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Fix typos with codespell

Using codespell 2.2-dev from current git.
Rémi Verschelde hace 3 años
padre
commit
88dba8e625

+ 1 - 1
editor/plugins/sprite_frames_editor_plugin.h

@@ -45,7 +45,7 @@ class SpriteFramesEditor : public HSplitContainer {
 
 	enum {
 		PARAM_USE_CURRENT, // Used in callbacks to indicate `dominant_param` should be not updated.
-		PARAM_FRAME_COUNT, // Keep "Horizontal" & "Vertial" values.
+		PARAM_FRAME_COUNT, // Keep "Horizontal" & "Vertical" values.
 		PARAM_SIZE, // Keep "Size" values.
 	};
 	int dominant_param = PARAM_FRAME_COUNT;

+ 2 - 2
misc/scripts/codespell.sh

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

+ 1 - 1
modules/gdscript/gdscript_function.cpp

@@ -488,7 +488,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
 
 					if (scr_B) {
 						//if B is a script, the only valid condition is that A has an instance which inherits from the script
-						//in other situation, this shoul return false.
+						//in other situation, this should return false.
 
 						if (obj_A->get_script_instance() && obj_A->get_script_instance()->get_language() == GDScriptLanguage::get_singleton()) {
 							GDScript *cmp = static_cast<GDScript *>(obj_A->get_script_instance()->get_script().ptr());

+ 1 - 1
modules/visual_script/visual_script_editor.cpp

@@ -3197,7 +3197,7 @@ void VisualScriptEditor::_graph_connected(const String &p_from, int p_from_slot,
 			undo_redo->add_do_method(script.ptr(), "data_connect", func, p_from.to_int(), from_port, p_to.to_int(), to_port);
 			undo_redo->add_undo_method(script.ptr(), "data_disconnect", func, p_from.to_int(), from_port, p_to.to_int(), to_port);
 		} else {
-			// this is noice
+			// this is nice
 			undo_redo->add_do_method(script.ptr(), "data_connect", func, p_from.to_int(), from_port, conv_node, 0);
 			undo_redo->add_do_method(script.ptr(), "data_connect", func, conv_node, 0, p_to.to_int(), to_port);
 			// I don't think this is needed but gonna leave it here for now... until I need to finalise it all

+ 1 - 1
scene/resources/primitive_meshes.cpp

@@ -2010,7 +2010,7 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
 	}
 
 	if (p_size == 0) {
-		// If empty, add single trinagle to suppress errors.
+		// If empty, add single triangle to suppress errors.
 		vertices.push_back(Vector3());
 		normals.push_back(Vector3());
 		uvs.push_back(Vector2());