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Style: Apply fixes from codespell

Rémi Verschelde 4 달 전
부모
커밋
7d9ae94b20

+ 6 - 6
core/extension/gdextension_interface.h

@@ -670,7 +670,7 @@ typedef void (*GDExtensionInterfaceMemFree)(void *p_ptr);
  *
  * Logs an error to Godot's built-in debugger and to the OS terminal.
  *
- * @param p_description The code trigging the error.
+ * @param p_description The code triggering the error.
  * @param p_function The function name where the error occurred.
  * @param p_file The file where the error occurred.
  * @param p_line The line where the error occurred.
@@ -684,7 +684,7 @@ typedef void (*GDExtensionInterfacePrintError)(const char *p_description, const
  *
  * Logs an error with a message to Godot's built-in debugger and to the OS terminal.
  *
- * @param p_description The code trigging the error.
+ * @param p_description The code triggering the error.
  * @param p_message The message to show along with the error.
  * @param p_function The function name where the error occurred.
  * @param p_file The file where the error occurred.
@@ -699,7 +699,7 @@ typedef void (*GDExtensionInterfacePrintErrorWithMessage)(const char *p_descript
  *
  * Logs a warning to Godot's built-in debugger and to the OS terminal.
  *
- * @param p_description The code trigging the warning.
+ * @param p_description The code triggering the warning.
  * @param p_function The function name where the warning occurred.
  * @param p_file The file where the warning occurred.
  * @param p_line The line where the warning occurred.
@@ -713,7 +713,7 @@ typedef void (*GDExtensionInterfacePrintWarning)(const char *p_description, cons
  *
  * Logs a warning with a message to Godot's built-in debugger and to the OS terminal.
  *
- * @param p_description The code trigging the warning.
+ * @param p_description The code triggering the warning.
  * @param p_message The message to show along with the warning.
  * @param p_function The function name where the warning occurred.
  * @param p_file The file where the warning occurred.
@@ -728,7 +728,7 @@ typedef void (*GDExtensionInterfacePrintWarningWithMessage)(const char *p_descri
  *
  * Logs a script error to Godot's built-in debugger and to the OS terminal.
  *
- * @param p_description The code trigging the error.
+ * @param p_description The code triggering the error.
  * @param p_function The function name where the error occurred.
  * @param p_file The file where the error occurred.
  * @param p_line The line where the error occurred.
@@ -742,7 +742,7 @@ typedef void (*GDExtensionInterfacePrintScriptError)(const char *p_description,
  *
  * Logs a script error with a message to Godot's built-in debugger and to the OS terminal.
  *
- * @param p_description The code trigging the error.
+ * @param p_description The code triggering the error.
  * @param p_message The message to show along with the error.
  * @param p_function The function name where the error occurred.
  * @param p_file The file where the error occurred.

+ 1 - 1
doc/classes/BaseMaterial3D.xml

@@ -88,7 +88,7 @@
 			The strength of the anisotropy effect. This is multiplied by [member anisotropy_flowmap]'s alpha channel if a texture is defined there and the texture contains an alpha channel.
 		</member>
 		<member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
-			If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of the specular blob and aligns it to tangent space. This is useful for brushed aluminium and hair reflections.
+			If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of the specular blob and aligns it to tangent space. This is useful for brushed aluminum and hair reflections.
 			[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh does not contain tangents, the anisotropy effect will appear broken.
 			[b]Note:[/b] Material anisotropy should not to be confused with anisotropic texture filtering, which can be enabled by setting [member texture_filter] to [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC].
 		</member>

+ 1 - 1
doc/classes/Node.xml

@@ -1194,7 +1194,7 @@
 			Duplicate the node's script (including the ancestor's script, if combined with [constant DUPLICATE_USE_INSTANTIATION]).
 		</constant>
 		<constant name="DUPLICATE_USE_INSTANTIATION" value="8" enum="DuplicateFlags">
-			Duplicate using [method PackedScene.instantiate]. If the node comes from a scene saved on disk, re-uses [method PackedScene.instantiate] as the base for the duplicated node and its children.
+			Duplicate using [method PackedScene.instantiate]. If the node comes from a scene saved on disk, reuses [method PackedScene.instantiate] as the base for the duplicated node and its children.
 		</constant>
 		<constant name="INTERNAL_MODE_DISABLED" value="0" enum="InternalMode">
 			The node will not be internal.

+ 1 - 1
doc/classes/Tween.xml

@@ -89,7 +89,7 @@
 		[/codeblocks]
 		Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
 		[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]
-		[b]Note:[/b] Tweens are not designed to be re-used and trying to do so results in an undefined behavior. Create a new Tween for each animation and every time you replay an animation from start. Keep in mind that Tweens start immediately, so only create a Tween when you want to start animating.
+		[b]Note:[/b] Tweens are not designed to be reused and trying to do so results in an undefined behavior. Create a new Tween for each animation and every time you replay an animation from start. Keep in mind that Tweens start immediately, so only create a Tween when you want to start animating.
 		[b]Note:[/b] The tween is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the tween (or [method Node._physics_process] depending on the value passed to [method set_process_mode]).
 	</description>
 	<tutorials>

+ 1 - 1
misc/scripts/codespell.sh

@@ -3,6 +3,6 @@ SKIP_LIST="./.*,./**/.*,./bin,./thirdparty,*.desktop,*.gen.*,*.po,*.pot,*.rc,./A
 SKIP_LIST+="./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/renames_map_3_to_4.cpp,./misc/scripts/codespell.sh,"
 SKIP_LIST+="./platform/android/java/lib/src/com,./platform/web/node_modules,./platform/web/package-lock.json,"
 
-IGNORE_LIST="breaked,checkin,curvelinear,doubleclick,expct,findn,gird,hel,inout,labelin,lod,mis,nd,numer,ot,outin,pointin,requestor,te,textin,thirdparty,vai"
+IGNORE_LIST="breaked,checkin,curvelinear,doubleclick,expct,findn,gird,hel,inout,labelin,lod,mis,nd,numer,ot,outin,pointin,reduct,requestor,te,textin,thirdparty,vai"
 
 codespell -w -q 3 -S "${SKIP_LIST}" -L "${IGNORE_LIST}" --builtin "clear,rare,en-GB_to_en-US"

+ 1 - 1
modules/gdscript/gdscript_byte_codegen.cpp

@@ -1749,7 +1749,7 @@ void GDScriptByteCodeGenerator::end_block() {
 void GDScriptByteCodeGenerator::clean_temporaries() {
 	List<int>::Element *E = temporaries_pending_clear.front();
 	while (E) {
-		// The temporary may have been re-used as something else than an object
+		// The temporary may have been reused as something else than an object
 		// since it was added to the list. In that case, there's no need to clear it.
 		int slot_idx = E->get();
 		const StackSlot &slot = temporaries[slot_idx];

+ 1 - 1
platform/linuxbsd/x11/display_server_x11.cpp

@@ -4700,7 +4700,7 @@ void DisplayServerX11::process_events() {
 				XSync(x11_display, False);
 				XGetWindowAttributes(x11_display, wd.x11_window, &xwa);
 
-				// Set focus when menu window is re-used.
+				// Set focus when menu window is reused.
 				// RevertToPointerRoot is used to make sure we don't lose all focus in case
 				// a subwindow and its parent are both destroyed.
 				if ((xwa.map_state == IsViewable) && !wd.no_focus && !wd.is_popup && _window_focus_check()) {

+ 1 - 1
scene/2d/line_builder.cpp

@@ -357,7 +357,7 @@ void LineBuilder::build() {
 			}
 
 			if (!is_intersecting) {
-				// In this case the joint is too corrupted to be re-used,
+				// In this case the joint is too corrupted to be reused,
 				// start again the strip with fallback points
 				strip_begin(pos_up0, pos_down0, color1, uvx1);
 			}

+ 1 - 1
scene/3d/vehicle_body_3d.cpp

@@ -532,7 +532,7 @@ void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const
 	if (body2) {
 		rel_pos2 = pos2 - body2->get_global_transform().origin;
 	}
-	//this jacobian entry could be re-used for all iterations
+	//this jacobian entry could be reused for all iterations
 
 	Vector3 vel1 = s->get_linear_velocity() + (s->get_angular_velocity()).cross(rel_pos1); // * mPos);
 	Vector3 vel2;

+ 1 - 1
servers/audio/effects/audio_effect_record.cpp

@@ -125,7 +125,7 @@ Ref<AudioEffectInstance> AudioEffectRecord::instantiate() {
 	ins.instantiate();
 	ins->is_recording = false;
 
-	//Re-using the buffer size calculations from audio_effect_delay.cpp
+	//Reusing the buffer size calculations from audio_effect_delay.cpp
 	float ring_buffer_max_size = IO_BUFFER_SIZE_MS;
 	ring_buffer_max_size /= 1000.0; //convert to seconds
 	ring_buffer_max_size *= AudioServer::get_singleton()->get_mix_rate();

+ 1 - 1
servers/physics_3d/godot_space_3d.cpp

@@ -468,7 +468,7 @@ static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vect
 		real_t tested_len = is_best_result ? rd->best_result.len : len;
 		for (; result_index < prev_result_count - 1; ++result_index) {
 			if (tested_len > rd->other_results[result_index].len) {
-				// Re-using a previous result.
+				// Reusing a previous result.
 				rd->result_count--;
 				break;
 			}

+ 1 - 1
servers/physics_3d/joints/godot_pin_joint_3d.cpp

@@ -96,7 +96,7 @@ void GodotPinJoint3D::solve(real_t p_step) {
 
 		Vector3 rel_pos1 = pivotAInW - A->get_transform().origin;
 		Vector3 rel_pos2 = pivotBInW - B->get_transform().origin;
-		//this jacobian entry could be re-used for all iterations
+		//this jacobian entry could be reused for all iterations
 
 		Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1);
 		Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2);

+ 2 - 2
servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp

@@ -192,7 +192,7 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
 	// Now define our subpasses
 	Vector<RD::FramebufferPass> passes;
 
-	// Define our base pass, we'll be re-using this
+	// Define our base pass, we'll be reusing this
 	RD::FramebufferPass pass;
 	pass.color_attachments.push_back(0);
 	pass.depth_attachment = 1;
@@ -300,7 +300,7 @@ RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_
 	Vector<RD::FramebufferPass> passes;
 	RD::FramebufferPass pass;
 
-	// re-using the same attachments
+	// reusing the same attachments
 	pass.color_attachments.push_back(0);
 	pass.depth_attachment = 1;