amount == 1) {
 
-			if (Math::abs(p_normal.dot(p_cast.normalized())) < (1.0 - _SEGMENT_IS_VALID_SUPPORT_TRESHOLD)) {
+			if (Math::abs(p_normal.dot(p_cast.normalized())) < (1.0 - _SEGMENT_IS_VALID_SUPPORT_THRESHOLD)) {
 				//make line because they are parallel
 				r_amount = 2;
 				r_supports[1] = r_supports[0] + p_cast;
@@ -117,7 +117,7 @@ public:
 
 		} else {
 
-			if (Math::abs(p_normal.dot(p_cast.normalized())) < (1.0 - _SEGMENT_IS_VALID_SUPPORT_TRESHOLD)) {
+			if (Math::abs(p_normal.dot(p_cast.normalized())) < (1.0 - _SEGMENT_IS_VALID_SUPPORT_THRESHOLD)) {
 				//optimize line and make it larger because they are parallel
 				if ((r_supports[1] - r_supports[0]).dot(p_cast) > 0) {
 					//larger towards 1

+ 6 - 6
servers/physics_2d/space_2d_sw.cpp

@@ -1130,8 +1130,8 @@ void Space2DSW::set_param(Physics2DServer::SpaceParameter p_param, real_t p_valu
 		case Physics2DServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: contact_recycle_radius = p_value; break;
 		case Physics2DServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: contact_max_separation = p_value; break;
 		case Physics2DServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: contact_max_allowed_penetration = p_value; break;
-		case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: body_linear_velocity_sleep_treshold = p_value; break;
-		case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: body_angular_velocity_sleep_treshold = p_value; break;
+		case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: body_linear_velocity_sleep_threshold = p_value; break;
+		case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: body_angular_velocity_sleep_threshold = p_value; break;
 		case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep = p_value; break;
 		case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias = p_value; break;
 	}
@@ -1144,8 +1144,8 @@ real_t Space2DSW::get_param(Physics2DServer::SpaceParameter p_param) const {
 		case Physics2DServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: return contact_recycle_radius;
 		case Physics2DServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: return contact_max_separation;
 		case Physics2DServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: return contact_max_allowed_penetration;
-		case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: return body_linear_velocity_sleep_treshold;
-		case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: return body_angular_velocity_sleep_treshold;
+		case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: return body_linear_velocity_sleep_threshold;
+		case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: return body_angular_velocity_sleep_threshold;
 		case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep;
 		case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias;
 	}
@@ -1186,8 +1186,8 @@ Space2DSW::Space2DSW() {
 	contact_max_allowed_penetration = 0.3;
 
 	constraint_bias = 0.2;
-	body_linear_velocity_sleep_treshold = GLOBAL_DEF("physics/2d/sleep_threashold_linear", 2.0);
-	body_angular_velocity_sleep_treshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI));
+	body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threashold_linear", 2.0);
+	body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI));
 	body_time_to_sleep = GLOBAL_DEF("physics/2d/time_before_sleep", 0.5);
 
 	broadphase = BroadPhase2DSW::create_func();

+ 4 - 4
servers/physics_2d/space_2d_sw.h

@@ -103,8 +103,8 @@ private:
 	CollisionObject2DSW *intersection_query_results[INTERSECTION_QUERY_MAX];
 	int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
 
-	real_t body_linear_velocity_sleep_treshold;
-	real_t body_angular_velocity_sleep_treshold;
+	real_t body_linear_velocity_sleep_threshold;
+	real_t body_angular_velocity_sleep_threshold;
 	real_t body_time_to_sleep;
 
 	bool locked;
@@ -152,8 +152,8 @@ public:
 	_FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
 	_FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; }
 	_FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; }
-	_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_treshold() const { return body_linear_velocity_sleep_treshold; }
-	_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_treshold() const { return body_angular_velocity_sleep_treshold; }
+	_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; }
+	_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; }
 	_FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
 
 	void update();

+ 2 - 2
servers/physics_2d_server.cpp

@@ -607,8 +607,8 @@ void Physics2DServer::_bind_methods() {
 	BIND_CONSTANT(SPACE_PARAM_CONTACT_RECYCLE_RADIUS);
 	BIND_CONSTANT(SPACE_PARAM_CONTACT_MAX_SEPARATION);
 	BIND_CONSTANT(SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION);
-	BIND_CONSTANT(SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD);
-	BIND_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD);
+	BIND_CONSTANT(SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD);
+	BIND_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD);
 	BIND_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
 	BIND_CONSTANT(SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS);
 

+ 4 - 4
servers/physics_2d_server.h

@@ -272,8 +272,8 @@ public:
 		SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
 		SPACE_PARAM_CONTACT_MAX_SEPARATION,
 		SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
-		SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD,
-		SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD,
+		SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD,
+		SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD,
 		SPACE_PARAM_BODY_TIME_TO_SLEEP,
 		SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
 	};
@@ -454,8 +454,8 @@ public:
 	virtual int body_get_max_contacts_reported(RID p_body) const = 0;
 
 	//missing remove
-	virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold) = 0;
-	virtual float body_get_contacts_reported_depth_treshold(RID p_body) const = 0;
+	virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold) = 0;
+	virtual float body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
 
 	virtual void body_set_omit_force_integration(RID p_body, bool p_omit) = 0;
 	virtual bool body_is_omitting_force_integration(RID p_body) const = 0;

+ 4 - 4
servers/physics_server.h

@@ -261,8 +261,8 @@ public:
 		SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
 		SPACE_PARAM_CONTACT_MAX_SEPARATION,
 		SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
-		SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD,
-		SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD,
+		SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD,
+		SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD,
 		SPACE_PARAM_BODY_TIME_TO_SLEEP,
 		SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,
 		SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
@@ -447,8 +447,8 @@ public:
 	virtual int body_get_max_contacts_reported(RID p_body) const = 0;
 
 	//missing remove
-	virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold) = 0;
-	virtual float body_get_contacts_reported_depth_treshold(RID p_body) const = 0;
+	virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold) = 0;
+	virtual float body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
 
 	virtual void body_set_omit_force_integration(RID p_body, bool p_omit) = 0;
 	virtual bool body_is_omitting_force_integration(RID p_body) const = 0;

+ 1 - 1
servers/visual/rasterizer.h

@@ -61,7 +61,7 @@ public:
 
 	virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;
 	virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;
-	virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) = 0;
+	virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) = 0;
 	virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
 
 	virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0;

+ 1 - 1
servers/visual_server.h

@@ -657,7 +657,7 @@ public:
 		GLOW_BLEND_MODE_SOFTLIGHT,
 		GLOW_BLEND_MODE_REPLACE,
 	};
-	virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) = 0;
+	virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) = 0;
 
 	enum EnvironmentToneMapper {
 		ENV_TONE_MAPPER_LINEAR,