瀏覽代碼

Fix typos with codespell

Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.

(cherry picked from commit 1bdb82c64e65f23381183051ef1fc9856a7830f8)
Rémi Verschelde 3 年之前
父節點
當前提交
7a16bb2ee4
共有 41 個文件被更改,包括 70 次插入65 次删除
  1. 1 1
      CHANGELOG.md
  2. 1 1
      core/command_queue_mt.h
  3. 1 1
      core/compressed_translation.h
  4. 1 1
      core/io/marshalls.cpp
  5. 2 2
      core/math/face3.h
  6. 1 1
      core/pool_allocator.h
  7. 1 1
      doc/classes/BakedLightmap.xml
  8. 1 1
      doc/classes/NavigationAgent.xml
  9. 1 1
      doc/classes/NavigationAgent2D.xml
  10. 1 1
      doc/classes/Viewport.xml
  11. 5 5
      doc/tools/make_rst.py
  12. 1 1
      drivers/gles3/rasterizer_scene_gles3.cpp
  13. 1 1
      drivers/gles3/shaders/scene.glsl
  14. 1 1
      editor/editor_audio_buses.cpp
  15. 1 1
      editor/editor_file_system.cpp
  16. 1 1
      editor/editor_inspector.cpp
  17. 1 1
      editor/rename_dialog.cpp
  18. 1 1
      main/tests/test_math.cpp
  19. 8 8
      misc/hooks/pre-commit-black
  20. 8 8
      misc/hooks/pre-commit-clang-format
  21. 5 0
      misc/scripts/codespell.sh
  22. 1 1
      modules/camera/camera_osx.h
  23. 1 1
      modules/camera/camera_osx.mm
  24. 1 1
      modules/fbx/fbx_parser/ByteSwapper.h
  25. 1 1
      modules/fbx/fbx_parser/FBXDocument.cpp
  26. 1 1
      modules/gdnative/include/nativescript/godot_nativescript.h
  27. 1 1
      modules/visual_script/visual_script_flow_control.cpp
  28. 1 1
      modules/websocket/wsl_client.cpp
  29. 1 1
      modules/webxr/doc_classes/WebXRInterface.xml
  30. 1 1
      platform/iphone/godot_view_gesture_recognizer.h
  31. 3 3
      platform/x11/os_x11.cpp
  32. 1 1
      scene/3d/navigation.cpp
  33. 1 1
      scene/animation/animation_player.cpp
  34. 1 1
      scene/animation/animation_tree.cpp
  35. 1 1
      scene/main/viewport.cpp
  36. 1 1
      scene/resources/resource_format_text.cpp
  37. 2 2
      servers/physics/joints/generic_6dof_joint_sw.h
  38. 1 1
      servers/physics/joints/slider_joint_sw.cpp
  39. 1 1
      servers/visual/shader_language.cpp
  40. 4 4
      servers/visual/visual_server_scene.h
  41. 1 1
      servers/visual_server.cpp

+ 1 - 1
CHANGELOG.md

@@ -403,7 +403,7 @@ See the [release announcement](https://godotengine.org/article/godot-3-4-is-rele
 - Label: Fix valign with stylebox borders ([GH-50478](https://github.com/godotengine/godot/pull/50478)).
 - Label: Fix valign with stylebox borders ([GH-50478](https://github.com/godotengine/godot/pull/50478)).
 - RichTextLabel: Fix auto-wrapping on CJK texts ([GH-49280](https://github.com/godotengine/godot/pull/49280)).
 - RichTextLabel: Fix auto-wrapping on CJK texts ([GH-49280](https://github.com/godotengine/godot/pull/49280)).
 - RichTextLabel: Fix character horizontal offset calculation ([GH-52752](https://github.com/godotengine/godot/pull/52752)).
 - RichTextLabel: Fix character horizontal offset calculation ([GH-52752](https://github.com/godotengine/godot/pull/52752)).
-- RichTextLabel: Honor content marging when drawing font shadow ([GH-54054](https://github.com/godotengine/godot/pull/54054)).
+- RichTextLabel: Honor content margin when drawing font shadow ([GH-54054](https://github.com/godotengine/godot/pull/54054)).
 - RichTextLabel: Fix meta link detection when used inside a fill tag ([GH-54114](https://github.com/godotengine/godot/pull/54114)).
 - RichTextLabel: Fix meta link detection when used inside a fill tag ([GH-54114](https://github.com/godotengine/godot/pull/54114)).
 - TabContainer: Fix moving dropped tab to incorrect child index ([GH-51177](https://github.com/godotengine/godot/pull/51177)).
 - TabContainer: Fix moving dropped tab to incorrect child index ([GH-51177](https://github.com/godotengine/godot/pull/51177)).
 - Tabs: Fix invisible tabs not being ignored ([GH-53551](https://github.com/godotengine/godot/pull/53551)).
 - Tabs: Fix invisible tabs not being ignored ([GH-53551](https://github.com/godotengine/godot/pull/53551)).

+ 1 - 1
core/command_queue_mt.h

@@ -299,7 +299,7 @@ class CommandQueueMT {
 	DECL_CMD(0)
 	DECL_CMD(0)
 	SPACE_SEP_LIST(DECL_CMD, 13)
 	SPACE_SEP_LIST(DECL_CMD, 13)
 
 
-	/* comands that return */
+	/* commands that return */
 	DECL_CMD_RET(0)
 	DECL_CMD_RET(0)
 	SPACE_SEP_LIST(DECL_CMD_RET, 13)
 	SPACE_SEP_LIST(DECL_CMD_RET, 13)
 
 

+ 1 - 1
core/compressed_translation.h

@@ -38,7 +38,7 @@ class PHashTranslation : public Translation {
 
 
 	//this translation uses a sort of modified perfect hash algorithm
 	//this translation uses a sort of modified perfect hash algorithm
 	//it requires hashing strings twice and then does a binary search,
 	//it requires hashing strings twice and then does a binary search,
-	//so it's slower, but at the same time it has an extreemly high chance
+	//so it's slower, but at the same time it has an extremely high chance
 	//of catching untranslated strings
 	//of catching untranslated strings
 
 
 	//load/store friendly types
 	//load/store friendly types

+ 1 - 1
core/io/marshalls.cpp

@@ -764,7 +764,7 @@ static void _encode_string(const String &p_string, uint8_t *&buf, int &r_len) {
 }
 }
 
 
 Error encode_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len, bool p_full_objects, int p_depth) {
 Error encode_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len, bool p_full_objects, int p_depth) {
-	ERR_FAIL_COND_V_MSG(p_depth > Variant::MAX_RECURSION_DEPTH, ERR_OUT_OF_MEMORY, "Potential inifite recursion detected. Bailing.");
+	ERR_FAIL_COND_V_MSG(p_depth > Variant::MAX_RECURSION_DEPTH, ERR_OUT_OF_MEMORY, "Potential infinite recursion detected. Bailing.");
 	uint8_t *buf = r_buffer;
 	uint8_t *buf = r_buffer;
 
 
 	r_len = 0;
 	r_len = 0;

+ 2 - 2
core/math/face3.h

@@ -50,8 +50,8 @@ public:
 	/**
 	/**
 	 *
 	 *
 	 * @param p_plane plane used to split the face
 	 * @param p_plane plane used to split the face
-	 * @param p_res array of at least 3 faces, amount used in functio return
-	 * @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in functio return
+	 * @param p_res array of at least 3 faces, amount used in function return
+	 * @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in function return
 	 * @param _epsilon constant used for numerical error rounding, to add "thickness" to the plane (so coplanar points can happen)
 	 * @param _epsilon constant used for numerical error rounding, to add "thickness" to the plane (so coplanar points can happen)
 	 * @return amount of faces generated by the split, either 0 (means no split possible), 2 or 3
 	 * @return amount of faces generated by the split, either 0 (means no split possible), 2 or 3
 	 */
 	 */

+ 1 - 1
core/pool_allocator.h

@@ -37,7 +37,7 @@
 	@author Juan Linietsky <[email protected]>
 	@author Juan Linietsky <[email protected]>
  * Generic Pool Allocator.
  * Generic Pool Allocator.
  * This is a generic memory pool allocator, with locking, compacting and alignment. (@TODO alignment)
  * This is a generic memory pool allocator, with locking, compacting and alignment. (@TODO alignment)
- * It used as a standard way to manage alloction in a specific region of memory, such as texture memory,
+ * It used as a standard way to manage allocation in a specific region of memory, such as texture memory,
  * audio sample memory, or just any kind of memory overall.
  * audio sample memory, or just any kind of memory overall.
  * (@TODO) abstraction should be greater, because in many platforms, you need to manage a nonreachable memory.
  * (@TODO) abstraction should be greater, because in many platforms, you need to manage a nonreachable memory.
 */
 */

+ 1 - 1
doc/classes/BakedLightmap.xml

@@ -81,7 +81,7 @@
 			The calculated light data.
 			The calculated light data.
 		</member>
 		</member>
 		<member name="quality" type="int" setter="set_bake_quality" getter="get_bake_quality" enum="BakedLightmap.BakeQuality" default="1">
 		<member name="quality" type="int" setter="set_bake_quality" getter="get_bake_quality" enum="BakedLightmap.BakeQuality" default="1">
-			Determines the amount of samples per texel used in indrect light baking. The amount of samples for each quality level can be configured in the project settings.
+			Determines the amount of samples per texel used in indirect light baking. The amount of samples for each quality level can be configured in the project settings.
 		</member>
 		</member>
 		<member name="use_color" type="bool" setter="set_use_color" getter="is_using_color" default="true">
 		<member name="use_color" type="bool" setter="set_use_color" getter="is_using_color" default="true">
 			Store full color values in the lightmap textures. When disabled, lightmap textures will store a single brightness channel. Can be disabled to reduce disk usage if the scene contains only white lights or you don't mind losing color information in indirect lighting.
 			Store full color values in the lightmap textures. When disabled, lightmap textures will store a single brightness channel. Can be disabled to reduce disk usage if the scene contains only white lights or you don't mind losing color information in indirect lighting.

+ 1 - 1
doc/classes/NavigationAgent.xml

@@ -123,7 +123,7 @@
 			The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
 			The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
 		</member>
 		</member>
 		<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0">
 		<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0">
-			The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithim, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but the less freedom in choosing its velocities. Must be positive.
+			The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but the less freedom in choosing its velocities. Must be positive.
 		</member>
 		</member>
 	</members>
 	</members>
 	<signals>
 	<signals>

+ 1 - 1
doc/classes/NavigationAgent2D.xml

@@ -117,7 +117,7 @@
 			The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
 			The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
 		</member>
 		</member>
 		<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="20.0">
 		<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="20.0">
-			The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithim, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but the less freedom in choosing its velocities. Must be positive.
+			The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but the less freedom in choosing its velocities. Must be positive.
 		</member>
 		</member>
 	</members>
 	</members>
 	<signals>
 	<signals>

+ 1 - 1
doc/classes/Viewport.xml

@@ -56,7 +56,7 @@
 		<method name="get_mouse_position" qualifiers="const">
 		<method name="get_mouse_position" qualifiers="const">
 			<return type="Vector2" />
 			<return type="Vector2" />
 			<description>
 			<description>
-				Returns the mouse's positon in this [Viewport] using the coordinate system of this [Viewport].
+				Returns the mouse's position in this [Viewport] using the coordinate system of this [Viewport].
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="get_render_info">
 		<method name="get_render_info">

+ 5 - 5
doc/tools/make_rst.py

@@ -471,19 +471,19 @@ def make_rst_class(class_def, state, dry_run, output_dir):  # type: (ClassDef, S
     # Inheritance tree
     # Inheritance tree
     # Ascendants
     # Ascendants
     if class_def.inherits:
     if class_def.inherits:
-        inh = class_def.inherits.strip()
+        inherits = class_def.inherits.strip()
         f.write("**" + translate("Inherits:") + "** ")
         f.write("**" + translate("Inherits:") + "** ")
         first = True
         first = True
-        while inh in state.classes:
+        while inherits in state.classes:
             if not first:
             if not first:
                 f.write(" **<** ")
                 f.write(" **<** ")
             else:
             else:
                 first = False
                 first = False
 
 
-            f.write(make_type(inh, state))
-            inode = state.classes[inh].inherits
+            f.write(make_type(inherits, state))
+            inode = state.classes[inherits].inherits
             if inode:
             if inode:
-                inh = inode.strip()
+                inherits = inode.strip()
             else:
             else:
                 break
                 break
         f.write("\n\n")
         f.write("\n\n")

+ 1 - 1
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -1242,7 +1242,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
 		glBindTexture(target, tex);
 		glBindTexture(target, tex);
 
 
 		if (t && storage->config.srgb_decode_supported) {
 		if (t && storage->config.srgb_decode_supported) {
-			//if SRGB decode extension is present, simply switch the texture to whathever is needed
+			//if SRGB decode extension is present, simply switch the texture to whatever is needed
 			bool must_srgb = false;
 			bool must_srgb = false;
 
 
 			if (t->srgb && (texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) {
 			if (t->srgb && (texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) {

+ 1 - 1
drivers/gles3/shaders/scene.glsl

@@ -1812,7 +1812,7 @@ void main() {
 		discard;
 		discard;
 #endif //ubershader-runtime
 #endif //ubershader-runtime
 
 
-	//lay out everything, whathever is unused is optimized away anyway
+	//lay out everything, whatever is unused is optimized away anyway
 	highp vec3 vertex = vertex_interp;
 	highp vec3 vertex = vertex_interp;
 	vec3 view = -normalize(vertex_interp);
 	vec3 view = -normalize(vertex_interp);
 	vec3 albedo = vec3(1.0);
 	vec3 albedo = vec3(1.0);

+ 1 - 1
editor/editor_audio_buses.cpp

@@ -324,7 +324,7 @@ float EditorAudioBus::_normalized_volume_to_scaled_db(float normalized) {
 	/* There are three different formulas for the conversion from normalized
 	/* There are three different formulas for the conversion from normalized
 	 * values to relative decibal values.
 	 * values to relative decibal values.
 	 * One formula is an exponential graph which intends to counteract
 	 * One formula is an exponential graph which intends to counteract
-	 * the logorithmic nature of human hearing. This is an approximation
+	 * the logarithmic nature of human hearing. This is an approximation
 	 * of the behaviour of a 'logarithmic potentiometer' found on most
 	 * of the behaviour of a 'logarithmic potentiometer' found on most
 	 * musical instruments and also emulated in popular software.
 	 * musical instruments and also emulated in popular software.
 	 * The other two equations are hand-tuned linear tapers that intend to
 	 * The other two equations are hand-tuned linear tapers that intend to

+ 1 - 1
editor/editor_file_system.cpp

@@ -1544,7 +1544,7 @@ Error EditorFileSystem::_reimport_group(const String &p_group_file, const Vector
 			for (List<String>::Element *E = sk.front(); E; E = E->next()) {
 			for (List<String>::Element *E = sk.front(); E; E = E->next()) {
 				String param = E->get();
 				String param = E->get();
 				Variant value = config->get_value("params", param);
 				Variant value = config->get_value("params", param);
-				//override with whathever is in file
+				//override with whatever is in file
 				source_file_options[p_files[i]][param] = value;
 				source_file_options[p_files[i]][param] = value;
 			}
 			}
 		}
 		}

+ 1 - 1
editor/editor_inspector.cpp

@@ -1709,7 +1709,7 @@ void EditorInspector::update_tree() {
 						if (F->get().label != String()) {
 						if (F->get().label != String()) {
 							ep->set_label(F->get().label);
 							ep->set_label(F->get().label);
 						} else {
 						} else {
-							//use existin one
+							//use existing one
 							ep->set_label(name);
 							ep->set_label(name);
 						}
 						}
 						for (int i = 0; i < F->get().properties.size(); i++) {
 						for (int i = 0; i < F->get().properties.size(); i++) {

+ 1 - 1
editor/rename_dialog.cpp

@@ -535,7 +535,7 @@ String RenameDialog::_postprocess(const String &subject) {
 		// To Lowercase
 		// To Lowercase
 		result = result.to_lower();
 		result = result.to_lower();
 	} else if (case_id == 2) {
 	} else if (case_id == 2) {
-		// To Upercase
+		// To Uppercase
 		result = result.to_upper();
 		result = result.to_upper();
 	}
 	}
 
 

+ 1 - 1
main/tests/test_math.cpp

@@ -319,7 +319,7 @@ public:
 						curly_stack++;
 						curly_stack++;
 						break;
 						break;
 					} else {
 					} else {
-						break; //whathever else
+						break; //whatever else
 					}
 					}
 				}
 				}
 
 

+ 8 - 8
misc/hooks/pre-commit-black

@@ -139,11 +139,11 @@ fi
 while true; do
 while true; do
     if [ $terminal = "0" ] ; then
     if [ $terminal = "0" ] ; then
         if [ -x "$ZENITY" ] ; then
         if [ -x "$ZENITY" ] ; then
-            ans=$($ZENITY --text-info --filename="$patch" --width=800 --height=600 --title="Do you want to apply that patch?" --ok-label="Apply" --cancel-label="Do not apply" --extra-button="Apply and stage")
+            choice=$($ZENITY --text-info --filename="$patch" --width=800 --height=600 --title="Do you want to apply that patch?" --ok-label="Apply" --cancel-label="Do not apply" --extra-button="Apply and stage")
             if [ "$?" = "0" ] ; then
             if [ "$?" = "0" ] ; then
                 yn="Y"
                 yn="Y"
             else
             else
-                if [ "$ans" = "Apply and stage" ] ; then
+                if [ "$choice" = "Apply and stage" ] ; then
                     yn="S"
                     yn="S"
                 else
                 else
                     yn="N"
                     yn="N"
@@ -151,10 +151,10 @@ while true; do
             fi
             fi
         elif [ -x "$XMSG" ] ; then
         elif [ -x "$XMSG" ] ; then
             $XMSG -file "$patch" -buttons "Apply":100,"Apply and stage":200,"Do not apply":0 -center -default "Do not apply" -geometry 800x600 -title "Do you want to apply that patch?"
             $XMSG -file "$patch" -buttons "Apply":100,"Apply and stage":200,"Do not apply":0 -center -default "Do not apply" -geometry 800x600 -title "Do you want to apply that patch?"
-            ans=$?
-            if [ "$ans" = "100" ] ; then
+            choice=$?
+            if [ "$choice" = "100" ] ; then
                 yn="Y"
                 yn="Y"
-            elif [ "$ans" = "200" ] ; then
+            elif [ "$choice" = "200" ] ; then
                 yn="S"
                 yn="S"
             else
             else
                 yn="N"
                 yn="N"
@@ -162,10 +162,10 @@ while true; do
         elif [ \( \( "$OSTYPE" = "msys" \) -o \( "$OSTYPE" = "win32" \) \) -a \( -x "$PWSH" \) ]; then
         elif [ \( \( "$OSTYPE" = "msys" \) -o \( "$OSTYPE" = "win32" \) \) -a \( -x "$PWSH" \) ]; then
             winmessage="$(canonicalize_filename "./.git/hooks/winmessage.ps1")"
             winmessage="$(canonicalize_filename "./.git/hooks/winmessage.ps1")"
             $PWSH -noprofile -executionpolicy bypass -file "$winmessage" -file "$patch" -buttons "Apply":100,"Apply and stage":200,"Do not apply":0 -center -default "Do not apply" -geometry 800x600 -title "Do you want to apply that patch?"
             $PWSH -noprofile -executionpolicy bypass -file "$winmessage" -file "$patch" -buttons "Apply":100,"Apply and stage":200,"Do not apply":0 -center -default "Do not apply" -geometry 800x600 -title "Do you want to apply that patch?"
-            ans=$?
-            if [ "$ans" = "100" ] ; then
+            choice=$?
+            if [ "$choice" = "100" ] ; then
                 yn="Y"
                 yn="Y"
-            elif [ "$ans" = "200" ] ; then
+            elif [ "$choice" = "200" ] ; then
                 yn="S"
                 yn="S"
             else
             else
                 yn="N"
                 yn="N"

+ 8 - 8
misc/hooks/pre-commit-clang-format

@@ -179,11 +179,11 @@ fi
 while true; do
 while true; do
     if [ $terminal = "0" ] ; then
     if [ $terminal = "0" ] ; then
         if [ -x "$ZENITY" ] ; then
         if [ -x "$ZENITY" ] ; then
-            ans=$($ZENITY --text-info --filename="$patch" --width=800 --height=600 --title="Do you want to apply that patch?" --ok-label="Apply" --cancel-label="Do not apply" --extra-button="Apply and stage")
+            choice=$($ZENITY --text-info --filename="$patch" --width=800 --height=600 --title="Do you want to apply that patch?" --ok-label="Apply" --cancel-label="Do not apply" --extra-button="Apply and stage")
             if [ "$?" = "0" ] ; then
             if [ "$?" = "0" ] ; then
                 yn="Y"
                 yn="Y"
             else
             else
-                if [ "$ans" = "Apply and stage" ] ; then
+                if [ "$choice" = "Apply and stage" ] ; then
                     yn="S"
                     yn="S"
                 else
                 else
                     yn="N"
                     yn="N"
@@ -191,10 +191,10 @@ while true; do
             fi
             fi
         elif [ -x "$XMSG" ] ; then
         elif [ -x "$XMSG" ] ; then
             $XMSG -file "$patch" -buttons "Apply":100,"Apply and stage":200,"Do not apply":0 -center -default "Do not apply" -geometry 800x600 -title "Do you want to apply that patch?"
             $XMSG -file "$patch" -buttons "Apply":100,"Apply and stage":200,"Do not apply":0 -center -default "Do not apply" -geometry 800x600 -title "Do you want to apply that patch?"
-            ans=$?
-            if [ "$ans" = "100" ] ; then
+            choice=$?
+            if [ "$choice" = "100" ] ; then
                 yn="Y"
                 yn="Y"
-            elif [ "$ans" = "200" ] ; then
+            elif [ "$choice" = "200" ] ; then
                 yn="S"
                 yn="S"
             else
             else
                 yn="N"
                 yn="N"
@@ -202,10 +202,10 @@ while true; do
         elif [ \( \( "$OSTYPE" = "msys" \) -o \( "$OSTYPE" = "win32" \) \) -a \( -x "$PWSH" \) ]; then
         elif [ \( \( "$OSTYPE" = "msys" \) -o \( "$OSTYPE" = "win32" \) \) -a \( -x "$PWSH" \) ]; then
             winmessage="$(canonicalize_filename "./.git/hooks/winmessage.ps1")"
             winmessage="$(canonicalize_filename "./.git/hooks/winmessage.ps1")"
             $PWSH -noprofile -executionpolicy bypass -file "$winmessage" -file "$patch" -buttons "Apply":100,"Apply and stage":200,"Do not apply":0 -center -default "Do not apply" -geometry 800x600 -title "Do you want to apply that patch?"
             $PWSH -noprofile -executionpolicy bypass -file "$winmessage" -file "$patch" -buttons "Apply":100,"Apply and stage":200,"Do not apply":0 -center -default "Do not apply" -geometry 800x600 -title "Do you want to apply that patch?"
-            ans=$?
-            if [ "$ans" = "100" ] ; then
+            choice=$?
+            if [ "$choice" = "100" ] ; then
                 yn="Y"
                 yn="Y"
-            elif [ "$ans" = "200" ] ; then
+            elif [ "$choice" = "200" ] ; then
                 yn="S"
                 yn="S"
             else
             else
                 yn="N"
                 yn="N"

+ 5 - 0
misc/scripts/codespell.sh

@@ -0,0 +1,5 @@
+#!/bin/sh
+SKIP_LIST="./thirdparty,*.gen.*,*.po,*.pot,package-lock.json,./core/string/locales.h,./DONORS.md,./misc/scripts/codespell.sh"
+IGNORE_LIST="ba,childs,curvelinear,doubleclick,expct,fave,findn,gird,inout,leapyear,lod,nd,numer,ois,readded,ro,statics,te,varn"
+
+codespell -w -q 3 -S "${SKIP_LIST}" -L "${IGNORE_LIST}"

+ 1 - 1
modules/camera/camera_osx.h

@@ -32,7 +32,7 @@
 #define CAMERAOSX_H
 #define CAMERAOSX_H
 
 
 ///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimize code duplication!!!!
 ///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimize code duplication!!!!
-// If you fix something here, make sure you fix it there as wel!
+// If you fix something here, make sure you fix it there as well!
 
 
 #include "servers/camera_server.h"
 #include "servers/camera_server.h"
 
 

+ 1 - 1
modules/camera/camera_osx.mm

@@ -29,7 +29,7 @@
 /*************************************************************************/
 /*************************************************************************/
 
 
 ///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimize code duplication!!!!
 ///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimize code duplication!!!!
-// If you fix something here, make sure you fix it there as wel!
+// If you fix something here, make sure you fix it there as well!
 
 
 #include "camera_osx.h"
 #include "camera_osx.h"
 #include "servers/camera/camera_feed.h"
 #include "servers/camera/camera_feed.h"

+ 1 - 1
modules/fbx/fbx_parser/ByteSwapper.h

@@ -70,7 +70,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 ----------------------------------------------------------------------
 ----------------------------------------------------------------------
 */
 */
 
 
-/** @file Helper class tp perform various byte oder swappings
+/** @file Helper class to perform various byte order swappings
    (e.g. little to big endian) */
    (e.g. little to big endian) */
 #ifndef BYTE_SWAPPER_H
 #ifndef BYTE_SWAPPER_H
 #define BYTE_SWAPPER_H
 #define BYTE_SWAPPER_H

+ 1 - 1
modules/fbx/fbx_parser/FBXDocument.cpp

@@ -198,7 +198,7 @@ ObjectPtr LazyObject::LoadObject() {
 			object.reset(new ModelLimbNode(id, element, doc, name));
 			object.reset(new ModelLimbNode(id, element, doc, name));
 
 
 		} else if (strcmp(classtag.c_str(), "IKEffector") && strcmp(classtag.c_str(), "FKEffector")) {
 		} else if (strcmp(classtag.c_str(), "IKEffector") && strcmp(classtag.c_str(), "FKEffector")) {
-			// FK and IK effectors are not supporte
+			// FK and IK effectors are not supported
 			object.reset(new Model(id, element, doc, name));
 			object.reset(new Model(id, element, doc, name));
 		}
 		}
 	} else if (!strncmp(obtype, "Material", length)) {
 	} else if (!strncmp(obtype, "Material", length)) {

+ 1 - 1
modules/gdnative/include/nativescript/godot_nativescript.h

@@ -145,7 +145,7 @@ typedef struct {
 } godot_method_attributes;
 } godot_method_attributes;
 
 
 typedef struct {
 typedef struct {
-	// instance pointer, method data, user data, num args, args - return result as varaint
+	// instance pointer, method data, user data, num args, args - return result as variant
 	GDCALLINGCONV godot_variant (*method)(godot_object *, void *, void *, int, godot_variant **);
 	GDCALLINGCONV godot_variant (*method)(godot_object *, void *, void *, int, godot_variant **);
 	void *method_data;
 	void *method_data;
 	GDCALLINGCONV void (*free_func)(void *);
 	GDCALLINGCONV void (*free_func)(void *);

+ 1 - 1
modules/visual_script/visual_script_flow_control.cpp

@@ -778,7 +778,7 @@ public:
 			}
 			}
 
 
 			if (!ResourceCache::has(script)) {
 			if (!ResourceCache::has(script)) {
-				//if the script is not in use by anyone, we can safely assume whathever we got is not casting to it.
+				//if the script is not in use by anyone, we can safely assume whatever we got is not casting to it.
 				return 1;
 				return 1;
 			}
 			}
 			Ref<Script> cast_script = Ref<Resource>(ResourceCache::get(script));
 			Ref<Script> cast_script = Ref<Resource>(ResourceCache::get(script));

+ 1 - 1
modules/websocket/wsl_client.cpp

@@ -177,7 +177,7 @@ Error WSLClient::connect_to_host(String p_host, String p_path, uint16_t p_port,
 		}
 		}
 	}
 	}
 
 
-	// We assume OK while hostname resultion is pending.
+	// We assume OK while hostname resolution is pending.
 	Error err = _resolver_id != IP::RESOLVER_INVALID_ID ? OK : FAILED;
 	Error err = _resolver_id != IP::RESOLVER_INVALID_ID ? OK : FAILED;
 	while (_ip_candidates.size()) {
 	while (_ip_candidates.size()) {
 		err = _tcp->connect_to_host(_ip_candidates.pop_front(), p_port);
 		err = _tcp->connect_to_host(_ip_candidates.pop_front(), p_port);

+ 1 - 1
modules/webxr/doc_classes/WebXRInterface.xml

@@ -88,7 +88,7 @@
 		- Using [ARVRController] nodes and their [signal ARVRController.button_pressed] and [signal ARVRController.button_release] signals. This is how controllers are typically handled in AR/VR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example. The buttons codes are defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].
 		- Using [ARVRController] nodes and their [signal ARVRController.button_pressed] and [signal ARVRController.button_release] signals. This is how controllers are typically handled in AR/VR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example. The buttons codes are defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].
 		- Using [method Node._unhandled_input] and [InputEventJoypadButton] or [InputEventJoypadMotion]. This works the same as normal joypads, except the [member InputEvent.device] starts at 100, so the left controller is 100 and the right controller is 101, and the button codes are also defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].
 		- Using [method Node._unhandled_input] and [InputEventJoypadButton] or [InputEventJoypadMotion]. This works the same as normal joypads, except the [member InputEvent.device] starts at 100, so the left controller is 100 and the right controller is 101, and the button codes are also defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].
 		- Using the [signal select], [signal squeeze] and related signals. This method will work for both advanced VR controllers, and non-traditional "controllers" like a tap on the screen, a spoken voice command or a button press on the device itself. The [code]controller_id[/code] passed to these signals is the same id as used in [member ARVRController.controller_id].
 		- Using the [signal select], [signal squeeze] and related signals. This method will work for both advanced VR controllers, and non-traditional "controllers" like a tap on the screen, a spoken voice command or a button press on the device itself. The [code]controller_id[/code] passed to these signals is the same id as used in [member ARVRController.controller_id].
-		You can use one or all of these methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interations with more advanced devices.
+		You can use one or all of these methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interactions with more advanced devices.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
 		<link title="How to make a VR game for WebXR with Godot">https://www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot</link>
 		<link title="How to make a VR game for WebXR with Godot">https://www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot</link>

+ 1 - 1
platform/iphone/godot_view_gesture_recognizer.h

@@ -28,7 +28,7 @@
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
 /*************************************************************************/
 
 
-// GodotViewGestureRecognizer allows iOS gestures to work currectly by
+// GodotViewGestureRecognizer allows iOS gestures to work correctly by
 // emulating UIScrollView's UIScrollViewDelayedTouchesBeganGestureRecognizer.
 // emulating UIScrollView's UIScrollViewDelayedTouchesBeganGestureRecognizer.
 // It catches all gestures incoming to UIView and delays them for 150ms
 // It catches all gestures incoming to UIView and delays them for 150ms
 // (the same value used by UIScrollViewDelayedTouchesBeganGestureRecognizer)
 // (the same value used by UIScrollViewDelayedTouchesBeganGestureRecognizer)

+ 3 - 3
platform/x11/os_x11.cpp

@@ -1868,7 +1868,7 @@ void OS_X11::_handle_key_event(XKeyEvent *p_event, LocalVector<XEvent> &p_events
 	// still works in half the cases. (won't handle deadkeys)
 	// still works in half the cases. (won't handle deadkeys)
 	// For more complex input methods (deadkeys and more advanced)
 	// For more complex input methods (deadkeys and more advanced)
 	// you have to use XmbLookupString (??).
 	// you have to use XmbLookupString (??).
-	// So.. then you have to chosse which of both results
+	// So.. then you have to choose which of both results
 	// you want to keep.
 	// you want to keep.
 	// This is a real bizarreness and cpu waster.
 	// This is a real bizarreness and cpu waster.
 
 
@@ -2638,7 +2638,7 @@ void OS_X11::process_xevents() {
 				window_focused = false;
 				window_focused = false;
 
 
 				if (mouse_mode_grab) {
 				if (mouse_mode_grab) {
-					//dear X11, I try, I really try, but you never work, you do whathever you want.
+					//dear X11, I try, I really try, but you never work, you do whatever you want.
 					if (mouse_mode == MOUSE_MODE_CAPTURED) {
 					if (mouse_mode == MOUSE_MODE_CAPTURED) {
 						// Show the cursor if we're in captured mode so it doesn't look weird.
 						// Show the cursor if we're in captured mode so it doesn't look weird.
 						XUndefineCursor(x11_display, x11_window);
 						XUndefineCursor(x11_display, x11_window);
@@ -3890,7 +3890,7 @@ Error OS_X11::move_to_trash(const String &p_path) {
 		DirAccessRef dir_access = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
 		DirAccessRef dir_access = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
 		Error err = dir_access->make_dir_recursive(trash_path);
 		Error err = dir_access->make_dir_recursive(trash_path);
 
 
-		// Issue an error if trash can is not created proprely.
+		// Issue an error if trash can is not created properly.
 		ERR_FAIL_COND_V_MSG(err != OK, err, "Could not create the trash path \"" + trash_path + "\"");
 		ERR_FAIL_COND_V_MSG(err != OK, err, "Could not create the trash path \"" + trash_path + "\"");
 		err = dir_access->make_dir_recursive(trash_path + "/files");
 		err = dir_access->make_dir_recursive(trash_path + "/files");
 		ERR_FAIL_COND_V_MSG(err != OK, err, "Could not create the trash path \"" + trash_path + "\"/files");
 		ERR_FAIL_COND_V_MSG(err != OK, err, "Could not create the trash path \"" + trash_path + "\"/files");

+ 1 - 1
scene/3d/navigation.cpp

@@ -119,7 +119,7 @@ Navigation::Navigation() {
 
 
 	set_cell_size(0.3);
 	set_cell_size(0.3);
 	set_cell_height(0.2);
 	set_cell_height(0.2);
-	set_edge_connection_margin(5.0); // Five meters, depends alot on the agents radius
+	set_edge_connection_margin(5.0); // Five meters, depends a lot on the agents radius
 
 
 	up = Vector3(0, 1, 0);
 	up = Vector3(0, 1, 0);
 }
 }

+ 1 - 1
scene/animation/animation_player.cpp

@@ -605,7 +605,7 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float
 				}
 				}
 
 
 				if (p_seeked) {
 				if (p_seeked) {
-					//find whathever should be playing
+					//find whatever should be playing
 					int idx = a->track_find_key(i, p_time);
 					int idx = a->track_find_key(i, p_time);
 					if (idx < 0) {
 					if (idx < 0) {
 						continue;
 						continue;

+ 1 - 1
scene/animation/animation_tree.cpp

@@ -1011,7 +1011,7 @@ void AnimationTree::_process_graph(float p_delta) {
 						TrackCacheAudio *t = static_cast<TrackCacheAudio *>(track);
 						TrackCacheAudio *t = static_cast<TrackCacheAudio *>(track);
 
 
 						if (seeked) {
 						if (seeked) {
-							//find whathever should be playing
+							//find whatever should be playing
 							int idx = a->track_find_key(i, time);
 							int idx = a->track_find_key(i, time);
 							if (idx < 0) {
 							if (idx < 0) {
 								continue;
 								continue;

+ 1 - 1
scene/main/viewport.cpp

@@ -2430,7 +2430,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
 		//if (from && p_event->is_pressed() && !p_event->get_alt() && !p_event->get_metakey() && !p_event->key->get_command()) {
 		//if (from && p_event->is_pressed() && !p_event->get_alt() && !p_event->get_metakey() && !p_event->key->get_command()) {
 
 
 		Ref<InputEventKey> k = p_event;
 		Ref<InputEventKey> k = p_event;
-		//need to check for mods, otherwise any combination of alt/ctrl/shift+<up/down/left/righ/etc> is handled here when it shouldn't be.
+		//need to check for mods, otherwise any combination of alt/ctrl/shift+<up/down/left/right/etc> is handled here when it shouldn't be.
 		bool mods = k.is_valid() && (k->get_control() || k->get_alt() || k->get_shift() || k->get_metakey());
 		bool mods = k.is_valid() && (k->get_control() || k->get_alt() || k->get_shift() || k->get_metakey());
 
 
 		if (from && p_event->is_pressed()) {
 		if (from && p_event->is_pressed()) {

+ 1 - 1
scene/resources/resource_format_text.cpp

@@ -1221,7 +1221,7 @@ String ResourceFormatLoaderText::get_resource_type(const String &p_path) const {
 		return String();
 		return String();
 	}
 	}
 
 
-	//for anyhting else must test..
+	//for anything else must test..
 
 
 	FileAccess *f = FileAccess::open(p_path, FileAccess::READ);
 	FileAccess *f = FileAccess::open(p_path, FileAccess::READ);
 	if (!f) {
 	if (!f) {

+ 2 - 2
servers/physics/joints/generic_6dof_joint_sw.h

@@ -311,12 +311,12 @@ public:
 		m_angularLimits[2].m_hiLimit = angularUpper.z;
 		m_angularLimits[2].m_hiLimit = angularUpper.z;
 	}
 	}
 
 
-	//! Retrieves the angular limit informacion
+	//! Retrieves the angular limit information
 	G6DOFRotationalLimitMotorSW *getRotationalLimitMotor(int index) {
 	G6DOFRotationalLimitMotorSW *getRotationalLimitMotor(int index) {
 		return &m_angularLimits[index];
 		return &m_angularLimits[index];
 	}
 	}
 
 
-	//! Retrieves the limit informacion
+	//! Retrieves the limit information
 	G6DOFTranslationalLimitMotorSW *getTranslationalLimitMotor() {
 	G6DOFTranslationalLimitMotorSW *getTranslationalLimitMotor() {
 		return &m_linearLimits;
 		return &m_linearLimits;
 	}
 	}

+ 1 - 1
servers/physics/joints/slider_joint_sw.cpp

@@ -201,7 +201,7 @@ void SliderJointSW::solve(real_t p_step) {
 		real_t softness = (i) ? m_softnessOrthoLin : (m_solveLinLim ? m_softnessLimLin : m_softnessDirLin);
 		real_t softness = (i) ? m_softnessOrthoLin : (m_solveLinLim ? m_softnessLimLin : m_softnessDirLin);
 		real_t restitution = (i) ? m_restitutionOrthoLin : (m_solveLinLim ? m_restitutionLimLin : m_restitutionDirLin);
 		real_t restitution = (i) ? m_restitutionOrthoLin : (m_solveLinLim ? m_restitutionLimLin : m_restitutionDirLin);
 		real_t damping = (i) ? m_dampingOrthoLin : (m_solveLinLim ? m_dampingLimLin : m_dampingDirLin);
 		real_t damping = (i) ? m_dampingOrthoLin : (m_solveLinLim ? m_dampingLimLin : m_dampingDirLin);
-		// calcutate and apply impulse
+		// calculate and apply impulse
 		real_t normalImpulse = softness * (restitution * depth / p_step - damping * rel_vel) * m_jacLinDiagABInv[i];
 		real_t normalImpulse = softness * (restitution * depth / p_step - damping * rel_vel) * m_jacLinDiagABInv[i];
 		Vector3 impulse_vector = normal * normalImpulse;
 		Vector3 impulse_vector = normal * normalImpulse;
 		A->apply_impulse(m_relPosA, impulse_vector);
 		A->apply_impulse(m_relPosA, impulse_vector);

+ 1 - 1
servers/visual/shader_language.cpp

@@ -663,7 +663,7 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
 						}
 						}
 						if (!str.is_valid_integer()) {
 						if (!str.is_valid_integer()) {
 							if (uint_suffix_found) {
 							if (uint_suffix_found) {
-								return _make_token(TK_ERROR, "Invalid (usigned integer) numeric constant");
+								return _make_token(TK_ERROR, "Invalid (unsigned integer) numeric constant");
 							} else {
 							} else {
 								return _make_token(TK_ERROR, "Invalid (integer) numeric constant");
 								return _make_token(TK_ERROR, "Invalid (integer) numeric constant");
 							}
 							}

+ 4 - 4
servers/visual/visual_server_scene.h

@@ -611,7 +611,7 @@ private:
 
 
 public:
 public:
 	struct Ghost : RID_Data {
 	struct Ghost : RID_Data {
-		// all interations with actual ghosts are indirect, as the ghost is part of the scenario
+		// all interactions with actual ghosts are indirect, as the ghost is part of the scenario
 		Scenario *scenario = nullptr;
 		Scenario *scenario = nullptr;
 		uint32_t object_id = 0;
 		uint32_t object_id = 0;
 		RGhostHandle rghost_handle = 0; // handle in occlusion system (or 0)
 		RGhostHandle rghost_handle = 0; // handle in occlusion system (or 0)
@@ -638,7 +638,7 @@ private:
 
 
 public:
 public:
 	struct Portal : RID_Data {
 	struct Portal : RID_Data {
-		// all interations with actual portals are indirect, as the portal is part of the scenario
+		// all interactions with actual portals are indirect, as the portal is part of the scenario
 		uint32_t scenario_portal_id = 0;
 		uint32_t scenario_portal_id = 0;
 		Scenario *scenario = nullptr;
 		Scenario *scenario = nullptr;
 		virtual ~Portal() {
 		virtual ~Portal() {
@@ -659,7 +659,7 @@ public:
 
 
 	// RoomGroups
 	// RoomGroups
 	struct RoomGroup : RID_Data {
 	struct RoomGroup : RID_Data {
-		// all interations with actual roomgroups are indirect, as the roomgroup is part of the scenario
+		// all interactions with actual roomgroups are indirect, as the roomgroup is part of the scenario
 		uint32_t scenario_roomgroup_id = 0;
 		uint32_t scenario_roomgroup_id = 0;
 		Scenario *scenario = nullptr;
 		Scenario *scenario = nullptr;
 		virtual ~RoomGroup() {
 		virtual ~RoomGroup() {
@@ -704,7 +704,7 @@ public:
 
 
 	// Rooms
 	// Rooms
 	struct Room : RID_Data {
 	struct Room : RID_Data {
-		// all interations with actual rooms are indirect, as the room is part of the scenario
+		// all interactions with actual rooms are indirect, as the room is part of the scenario
 		uint32_t scenario_room_id = 0;
 		uint32_t scenario_room_id = 0;
 		Scenario *scenario = nullptr;
 		Scenario *scenario = nullptr;
 		virtual ~Room() {
 		virtual ~Room() {

+ 1 - 1
servers/visual_server.cpp

@@ -362,7 +362,7 @@ Vector2 VisualServer::norm_to_oct(const Vector3 v) {
 }
 }
 
 
 // Maps normalized tangent vector to an octahedron projected onto the cartesian plane
 // Maps normalized tangent vector to an octahedron projected onto the cartesian plane
-// Encodes the tangent vector sign in the second componenet of the returned Vector2 for use in shaders
+// Encodes the tangent vector sign in the second component of the returned Vector2 for use in shaders
 // high_precision specifies whether the encoding will be 32 bit (true) or 16 bit (false)
 // high_precision specifies whether the encoding will be 32 bit (true) or 16 bit (false)
 // Resulting 2D vector in range [-1, 1]
 // Resulting 2D vector in range [-1, 1]
 // See http://jcgt.org/published/0003/02/01/ for details
 // See http://jcgt.org/published/0003/02/01/ for details