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Fixes small typos and grammar correction

Anshul7sp1 4 年之前
父節點
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91181c2086
共有 98 個文件被更改,包括 198 次插入197 次删除
  1. 2 2
      CHANGELOG.md
  2. 1 1
      SConstruct
  3. 1 1
      core/config/project_settings.cpp
  4. 2 2
      core/core_bind.cpp
  5. 2 2
      core/crypto/crypto.cpp
  6. 1 1
      core/debugger/engine_debugger.cpp
  7. 2 2
      core/input/input.cpp
  8. 1 0
      core/input/input_map.cpp
  9. 3 3
      core/io/compression.cpp
  10. 4 4
      core/io/multiplayer_api.cpp
  11. 1 1
      core/io/packet_peer_udp.cpp
  12. 1 1
      core/io/resource_format_binary.cpp
  13. 3 3
      core/io/resource_loader.cpp
  14. 1 1
      core/io/translation_loader_po.cpp
  15. 1 1
      core/io/xml_parser.cpp
  16. 3 3
      core/math/basis.cpp
  17. 1 1
      core/math/expression.cpp
  18. 3 3
      core/math/geometry_2d.cpp
  19. 1 1
      core/math/quick_hull.cpp
  20. 1 1
      core/math/triangulate.cpp
  21. 4 4
      core/object/object.cpp
  22. 1 1
      core/os/pool_allocator.cpp
  23. 1 1
      core/string/compressed_translation.cpp
  24. 1 1
      core/string/translation_po.cpp
  25. 2 2
      core/string/ustring.cpp
  26. 1 1
      core/variant/array.cpp
  27. 2 2
      core/variant/callable.cpp
  28. 1 1
      core/variant/variant_setget.cpp
  29. 12 12
      drivers/vulkan/rendering_device_vulkan.cpp
  30. 3 3
      drivers/vulkan/vulkan_context.cpp
  31. 6 6
      main/main.cpp
  32. 3 3
      methods.py
  33. 4 4
      modules/bullet/bullet_physics_server.cpp
  34. 1 1
      modules/bullet/bullet_types_converter.cpp
  35. 2 2
      modules/bullet/godot_collision_dispatcher.cpp
  36. 2 2
      modules/bullet/godot_result_callbacks.cpp
  37. 2 2
      modules/bullet/rigid_body_bullet.cpp
  38. 1 1
      modules/bullet/soft_body_bullet.cpp
  39. 1 1
      modules/bullet/space_bullet.cpp
  40. 5 5
      modules/csg/csg.cpp
  41. 1 1
      modules/csg/csg_shape.cpp
  42. 1 1
      modules/enet/networked_multiplayer_enet.cpp
  43. 1 1
      modules/gdnative/nativescript/nativescript.cpp
  44. 1 1
      modules/gdnative/register_types.cpp
  45. 1 1
      modules/gdscript/gdscript_compiler.cpp
  46. 1 1
      modules/gdscript/gdscript_function.cpp
  47. 1 1
      modules/gdscript/gdscript_parser.cpp
  48. 1 1
      modules/gdscript/gdscript_tokenizer.cpp
  49. 1 1
      modules/gdscript/gdscript_vm.cpp
  50. 1 1
      modules/gdscript/register_types.cpp
  51. 1 1
      modules/mbedtls/stream_peer_mbedtls.cpp
  52. 6 6
      modules/mobile_vr/mobile_vr_interface.cpp
  53. 1 1
      modules/text_server_adv/dynamic_font_adv.cpp
  54. 5 5
      modules/text_server_adv/text_server_adv.cpp
  55. 1 1
      modules/text_server_fb/text_server_fb.cpp
  56. 2 2
      modules/visual_script/visual_script.cpp
  57. 1 1
      modules/visual_script/visual_script_editor.cpp
  58. 1 1
      modules/visual_script/visual_script_expression.cpp
  59. 1 1
      modules/visual_script/visual_script_flow_control.cpp
  60. 3 3
      modules/visual_script/visual_script_func_nodes.cpp
  61. 1 1
      modules/visual_script/visual_script_yield_nodes.cpp
  62. 3 3
      modules/websocket/websocket_multiplayer_peer.cpp
  63. 1 1
      platform/windows/crash_handler_windows.cpp
  64. 3 3
      platform/windows/display_server_windows.cpp
  65. 1 1
      platform/windows/os_windows.cpp
  66. 4 4
      scene/2d/line_builder.cpp
  67. 2 2
      scene/2d/physics_body_2d.cpp
  68. 1 1
      scene/2d/skeleton_2d.cpp
  69. 2 2
      scene/3d/area_3d.cpp
  70. 5 5
      scene/3d/baked_lightmap.cpp
  71. 2 2
      scene/3d/camera_3d.cpp
  72. 1 1
      scene/3d/gpu_particles_3d.cpp
  73. 1 1
      scene/3d/node_3d.cpp
  74. 2 2
      scene/3d/physics_body_3d.cpp
  75. 2 2
      scene/3d/ray_cast_3d.cpp
  76. 1 1
      scene/3d/skeleton_ik_3d.cpp
  77. 1 1
      scene/3d/sprite_3d.cpp
  78. 1 1
      scene/3d/vehicle_body_3d.cpp
  79. 2 2
      scene/3d/voxelizer.cpp
  80. 4 4
      scene/animation/animation_player.cpp
  81. 3 3
      scene/animation/animation_tree.cpp
  82. 1 1
      scene/animation/tween.cpp
  83. 1 1
      scene/audio/audio_stream_player.cpp
  84. 1 1
      scene/debugger/scene_debugger.cpp
  85. 2 2
      scene/gui/control.cpp
  86. 1 1
      scene/gui/item_list.cpp
  87. 2 2
      scene/gui/line_edit.cpp
  88. 1 1
      scene/gui/popup_menu.cpp
  89. 6 6
      scene/gui/text_edit.cpp
  90. 1 1
      scene/main/http_request.cpp
  91. 4 4
      scene/main/node.cpp
  92. 4 4
      scene/main/viewport.cpp
  93. 2 2
      scene/resources/animation.cpp
  94. 1 1
      scene/resources/bit_map.cpp
  95. 2 2
      scene/resources/material.cpp
  96. 1 1
      scene/resources/particles_material.cpp
  97. 2 2
      scene/resources/polygon_path_finder.cpp
  98. 1 1
      scene/resources/resource_format_text.cpp

+ 2 - 2
CHANGELOG.md

@@ -37,7 +37,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
   - Ability to convert visual shaders to text-based shaders.
   - See the [complete list of new functions](https://github.com/godotengine/godot/pull/26164).
 - Improved visual scripting.
-  - Visual scripting now uses an unified graph where all functions are represented.
+  - Visual scripting now uses a unified graph where all functions are represented.
   - Nodes can now be edited directly in the graph.
   - Support for fuzzy searching.
   - The `tool` mode can now be enabled in visual scripts.
@@ -900,7 +900,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
 - Removed many debugging prints in the console.
 - Export templates now display an error dialog if no project was found when starting.
 - DynamicFont oversampling is now enabled by default.
-- Nodes' internal logic now consistently use internal physics processing.
+- Nodes' internal logic now consistently uses internal physics processing.
 - Allow attaching and clearing scripts on multiple nodes at once.
 - Default values are no longer saved in scene and resource files.
 - The selection rectangle of 2D nodes is now hidden when not pertinent (no more rectangle for collision shapes).

+ 1 - 1
SConstruct

@@ -385,7 +385,7 @@ if selected_platform in platform_list:
         if not (f[0] in ARGUMENTS):  # allow command line to override platform flags
             env[f[0]] = f[1]
 
-    # Must happen after the flags definition, so that they can be used by platform detect
+    # Must happen after the flags' definition, so that they can be used by platform detect
     detect.configure(env)
 
     # Set our C and C++ standard requirements.

+ 1 - 1
core/config/project_settings.cpp

@@ -393,7 +393,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
 
 	if (exec_path != "") {
 		// We do several tests sequentially until one succeeds to find a PCK,
-		// and if so we attempt loading it at the end.
+		// and if so, we attempt loading it at the end.
 
 		// Attempt with PCK bundled into executable.
 		bool found = _load_resource_pack(exec_path);

+ 2 - 2
core/core_bind.cpp

@@ -1377,9 +1377,9 @@ Vector<String> _File::get_csv_line(const String &p_delim) const {
 	return f->get_csv_line(p_delim);
 }
 
-/**< use this for files WRITTEN in _big_ endian machines (ie, amiga/mac)
+/**< use this for files WRITTEN in _big_ endian machines (i.e. amiga/mac)
  * It's not about the current CPU type but file formats.
- * this flags get reset to false (little endian) on each open
+ * These flags get reset to false (little endian) on each open
  */
 
 void _File::set_endian_swap(bool p_swap) {

+ 2 - 2
core/crypto/crypto.cpp

@@ -100,7 +100,7 @@ void Crypto::load_default_certificates(String p_path) {
 
 PackedByteArray Crypto::hmac_digest(HashingContext::HashType p_hash_type, PackedByteArray p_key, PackedByteArray p_msg) {
 	Ref<HMACContext> ctx = Ref<HMACContext>(HMACContext::create());
-	ERR_FAIL_COND_V_MSG(ctx.is_null(), PackedByteArray(), "HMAC is not available witout mbedtls module.");
+	ERR_FAIL_COND_V_MSG(ctx.is_null(), PackedByteArray(), "HMAC is not available without mbedtls module.");
 	Error err = ctx->start(p_hash_type, p_key);
 	ERR_FAIL_COND_V(err != OK, PackedByteArray());
 	err = ctx->update(p_msg);
@@ -108,7 +108,7 @@ PackedByteArray Crypto::hmac_digest(HashingContext::HashType p_hash_type, Packed
 	return ctx->finish();
 }
 
-// Compares two HMACS for equality without leaking timing information in order to prevent timing attakcs.
+// Compares two HMACS for equality without leaking timing information in order to prevent timing attacks.
 // @see: https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-string-comparison-with-double-hmac-strategy
 bool Crypto::constant_time_compare(PackedByteArray p_trusted, PackedByteArray p_received) {
 	const uint8_t *t = p_trusted.ptr();

+ 1 - 1
core/debugger/engine_debugger.cpp

@@ -192,7 +192,7 @@ void EngineDebugger::deinitialize() {
 		singleton = nullptr;
 	}
 
-	// Clear profilers/captuers/protocol handlers.
+	// Clear profilers/captures/protocol handlers.
 	profilers.clear();
 	captures.clear();
 	protocols.clear();

+ 2 - 2
core/input/input.cpp

@@ -723,7 +723,7 @@ void Input::warp_mouse_position(const Vector2 &p_to) {
 
 Point2i Input::warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect) {
 	// The relative distance reported for the next event after a warp is in the boundaries of the
-	// size of the rect on that axis, but it may be greater, in which case there's not problem as fmod()
+	// size of the rect on that axis, but it may be greater, in which case there's no problem as fmod()
 	// will warp it, but if the pointer has moved in the opposite direction between the pointer relocation
 	// and the subsequent event, the reported relative distance will be less than the size of the rect
 	// and thus fmod() will be disabled for handling the situation.
@@ -779,7 +779,7 @@ bool Input::is_emulating_touch_from_mouse() const {
 	return emulate_touch_from_mouse;
 }
 
-// Calling this whenever the game window is focused helps unstucking the "touch mouse"
+// Calling this whenever the game window is focused helps unsticking the "touch mouse"
 // if the OS or its abstraction class hasn't properly reported that touch pointers raised
 void Input::ensure_touch_mouse_raised() {
 	if (mouse_from_touch_index != -1) {

+ 1 - 0
core/input/input_map.cpp

@@ -567,6 +567,7 @@ const OrderedHashMap<String, List<Ref<InputEvent>>> &InputMap::get_builtins() {
 	inputs.push_back(InputEventKey::create_reference(KEY_E | KEY_MASK_CTRL));
 	inputs.push_back(InputEventKey::create_reference(KEY_RIGHT | KEY_MASK_CMD));
 	default_builtin_cache.insert("ui_text_caret_line_end.OSX", inputs);
+
 	// Text Caret Movement Page Up/Down
 
 	inputs = List<Ref<InputEvent>>();

+ 3 - 3
core/io/compression.cpp

@@ -181,8 +181,8 @@ int Compression::decompress(uint8_t *p_dst, int p_dst_max_size, const uint8_t *p
 }
 
 /**
-	This will handle both Gzip and Deflat streams. It will automatically allocate the output buffer into the provided p_dst_vect Vector.
-	This is required for compressed data who's final uncompressed size is unknown, as is the case for HTTP response bodies.
+	This will handle both Gzip and Deflate streams. It will automatically allocate the output buffer into the provided p_dst_vect Vector.
+	This is required for compressed data whose final uncompressed size is unknown, as is the case for HTTP response bodies.
 	This is much slower however than using Compression::decompress because it may result in multiple full copies of the output buffer.
 */
 int Compression::decompress_dynamic(Vector<uint8_t> *p_dst_vect, int p_max_dst_size, const uint8_t *p_src, int p_src_size, Mode p_mode) {
@@ -248,7 +248,7 @@ int Compression::decompress_dynamic(Vector<uint8_t> *p_dst_vect, int p_max_dst_s
 
 		out_mark += gzip_chunk;
 
-		// Encorce max output size
+		// Enforce max output size
 		if (p_max_dst_size > -1 && strm.total_out > (uint64_t)p_max_dst_size) {
 			(void)inflateEnd(&strm);
 			p_dst_vect->resize(0);

+ 4 - 4
core/io/multiplayer_api.cpp

@@ -50,7 +50,7 @@ _FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_mas
 			// Do nothing.
 		} break;
 		case MultiplayerAPI::RPC_MODE_REMOTE: {
-			// Do nothing also. Remote cannot produce a local call.
+			// Do nothing. Remote cannot produce a local call.
 		} break;
 		case MultiplayerAPI::RPC_MODE_MASTERSYNC: {
 			if (is_master) {
@@ -675,7 +675,7 @@ Error MultiplayerAPI::_encode_and_compress_variant(const Variant &p_variant, uin
 				return err;
 			}
 			if (r_buffer) {
-				// The first byte is not used by the marshaling, so store the type
+				// The first byte is not used by the marshalling, so store the type
 				// so we know how to decompress and decode this variant.
 				r_buffer[0] = p_variant.get_type();
 			}
@@ -791,7 +791,7 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
 		packet_cache.resize(m_amount);
 
 	// Encode meta.
-	// The meta is composed by a single byte that contains (starting from the least segnificant bit):
+	// The meta is composed by a single byte that contains (starting from the least significant bit):
 	// - `NetworkCommands` in the first three bits.
 	// - `NetworkNodeIdCompression` in the next 2 bits.
 	// - `NetworkNameIdCompression` in the next 1 bit.
@@ -830,7 +830,7 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
 			ofs += 4;
 		}
 	} else {
-		// The targets doesn't know the node yet, so we need to use 32 bits int.
+		// The targets don't know the node yet, so we need to use 32 bits int.
 		node_id_compression = NETWORK_NODE_ID_COMPRESSION_32;
 		MAKE_ROOM(ofs + 4);
 		encode_uint32(psc->id, &(packet_cache.write[ofs]));

+ 1 - 1
core/io/packet_peer_udp.cpp

@@ -224,7 +224,7 @@ Error PacketPeerUDP::connect_to_host(const IP_Address &p_host, int p_port) {
 
 	// I see no reason why we should get ERR_BUSY (wouldblock/eagain) here.
 	// This is UDP, so connect is only used to tell the OS to which socket
-	// it shuold deliver packets when multiple are bound on the same address/port.
+	// it should deliver packets when multiple are bound on the same address/port.
 	if (err != OK) {
 		close();
 		ERR_FAIL_V_MSG(FAILED, "Unable to connect");

+ 1 - 1
core/io/resource_format_binary.cpp

@@ -1245,7 +1245,7 @@ Error ResourceFormatLoaderBinary::rename_dependencies(const String &p_path, cons
 String ResourceFormatLoaderBinary::get_resource_type(const String &p_path) const {
 	FileAccess *f = FileAccess::open(p_path, FileAccess::READ);
 	if (!f) {
-		return ""; //could not rwead
+		return ""; //could not read
 	}
 
 	ResourceLoaderBinary loader;

+ 3 - 3
core/io/resource_loader.cpp

@@ -215,7 +215,7 @@ void ResourceLoader::_thread_load_function(void *p_userdata) {
 	load_task.loader_id = Thread::get_caller_id();
 
 	if (load_task.semaphore) {
-		//this is an actual thread, so wait for Ok fom semaphore
+		//this is an actual thread, so wait for Ok from semaphore
 		thread_load_semaphore->wait(); //wait until its ok to start loading
 	}
 	load_task.resource = _load(load_task.remapped_path, load_task.remapped_path != load_task.local_path ? load_task.local_path : String(), load_task.type_hint, load_task.cache_mode, &load_task.error, load_task.use_sub_threads, &load_task.progress);
@@ -443,7 +443,7 @@ RES ResourceLoader::load_threaded_get(const String &p_path, Error *r_error) {
 
 	ThreadLoadTask &load_task = thread_load_tasks[local_path];
 
-	//semaphore still exists, meaning its still loading, request poll
+	//semaphore still exists, meaning it's still loading, request poll
 	Semaphore *semaphore = load_task.semaphore;
 	if (semaphore) {
 		load_task.poll_requests++;
@@ -452,7 +452,7 @@ RES ResourceLoader::load_threaded_get(const String &p_path, Error *r_error) {
 			// As we got a semaphore, this means we are going to have to wait
 			// until the sub-resource is done loading
 			//
-			// As this thread will become 'blocked' we should "echange" its
+			// As this thread will become 'blocked' we should "exchange" its
 			// active status with a waiting one, to ensure load continues.
 			//
 			// This ensures loading is never blocked and that is also within

+ 1 - 1
core/io/translation_loader_po.cpp

@@ -194,7 +194,7 @@ RES TranslationLoaderPO::load_translation(FileAccess *f, Error *r_error) {
 		l = l.substr(1, l.length());
 		// Find final quote, ignoring escaped ones (\").
 		// The escape_next logic is necessary to properly parse things like \\"
-		// where the blackslash is the one being escaped, not the quote.
+		// where the backslash is the one being escaped, not the quote.
 		int end_pos = -1;
 		bool escape_next = false;
 		for (int i = 0; i < l.length(); i++) {

+ 1 - 1
core/io/xml_parser.cpp

@@ -344,7 +344,7 @@ void XMLParser::_bind_methods() {
 }
 
 Error XMLParser::read() {
-	// if not end reached, parse the node
+	// if end not reached, parse the node
 	if (P && (P - data) < (int64_t)length - 1 && *P != 0) {
 		_parse_current_node();
 		return OK;

+ 3 - 3
core/math/basis.cpp

@@ -132,7 +132,7 @@ bool Basis::is_symmetric() const {
 
 Basis Basis::diagonalize() {
 //NOTE: only implemented for symmetric matrices
-//with the Jacobi iterative method method
+//with the Jacobi iterative method
 #ifdef MATH_CHECKS
 	ERR_FAIL_COND_V(!is_symmetric(), Basis());
 #endif
@@ -317,7 +317,7 @@ Vector3 Basis::rotref_posscale_decomposition(Basis &rotref) const {
 // Multiplies the matrix from left by the rotation matrix: M -> R.M
 // Note that this does *not* rotate the matrix itself.
 //
-// The main use of Basis is as Transform.basis, which is used a the transformation matrix
+// The main use of Basis is as Transform.basis, which is used by the transformation matrix
 // of 3D object. Rotate here refers to rotation of the object (which is R * (*this)),
 // not the matrix itself (which is R * (*this) * R.transposed()).
 Basis Basis::rotated(const Vector3 &p_axis, real_t p_phi) const {
@@ -881,7 +881,7 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
 	if ((Math::abs(elements[1][0] - elements[0][1]) < epsilon) && (Math::abs(elements[2][0] - elements[0][2]) < epsilon) && (Math::abs(elements[2][1] - elements[1][2]) < epsilon)) {
 		// singularity found
 		// first check for identity matrix which must have +1 for all terms
-		//  in leading diagonaland zero in other terms
+		// in leading diagonal and zero in other terms
 		if ((Math::abs(elements[1][0] + elements[0][1]) < epsilon2) && (Math::abs(elements[2][0] + elements[0][2]) < epsilon2) && (Math::abs(elements[2][1] + elements[1][2]) < epsilon2) && (Math::abs(elements[0][0] + elements[1][1] + elements[2][2] - 3) < epsilon2)) {
 			// this singularity is identity matrix so angle = 0
 			r_axis = Vector3(0, 1, 0);

+ 1 - 1
core/math/expression.cpp

@@ -978,7 +978,7 @@ Expression::ENode *Expression::_parse_expression() {
 		}
 	}
 
-	/* Reduce the set set of expressions and place them in an operator tree, respecting precedence */
+	/* Reduce the set of expressions and place them in an operator tree, respecting precedence */
 
 	while (expression.size() > 1) {
 		int next_op = -1;

+ 3 - 3
core/math/geometry_2d.cpp

@@ -87,9 +87,9 @@ struct _AtlasWorkRectResult {
 void Geometry2D::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_result, Size2i &r_size) {
 	// Super simple, almost brute force scanline stacking fitter.
 	// It's pretty basic for now, but it tries to make sure that the aspect ratio of the
-	// resulting atlas is somehow square. This is necessary because video cards have limits.
-	// On texture size (usually 2048 or 4096), so the more square a texture, the more chances.
-	// It will work in every hardware.
+	// resulting atlas is somehow square. This is necessary because video cards have limits
+	// on texture size (usually 2048 or 4096), so the squarer a texture, the more the chances
+	// that it will work in every hardware.
 	// For example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a
 	// 256x8192 atlas (won't work anywhere).
 

+ 1 - 1
core/math/quick_hull.cpp

@@ -268,7 +268,7 @@ Error QuickHull::build(const Vector<Vector3> &p_points, Geometry3D::MeshData &r_
 		for (Map<Edge, FaceConnect>::Element *E = lit_edges.front(); E; E = E->next()) {
 			FaceConnect &fc = E->get();
 			if (fc.left && fc.right) {
-				continue; //edge is uninteresting, not on horizont
+				continue; //edge is uninteresting, not on horizon
 			}
 
 			//create new face!

+ 1 - 1
core/math/triangulate.cpp

@@ -97,7 +97,7 @@ bool Triangulate::snip(const Vector<Vector2> &p_contour, int u, int v, int w, in
 
 	// It can happen that the triangulation ends up with three aligned vertices to deal with.
 	// In this scenario, making the check below strict may reject the possibility of
-	// forming a last triangle with these aligned vertices, preventing the triangulatiom
+	// forming a last triangle with these aligned vertices, preventing the triangulation
 	// from completing.
 	// To avoid that we allow zero-area triangles if all else failed.
 	float threshold = relaxed ? -CMP_EPSILON : CMP_EPSILON;

+ 4 - 4
core/object/object.cpp

@@ -596,7 +596,7 @@ void Object::get_property_list(List<PropertyInfo> *p_list, bool p_reversed) cons
 
 	_get_property_listv(p_list, p_reversed);
 
-	if (!is_class("Script")) { // can still be set, but this is for userfriendlyness
+	if (!is_class("Script")) { // can still be set, but this is for user-friendliness
 		p_list->push_back(PropertyInfo(Variant::OBJECT, "script", PROPERTY_HINT_RESOURCE_TYPE, "Script", PROPERTY_USAGE_DEFAULT));
 	}
 	if (!metadata.is_empty()) {
@@ -1671,7 +1671,7 @@ Variant::Type Object::get_static_property_type_indexed(const Vector<StringName>
 
 	for (int i = 1; i < p_path.size(); i++) {
 		if (check.get_type() == Variant::OBJECT || check.get_type() == Variant::DICTIONARY || check.get_type() == Variant::ARRAY) {
-			// We cannot be sure about the type of properties this types can have
+			// We cannot be sure about the type of properties this type can have
 			if (r_valid) {
 				*r_valid = false;
 			}
@@ -1719,10 +1719,10 @@ void *Object::get_script_instance_binding(int p_script_language_index) {
 	ERR_FAIL_INDEX_V(p_script_language_index, MAX_SCRIPT_INSTANCE_BINDINGS, nullptr);
 #endif
 
-	//it's up to the script language to make this thread safe, if the function is called twice due to threads being out of syncro
+	//it's up to the script language to make this thread safe, if the function is called twice due to threads being out of sync
 	//just return the same pointer.
 	//if you want to put a big lock in the entire function and keep allocated pointers in a map or something, feel free to do it
-	//as it should not really affect performance much (won't be called too often), as in far most caes the condition below will be false afterwards
+	//as it should not really affect performance much (won't be called too often), as in far most cases the condition below will be false afterwards
 
 	if (!_script_instance_bindings[p_script_language_index]) {
 		void *script_data = ScriptServer::get_language(p_script_language_index)->alloc_instance_binding_data(this);

+ 1 - 1
core/os/pool_allocator.cpp

@@ -136,7 +136,7 @@ void PoolAllocator::compact_up(int p_from) {
 	for (int i = entry_count - 1; i >= p_from; i--) {
 		Entry &entry = entry_array[entry_indices[i]];
 
-		/* determine hole size to nextious entry */
+		/* determine hole size for next entry */
 
 		int hole_size = next_entry_end_pos - (entry.pos + aligned(entry.len));
 

+ 1 - 1
core/string/compressed_translation.cpp

@@ -44,7 +44,7 @@ struct _PHashTranslationCmp {
 
 void PHashTranslation::generate(const Ref<Translation> &p_from) {
 	// This method compresses a Translation instance.
-	// Right now it doesn't handle context or plurals, so Translation subclasses using plurals or context (i.e TranslationPO) shouldn't be compressed.
+	// Right now, it doesn't handle context or plurals, so Translation subclasses using plurals or context (i.e TranslationPO) shouldn't be compressed.
 #ifdef TOOLS_ENABLED
 	List<StringName> keys;
 	p_from->get_message_list(&keys);

+ 1 - 1
core/string/translation_po.cpp

@@ -158,7 +158,7 @@ int TranslationPO::_get_plural_index(int p_n) const {
 void TranslationPO::_cache_plural_tests(const String &p_plural_rule) {
 	// Some examples of p_plural_rule passed in can have the form:
 	// "n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 && n%100<=10 ? 3 : n%100>=11 && n%100<=99 ? 4 : 5" (Arabic)
-	// "n >= 2" (French) // When evaluating the last, esp careful with this one.
+	// "n >= 2" (French) // When evaluating the last, especially careful with this one.
 	// "n != 1" (English)
 	int first_ques_mark = p_plural_rule.find("?");
 	if (first_ques_mark == -1) {

+ 2 - 2
core/string/ustring.cpp

@@ -1764,7 +1764,7 @@ bool String::parse_utf8(const char *p_utf8, int p_len) {
 
 		if (skip) {
 			_UNICERROR("no space left");
-			return true; //not enough spac
+			return true; //not enough space
 		}
 	}
 
@@ -4480,7 +4480,7 @@ String String::sprintf(const Array &values, bool *error) const {
 	for (; *self; self++) {
 		const char32_t c = *self;
 
-		if (in_format) { // We have % - lets see what else we get.
+		if (in_format) { // We have % - let's see what else we get.
 			switch (c) {
 				case '%': { // Replace %% with %
 					formatted += chr(c);

+ 1 - 1
core/variant/array.cpp

@@ -141,7 +141,7 @@ uint32_t Array::hash() const {
 
 void Array::_assign(const Array &p_array) {
 	if (_p->typed.type != Variant::OBJECT && _p->typed.type == p_array._p->typed.type) {
-		//same type or untyped, just reference, shuold be fine
+		//same type or untyped, just reference, should be fine
 		_ref(p_array);
 	} else if (_p->typed.type == Variant::NIL) { //from typed to untyped, must copy, but this is cheap anyway
 		_p->array = p_array._p->array;

+ 2 - 2
core/variant/callable.cpp

@@ -126,7 +126,7 @@ bool Callable::operator==(const Callable &p_callable) const {
 	if (custom_a == custom_b) {
 		if (custom_a) {
 			if (custom == p_callable.custom) {
-				return true; //same pointer, dont even compare
+				return true; //same pointer, don't even compare
 			}
 
 			CallableCustom::CompareEqualFunc eq_a = custom->get_compare_equal_func();
@@ -155,7 +155,7 @@ bool Callable::operator<(const Callable &p_callable) const {
 	if (custom_a == custom_b) {
 		if (custom_a) {
 			if (custom == p_callable.custom) {
-				return false; //same pointer, dont even compare
+				return false; //same pointer, don't even compare
 			}
 
 			CallableCustom::CompareLessFunc less_a = custom->get_compare_less_func();

+ 1 - 1
core/variant/variant_setget.cpp

@@ -2198,7 +2198,7 @@ void Variant::interpolate(const Variant &a, const Variant &b, float c, Variant &
 		}
 			return;
 		case STRING: {
-			//this is pretty funny and bizarre, but artists like to use it for typewritter effects
+			//this is pretty funny and bizarre, but artists like to use it for typewriter effects
 			String sa = *reinterpret_cast<const String *>(a._data._mem);
 			String sb = *reinterpret_cast<const String *>(b._data._mem);
 			String dst;

+ 12 - 12
drivers/vulkan/rendering_device_vulkan.cpp

@@ -119,7 +119,7 @@ static void update_external_dependency_for_store(VkSubpassDependency &dependency
 	}
 
 	if (is_depth) {
-		// Depth resources have addtional stages that may be interested in them
+		// Depth resources have additional stages that may be interested in them
 		dependency.dstStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
 		dependency.dstAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
 	}
@@ -3108,7 +3108,7 @@ Error RenderingDeviceVulkan::texture_clear(RID p_texture, const Color &p_color,
 
 	VkImageLayout clear_layout = (src_tex->layout == VK_IMAGE_LAYOUT_GENERAL) ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
 
-	// NOTE: Perhaps the valid stages/accesses for a given onwner should be a property of the owner. (Here and places like _get_buffer_from_owner)
+	// NOTE: Perhaps the valid stages/accesses for a given owner should be a property of the owner. (Here and places like _get_buffer_from_owner)
 	const VkPipelineStageFlags valid_texture_stages = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
 	constexpr VkAccessFlags read_access = VK_ACCESS_SHADER_READ_BIT;
 	constexpr VkAccessFlags read_write_access = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
@@ -3250,7 +3250,7 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
 	Vector<VkAttachmentReference> depth_stencil_references;
 	Vector<VkAttachmentReference> resolve_references;
 
-	// Set up a dependencies from/to external equivalent to the default (implicit) one, and then amend them
+	// Set up dependencies from/to external equivalent to the default (implicit) one, and then amend them
 	const VkPipelineStageFlags default_access_mask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT |
 													 VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
 													 VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
@@ -3279,7 +3279,7 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
 		bool is_storage = p_format[i].usage_flags & TEXTURE_USAGE_STORAGE_BIT;
 
 		// For each UNDEFINED, assume the prior use was a *read*, as we'd be discarding the output of a write
-		// Also, each UNDEFINED will do an immediate layout transition (write), s.t. we must ensure execution syncronization vs.
+		// Also, each UNDEFINED will do an immediate layout transition (write), s.t. we must ensure execution synchronization vs.
 		// the read.  If this is a performance issue, one could track the actual last accessor of each resource, adding only that
 		// stage
 		switch (is_depth_stencil ? p_initial_depth_action : p_initial_color_action) {
@@ -3424,12 +3424,12 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
 
 		// NOTE: Big Mallet Approach -- any layout transition causes a full barrier
 		if (reference.layout != description.initialLayout) {
-			// NOTE: this should be smarter based on the textures knowledge of it's previous role
+			// NOTE: this should be smarter based on the texture's knowledge of its previous role
 			dependency_from_external.srcStageMask |= VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
 			dependency_from_external.srcAccessMask |= VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT;
 		}
 		if (reference.layout != description.finalLayout) {
-			// NOTE: this should be smarter based on the textures knowledge of it's subsequent role
+			// NOTE: this should be smarter based on the texture's knowledge of its subsequent role
 			dependency_to_external.dstStageMask |= VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
 			dependency_to_external.dstAccessMask |= VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT;
 		}
@@ -5151,7 +5151,7 @@ RID RenderingDeviceVulkan::uniform_set_create(const Vector<Uniform> &p_uniforms,
 				}
 				ERR_FAIL_COND_V_MSG(!buffer, RID(), "Storage buffer supplied (binding: " + itos(uniform.binding) + ") is invalid.");
 
-				//if 0, then its sized on link time
+				//if 0, then it's sized on link time
 				ERR_FAIL_COND_V_MSG(set_uniform.length > 0 && buffer->size != (uint32_t)set_uniform.length, RID(),
 						"Storage buffer supplied (binding: " + itos(uniform.binding) + ") size (" + itos(buffer->size) + " does not match size of shader uniform: (" + itos(set_uniform.length) + ").");
 
@@ -5336,7 +5336,7 @@ Vector<uint8_t> RenderingDeviceVulkan::buffer_get_data(RID p_buffer) {
 		ERR_FAIL_V_MSG(Vector<uint8_t>(), "Buffer is either invalid or this type of buffer can't be retrieved. Only Index and Vertex buffers allow retrieving.");
 	}
 
-	// Make sure  no one is using the buffer -- the "false" gets us to the same command buffer as below.
+	// Make sure no one is using the buffer -- the "false" gets us to the same command buffer as below.
 	_buffer_memory_barrier(buffer->buffer, 0, buffer->size, src_stage_mask, src_access_mask, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_ACCESS_TRANSFER_READ_BIT, false);
 
 	VkCommandBuffer command_buffer = frames[frame].setup_command_buffer;
@@ -5729,7 +5729,7 @@ RID RenderingDeviceVulkan::render_pipeline_create(RID p_shader, FramebufferForma
 #endif
 	//create ID to associate with this pipeline
 	RID id = render_pipeline_owner.make_rid(pipeline);
-	//now add aall the dependencies
+	//now add all the dependencies
 	_add_dependency(id, p_shader);
 	return id;
 }
@@ -5780,7 +5780,7 @@ RID RenderingDeviceVulkan::compute_pipeline_create(RID p_shader) {
 
 	//create ID to associate with this pipeline
 	RID id = compute_pipeline_owner.make_rid(pipeline);
-	//now add aall the dependencies
+	//now add all the dependencies
 	_add_dependency(id, p_shader);
 	return id;
 }
@@ -6817,7 +6817,7 @@ void RenderingDeviceVulkan::draw_list_end(uint32_t p_post_barrier) {
 
 	// To ensure proper synchronization, we must make sure rendering is done before:
 	//  * Some buffer is copied
-	//  * Another render pass happens (since we may be done
+	//  * Another render pass happens (since we may be done)
 
 #ifdef FORCE_FULL_BARRIER
 	_full_barrier(true);
@@ -7780,7 +7780,7 @@ uint64_t RenderingDeviceVulkan::get_memory_usage() const {
 
 void RenderingDeviceVulkan::_flush(bool p_current_frame) {
 	if (local_device.is_valid() && !p_current_frame) {
-		return; //flushign previous frames has no effect with local device
+		return; //flushing previous frames has no effect with local device
 	}
 	//not doing this crashes RADV (undefined behavior)
 	if (p_current_frame) {

+ 3 - 3
drivers/vulkan/vulkan_context.cpp

@@ -1313,13 +1313,13 @@ Error VulkanContext::swap_buffers() {
 		DemoUpdateTargetIPD(demo);
 
 		// Note: a real application would position its geometry to that it's in
-		// the correct locatoin for when the next image is presented.  It might
+		// the correct location for when the next image is presented.  It might
 		// also wait, so that there's less latency between any input and when
 		// the next image is rendered/presented.  This demo program is so
 		// simple that it doesn't do either of those.
 	}
 #endif
-	// Wait for the image acquired semaphore to be signaled to ensure
+	// Wait for the image acquired semaphore to be signalled to ensure
 	// that the image won't be rendered to until the presentation
 	// engine has fully released ownership to the application, and it is
 	// okay to render to the image.
@@ -1385,7 +1385,7 @@ Error VulkanContext::swap_buffers() {
 		ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
 	}
 
-	// If we are using separate queues we have to wait for image ownership,
+	// If we are using separate queues, we have to wait for image ownership,
 	// otherwise wait for draw complete
 	VkPresentInfoKHR present = {
 		/*sType*/ VK_STRUCTURE_TYPE_PRESENT_INFO_KHR,

+ 6 - 6
main/main.cpp

@@ -529,7 +529,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
 	input_map = memnew(InputMap);
 	globals = memnew(ProjectSettings);
 
-	register_core_settings(); //here globals is present
+	register_core_settings(); //here globals are present
 
 	translation_server = memnew(TranslationServer);
 	performance = memnew(Performance);
@@ -1517,7 +1517,7 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
 
 	input = memnew(Input);
 
-	/* Iniitalize Display Server */
+	/* Initialize Display Server */
 
 	{
 		String rendering_driver; // temp broken
@@ -1547,7 +1547,7 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
 		display_server->screen_set_orientation(window_orientation);
 	}
 
-	/* Initialize Pen Table Driver */
+	/* Initialize Pen Tablet Driver */
 
 	{
 		GLOBAL_DEF_RST_NOVAL("input_devices/pen_tablet/driver", "");
@@ -1796,7 +1796,7 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
 	if (!project_manager) {
 		// If not running the project manager, and now that the engine is
 		// able to load resources, load the global shader variables.
-		// If running on editor, dont load the textures because the editor
+		// If running on editor, don't load the textures because the editor
 		// may want to import them first. Editor will reload those later.
 		rendering_server->global_variables_load_settings(!editor);
 	}
@@ -1804,7 +1804,7 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
 	_start_success = true;
 	locale = String();
 
-	ClassDB::set_current_api(ClassDB::API_NONE); //no more api is registered at this point
+	ClassDB::set_current_api(ClassDB::API_NONE); //no more APIs are registered at this point
 
 	print_verbose("CORE API HASH: " + uitos(ClassDB::get_api_hash(ClassDB::API_CORE)));
 	print_verbose("EDITOR API HASH: " + uitos(ClassDB::get_api_hash(ClassDB::API_EDITOR)));
@@ -2606,7 +2606,7 @@ void Main::cleanup(bool p_force) {
 	// Sync pending commands that may have been queued from a different thread during ScriptServer finalization
 	RenderingServer::get_singleton()->sync();
 
-	//clear global shader variables before scene and other graphics stuff is deinitialized.
+	//clear global shader variables before scene and other graphics stuff are deinitialized.
 	rendering_server->global_variables_clear();
 
 #ifdef TOOLS_ENABLED

+ 3 - 3
methods.py

@@ -334,7 +334,7 @@ def use_windows_spawn_fix(self, platform=None):
     # On Windows, due to the limited command line length, when creating a static library
     # from a very high number of objects SCons will invoke "ar" once per object file;
     # that makes object files with same names to be overwritten so the last wins and
-    # the library looses symbols defined by overwritten objects.
+    # the library loses symbols defined by overwritten objects.
     # By enabling quick append instead of the default mode (replacing), libraries will
     # got built correctly regardless the invocation strategy.
     # Furthermore, since SCons will rebuild the library from scratch when an object file
@@ -478,7 +478,7 @@ def detect_visual_c_compiler_version(tools_env):
     # and not scons setup environment (env)... so make sure you call the right environment on it or it will fail to detect
     # the proper vc version that will be called
 
-    # There is no flag to give to visual c compilers to set the architecture, ie scons bits argument (32,64,ARM etc)
+    # There is no flag to give to visual c compilers to set the architecture, i.e. scons bits argument (32,64,ARM etc)
     # There are many different cl.exe files that are run, and each one compiles & links to a different architecture
     # As far as I know, the only way to figure out what compiler will be run when Scons calls cl.exe via Program()
     # is to check the PATH variable and figure out which one will be called first. Code below does that and returns:
@@ -633,7 +633,7 @@ def generate_vs_project(env, num_jobs):
                 'call "' + batch_file + '" !plat!',
             ]
 
-            # windows allows us to have spaces in paths, so we need
+            # Windows allows us to have spaces in paths, so we need
             # to double quote off the directory. However, the path ends
             # in a backslash, so we need to remove this, lest it escape the
             # last double quote off, confusing MSBuild

+ 4 - 4
modules/bullet/bullet_physics_server.cpp

@@ -461,7 +461,7 @@ void BulletPhysicsServer3D::body_set_space(RID p_body, RID p_space) {
 	}
 
 	if (body->get_space() == space) {
-		return; //pointles
+		return; //pointless
 	}
 
 	body->set_space(space);
@@ -617,11 +617,11 @@ uint32_t BulletPhysicsServer3D::body_get_collision_mask(RID p_body) const {
 }
 
 void BulletPhysicsServer3D::body_set_user_flags(RID p_body, uint32_t p_flags) {
-	// This function si not currently supported
+	// This function is not currently supported
 }
 
 uint32_t BulletPhysicsServer3D::body_get_user_flags(RID p_body) const {
-	// This function si not currently supported
+	// This function is not currently supported
 	return 0;
 }
 
@@ -898,7 +898,7 @@ void BulletPhysicsServer3D::soft_body_set_space(RID p_body, RID p_space) {
 	}
 
 	if (body->get_space() == space) {
-		return; //pointles
+		return; //pointless
 	}
 
 	body->set_space(space);

+ 1 - 1
modules/bullet/bullet_types_converter.cpp

@@ -116,7 +116,7 @@ void UNSCALE_BT_BASIS(btTransform &scaledBasis) {
 			}
 		} else { // Column 1 scale not fuzzy zero.
 			if (column2.fuzzyZero()) {
-				// Create two vectors othogonal to column 1.
+				// Create two vectors orthogonal to column 1.
 				// Ensure that a default basis is created if column 1 = <0, 1, 0>
 				column0 = btVector3(column1[1], -column1[0], 0);
 				column2 = column0.cross(column1);

+ 2 - 2
modules/bullet/godot_collision_dispatcher.cpp

@@ -43,7 +43,7 @@ GodotCollisionDispatcher::GodotCollisionDispatcher(btCollisionConfiguration *col
 
 bool GodotCollisionDispatcher::needsCollision(const btCollisionObject *body0, const btCollisionObject *body1) {
 	if (body0->getUserIndex() == CASTED_TYPE_AREA || body1->getUserIndex() == CASTED_TYPE_AREA) {
-		// Avoide area narrow phase
+		// Avoid area narrow phase
 		return false;
 	}
 	return btCollisionDispatcher::needsCollision(body0, body1);
@@ -51,7 +51,7 @@ bool GodotCollisionDispatcher::needsCollision(const btCollisionObject *body0, co
 
 bool GodotCollisionDispatcher::needsResponse(const btCollisionObject *body0, const btCollisionObject *body1) {
 	if (body0->getUserIndex() == CASTED_TYPE_AREA || body1->getUserIndex() == CASTED_TYPE_AREA) {
-		// Avoide area narrow phase
+		// Avoid area narrow phase
 		return false;
 	}
 	return btCollisionDispatcher::needsResponse(body0, body1);

+ 2 - 2
modules/bullet/godot_result_callbacks.cpp

@@ -113,7 +113,7 @@ btScalar GodotAllConvexResultCallback::addSingleResult(btCollisionWorld::LocalCo
 
 	PhysicsDirectSpaceState3D::ShapeResult &result = m_results[count];
 
-	result.shape = convexResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is a odd name but contains the compound shape ID
+	result.shape = convexResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is an odd name but contains the compound shape ID
 	result.rid = gObj->get_self();
 	result.collider_id = gObj->get_instance_id();
 	result.collider = result.collider_id.is_null() ? nullptr : ObjectDB::get_instance(result.collider_id);
@@ -176,7 +176,7 @@ bool GodotClosestConvexResultCallback::needsCollision(btBroadphaseProxy *proxy0)
 
 btScalar GodotClosestConvexResultCallback::addSingleResult(btCollisionWorld::LocalConvexResult &convexResult, bool normalInWorldSpace) {
 	if (convexResult.m_localShapeInfo) {
-		m_shapeId = convexResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is a odd name but contains the compound shape ID
+		m_shapeId = convexResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is an odd name but contains the compound shape ID
 	} else {
 		m_shapeId = 0;
 	}

+ 2 - 2
modules/bullet/rigid_body_bullet.cpp

@@ -515,7 +515,7 @@ real_t RigidBodyBullet::get_param(PhysicsServer3D::BodyParameter p_param) const
 }
 
 void RigidBodyBullet::set_mode(PhysicsServer3D::BodyMode p_mode) {
-	// This is necessary to block force_integration untile next move
+	// This is necessary to block force_integration until next move
 	can_integrate_forces = false;
 	destroy_kinematic_utilities();
 	// The mode change is relevant to its mass
@@ -725,7 +725,7 @@ void RigidBodyBullet::set_continuous_collision_detection(bool p_enable) {
 		// 1 meter in one simulation frame
 		btBody->setCcdMotionThreshold(1e-7);
 
-		/// Calculate using the rule writte below the CCD swept sphere radius
+		/// Calculate using the rule write below the CCD swept sphere radius
 		///     CCD works on an embedded sphere of radius, make sure this radius
 		///     is embedded inside the convex objects, preferably smaller:
 		///     for an object of dimensions 1 meter, try 0.2

+ 1 - 1
modules/bullet/soft_body_bullet.cpp

@@ -336,7 +336,7 @@ void SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector
 				Map<Vector3, int>::Element *e = unique_vertices.find(p_vertices_read[vs_vertex_index]);
 				int vertex_id;
 				if (e) {
-					// Already rxisting
+					// Already existing
 					vertex_id = e->value();
 				} else {
 					// Create new one

+ 1 - 1
modules/bullet/space_bullet.cpp

@@ -81,7 +81,7 @@ int BulletPhysicsDirectSpaceState::intersect_point(const Vector3 &p_point, Shape
 	btResult.m_collisionFilterMask = p_collision_mask;
 	space->dynamicsWorld->contactTest(&collision_object_point, btResult);
 
-	// The results is already populated by GodotAllConvexResultCallback
+	// The results are already populated by GodotAllConvexResultCallback
 	return btResult.m_count;
 }
 

+ 5 - 5
modules/csg/csg.cpp

@@ -970,7 +970,7 @@ void CSGBrushOperation::Build2DFaces::_merge_faces(const Vector<int> &p_segment_
 					continue;
 				}
 
-				// Check if point is on an each edge.
+				// Check if point is on each edge.
 				for (int face_edge_idx = 0; face_edge_idx < 3; ++face_edge_idx) {
 					Vector2 edge_points[2] = {
 						face_points[face_edge_idx],
@@ -1076,7 +1076,7 @@ void CSGBrushOperation::Build2DFaces::_find_edge_intersections(const Vector2 p_s
 					break;
 				}
 
-				// If opposite point is on the segemnt, add its index to segment indices too.
+				// If opposite point is on the segment, add its index to segment indices too.
 				Vector2 closest_point = Geometry2D::get_closest_point_to_segment(vertices[opposite_vertex_idx].point, p_segment_points);
 				if ((closest_point - vertices[opposite_vertex_idx].point).length_squared() < vertex_snap2) {
 					_add_vertex_idx_sorted(r_segment_indices, opposite_vertex_idx);
@@ -1137,7 +1137,7 @@ int CSGBrushOperation::Build2DFaces::_insert_point(const Vector2 &p_point) {
 			}
 		}
 
-		// Check if point is on an each edge.
+		// Check if point is on each edge.
 		bool on_edge = false;
 		for (int face_edge_idx = 0; face_edge_idx < 3; ++face_edge_idx) {
 			Vector2 edge_points[2] = {
@@ -1400,7 +1400,7 @@ void CSGBrushOperation::update_faces(const CSGBrush &p_brush_a, const int p_face
 			under_count++;
 		}
 	}
-	// If all points under or over the plane, there is no intesection.
+	// If all points under or over the plane, there is no intersection.
 	if (over_count == 3 || under_count == 3) {
 		return;
 	}
@@ -1421,7 +1421,7 @@ void CSGBrushOperation::update_faces(const CSGBrush &p_brush_a, const int p_face
 			under_count++;
 		}
 	}
-	// If all points under or over the plane, there is no intesection.
+	// If all points under or over the plane, there is no intersection.
 	if (over_count == 3 || under_count == 3) {
 		return;
 	}

+ 1 - 1
modules/csg/csg_shape.cpp

@@ -1160,7 +1160,7 @@ CSGBrush *CSGBox3D::_build_brush() {
 				materialsw[face] = material;
 
 				face++;
-				//face 1
+				//face 2
 				facesw[face * 3 + 0] = face_points[2] * vertex_mul;
 				facesw[face * 3 + 1] = face_points[3] * vertex_mul;
 				facesw[face * 3 + 2] = face_points[0] * vertex_mul;

+ 1 - 1
modules/enet/networked_multiplayer_enet.cpp

@@ -248,7 +248,7 @@ void NetworkedMultiplayerENet::poll() {
 				int *new_id = memnew(int);
 				*new_id = event.data;
 
-				if (*new_id == 0) { // Data zero is sent by server (enet won't let you configure this). Server is always 1.
+				if (*new_id == 0) { // Data zero is sent by server (ENet won't let you configure this). Server is always 1.
 					*new_id = 1;
 				}
 

+ 1 - 1
modules/gdnative/nativescript/nativescript.cpp

@@ -173,7 +173,7 @@ bool NativeScript::can_instance() const {
 
 #ifdef TOOLS_ENABLED
 	// Only valid if this is either a tool script or a "regular" script.
-	// (so an environment whre scripting is disabled (and not the editor) would not
+	// (so, an environment where scripting is disabled (and not the editor) would not
 	// create objects).
 	return script_data && (is_tool() || ScriptServer::is_scripting_enabled());
 #else

+ 1 - 1
modules/gdnative/register_types.cpp

@@ -142,7 +142,7 @@ void GDNativeExportPlugin::_export_file(const String &p_path, const String &p_ty
 		}
 	}
 
-	// Add symbols for staticaly linked libraries on iOS
+	// Add symbols for statically linked libraries on iOS
 	if (p_features.has("iOS")) {
 		bool should_fake_dynamic = false;
 

+ 1 - 1
modules/gdscript/gdscript_compiler.cpp

@@ -2419,7 +2419,7 @@ Error GDScriptCompiler::_parse_class_blocks(GDScript *p_script, const GDScriptPa
 					p_script->initializer->call(instance, nullptr, 0, ce);
 
 					if (ce.error != Callable::CallError::CALL_OK) {
-						//well, tough luck, not goinna do anything here
+						//well, tough luck, not gonna do anything here
 					}
 				}
 #endif

+ 1 - 1
modules/gdscript/gdscript_function.cpp

@@ -244,7 +244,7 @@ Variant GDScriptFunctionState::resume(const Variant &p_arg) {
 	bool completed = true;
 
 	// If the return value is a GDScriptFunctionState reference,
-	// then the function did awaited again after resuming.
+	// then the function did await again after resuming.
 	if (ret.is_ref()) {
 		GDScriptFunctionState *gdfs = Object::cast_to<GDScriptFunctionState>(ret);
 		if (gdfs && gdfs->function == function) {

+ 1 - 1
modules/gdscript/gdscript_parser.cpp

@@ -3018,7 +3018,7 @@ GDScriptParser::ParseRule *GDScriptParser::get_rule(GDScriptTokenizer::Token::Ty
 	// Avoid desync.
 	static_assert(sizeof(rules) / sizeof(rules[0]) == GDScriptTokenizer::Token::TK_MAX, "Amount of parse rules don't match the amount of token types.");
 
-	// Let's assume this this never invalid, since nothing generates a TK_MAX.
+	// Let's assume this is never invalid, since nothing generates a TK_MAX.
 	return &rules[p_token_type];
 }
 

+ 1 - 1
modules/gdscript/gdscript_tokenizer.cpp

@@ -1169,7 +1169,7 @@ GDScriptTokenizer::Token GDScriptTokenizer::scan() {
 	if (pending_newline) {
 		pending_newline = false;
 		if (!multiline_mode) {
-			// Don't return newline tokens on multine mode.
+			// Don't return newline tokens on multiline mode.
 			return last_newline;
 		}
 	}

+ 1 - 1
modules/gdscript/gdscript_vm.cpp

@@ -649,7 +649,7 @@ 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/gdscript/register_types.cpp

@@ -85,7 +85,7 @@ public:
 			return;
 		}
 
-		// TODO: Readd compiled GDScript on export.
+		// TODO: Re-add compiled GDScript on export.
 		return;
 	}
 };

+ 1 - 1
modules/mbedtls/stream_peer_mbedtls.cpp

@@ -242,7 +242,7 @@ void StreamPeerMbedTLS::poll() {
 		return;
 	}
 
-	// We could pass NULL as second parameter, but some behaviour sanitizers doesn't seem to like that.
+	// We could pass NULL as second parameter, but some behaviour sanitizers don't seem to like that.
 	// Passing a 1 byte buffer to workaround it.
 	uint8_t byte;
 	int ret = mbedtls_ssl_read(ssl_ctx->get_context(), &byte, 0);

+ 6 - 6
modules/mobile_vr/mobile_vr_interface.cpp

@@ -153,8 +153,8 @@ void MobileVRInterface::set_position_from_sensors() {
 	last_magnetometer_data = magneto;
 
 	if (grav.length() < 0.1) {
-		// not ideal but use our accelerometer, this will contain shakey shakey user behaviour
-		// maybe look into some math but I'm guessing that if this isn't available, its because we lack the gyro sensor to actually work out
+		// not ideal but use our accelerometer, this will contain shaky user behaviour
+		// maybe look into some math but I'm guessing that if this isn't available, it's because we lack the gyro sensor to actually work out
 		// what a stable gravity vector is
 		grav = acc;
 		if (grav.length() > 0.1) {
@@ -181,8 +181,8 @@ void MobileVRInterface::set_position_from_sensors() {
 		tracking_state = XRInterface::XR_NORMAL_TRACKING;
 	};
 
-	///@TODO improve this, the magnetometer is very fidgity sometimes flipping the axis for no apparent reason (probably a bug on my part)
-	// if you have a gyro + accelerometer that combo tends to be better then combining all three but without a gyro you need the magnetometer..
+	///@TODO improve this, the magnetometer is very fidgety sometimes flipping the axis for no apparent reason (probably a bug on my part)
+	// if you have a gyro + accelerometer that combo tends to be better than combining all three but without a gyro you need the magnetometer..
 	if (has_magneto && has_grav && !has_gyro) {
 		// convert to quaternions, easier to smooth those out
 		Quat transform_quat(orientation);
@@ -372,7 +372,7 @@ Transform MobileVRInterface::get_transform_for_eye(XRInterface::Eyes p_eye, cons
 	if (initialized) {
 		float world_scale = xr_server->get_world_scale();
 
-		// we don't need to check for the existence of our HMD, doesn't effect our values...
+		// we don't need to check for the existence of our HMD, doesn't affect our values...
 		// note * 0.01 to convert cm to m and * 0.5 as we're moving half in each direction...
 		if (p_eye == XRInterface::EYE_LEFT) {
 			transform_for_eye.origin.x = -(intraocular_dist * 0.01 * 0.5 * world_scale);
@@ -402,7 +402,7 @@ CameraMatrix MobileVRInterface::get_projection_for_eye(XRInterface::Eyes p_eye,
 	CameraMatrix eye;
 
 	if (p_eye == XRInterface::EYE_MONO) {
-		///@TODO for now hardcode some of this, what is really needed here is that this needs to be in sync with the real cameras properties
+		///@TODO for now hardcode some of this, what is really needed here is that this needs to be in sync with the real camera's properties
 		// which probably means implementing a specific class for iOS and Android. For now this is purely here as an example.
 		// Note also that if you use a normal viewport with AR/VR turned off you can still use the tracker output of this interface
 		// to position a stock standard Godot camera and have control over this.

+ 1 - 1
modules/text_server_adv/dynamic_font_adv.cpp

@@ -129,7 +129,7 @@ DynamicFontDataAdvanced::DataAtSize *DynamicFontDataAdvanced::get_data_for_size(
 		fds->underline_position = (-FT_MulFix(fds->face->underline_position, fds->face->size->metrics.y_scale) / 64.0) / oversampling * fds->scale_color_font;
 		fds->underline_thickness = (FT_MulFix(fds->face->underline_thickness, fds->face->size->metrics.y_scale) / 64.0) / oversampling * fds->scale_color_font;
 
-		//Load os2 TTF pable
+		//Load os2 TTF table
 		fds->os2 = (TT_OS2 *)FT_Get_Sfnt_Table(fds->face, FT_SFNT_OS2);
 
 		fds->hb_handle = hb_ft_font_create(fds->face, nullptr);

+ 5 - 5
modules/text_server_adv/text_server_adv.cpp

@@ -166,7 +166,7 @@ bool TextServerAdvanced::load_support_data(const String &p_filename) {
 #ifdef ICU_STATIC_DATA
 	if (icu_data == nullptr) {
 		UErrorCode err = U_ZERO_ERROR;
-		u_init(&err); // Do not check for errors, since we only load part the of data.
+		u_init(&err); // Do not check for errors, since we only load part of the data.
 		icu_data = (uint8_t *)&U_ICUDATA_ENTRY_POINT;
 	}
 #else
@@ -244,7 +244,7 @@ struct FeatureInfo {
 };
 
 static FeatureInfo feature_set[] = {
-	// Registred OpenType feature tags.
+	// Registered OpenType feature tags.
 	{ HB_TAG('a', 'a', 'l', 't'), "access_all_alternates" },
 	{ HB_TAG('a', 'b', 'v', 'f'), "above_base_forms" },
 	{ HB_TAG('a', 'b', 'v', 'm'), "above_base_mark_positioning" },
@@ -484,7 +484,7 @@ static FeatureInfo feature_set[] = {
 	{ HB_TAG('v', 'r', 't', '2'), "vertical_alternates_and_rotation" },
 	{ HB_TAG('v', 'r', 't', 'r'), "vertical_alternates_for_rotation" },
 	{ HB_TAG('z', 'e', 'r', 'o'), "slashed_zero" },
-	// Registred OpenType variation tags.
+	// Registered OpenType variation tags.
 	{ HB_TAG('i', 't', 'a', 'l'), "italic" },
 	{ HB_TAG('o', 'p', 's', 'z'), "optical_size" },
 	{ HB_TAG('s', 'l', 'n', 't'), "slant" },
@@ -1660,7 +1660,7 @@ bool TextServerAdvanced::shaped_text_update_breaks(RID p_shaped) {
 	}
 
 	if (sd->line_breaks_valid) {
-		return true; // Noting to do.
+		return true; // Nothing to do.
 	}
 
 	const UChar *data = sd->utf16.ptr();
@@ -1845,7 +1845,7 @@ bool TextServerAdvanced::shaped_text_update_justification_ops(RID p_shaped) {
 	}
 
 	if (sd->justification_ops_valid) {
-		return true; // Noting to do.
+		return true; // Nothing to do.
 	}
 
 	const UChar *data = sd->utf16.ptr();

+ 1 - 1
modules/text_server_fb/text_server_fb.cpp

@@ -1091,7 +1091,7 @@ bool TextServerFallback::shaped_text_update_breaks(RID p_shaped) {
 	}
 
 	if (sd->line_breaks_valid) {
-		return true; // Noting to do.
+		return true; // Nothing to do.
 	}
 
 	int sd_size = sd->glyphs.size();

+ 2 - 2
modules/visual_script/visual_script.cpp

@@ -1369,7 +1369,7 @@ void VisualScriptInstance::_dependency_step(VisualScriptNodeInstance *node, int
 			// Is a default value (unassigned input port).
 			input_args[i] = &default_values[index];
 		} else {
-			// Rregular temporary in stack.
+			// Regular temporary in stack.
 			input_args[i] = &variant_stack[index];
 		}
 	}
@@ -1391,7 +1391,7 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
 	ERR_FAIL_COND_V(!F, Variant());
 	Function *f = &F->get();
 
-	// This call goes separate, so it can e yielded and suspended.
+	// This call goes separate, so it can be yielded and suspended.
 	Variant *variant_stack = (Variant *)p_stack;
 	bool *sequence_bits = (bool *)(variant_stack + f->max_stack);
 	const Variant **input_args = (const Variant **)(sequence_bits + f->node_count);

+ 1 - 1
modules/visual_script/visual_script_editor.cpp

@@ -3958,7 +3958,7 @@ void VisualScriptEditor::_menu_option(int p_what) {
 					if (start_node == -1) {
 						// If we still don't have a start node then,
 						// run through the nodes and select the first tree node,
-						// ie node without any input sequence but output sequence.
+						// i.e. node without any input sequence but output sequence.
 						for (Set<int>::Element *E = nodes_from.front(); E; E = E->next()) {
 							if (!nodes_to.has(E->get())) {
 								start_node = E->get();

+ 1 - 1
modules/visual_script/visual_script_expression.cpp

@@ -1054,7 +1054,7 @@ VisualScriptExpression::ENode *VisualScriptExpression::_parse_expression() {
 		}
 	}
 
-	/* Reduce the set set of expressions and place them in an operator tree, respecting precedence */
+	/* Reduce the set of expressions and place them in an operator tree, respecting precedence */
 
 	while (expression.size() > 1) {
 		int next_op = -1;

+ 1 - 1
modules/visual_script/visual_script_flow_control.cpp

@@ -800,7 +800,7 @@ public:
 			}
 
 			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;
 			}
 			Ref<Script> cast_script = Ref<Resource>(ResourceCache::get(script));

+ 3 - 3
modules/visual_script/visual_script_func_nodes.cpp

@@ -547,7 +547,7 @@ void VisualScriptFunctionCall::_validate_property(PropertyInfo &property) const
 		} else {
 			Node *bnode = _get_base_node();
 			if (bnode) {
-				property.hint_string = bnode->get_path(); //convert to loong string
+				property.hint_string = bnode->get_path(); //convert to long string
 			}
 		}
 	}
@@ -1292,7 +1292,7 @@ void VisualScriptPropertySet::_validate_property(PropertyInfo &property) const {
 		} else {
 			Node *bnode = _get_base_node();
 			if (bnode) {
-				property.hint_string = bnode->get_path(); //convert to loong string
+				property.hint_string = bnode->get_path(); //convert to long string
 			}
 		}
 	}
@@ -1970,7 +1970,7 @@ void VisualScriptPropertyGet::_validate_property(PropertyInfo &property) const {
 		} else {
 			Node *bnode = _get_base_node();
 			if (bnode) {
-				property.hint_string = bnode->get_path(); //convert to loong string
+				property.hint_string = bnode->get_path(); //convert to long string
 			}
 		}
 	}

+ 1 - 1
modules/visual_script/visual_script_yield_nodes.cpp

@@ -425,7 +425,7 @@ void VisualScriptYieldSignal::_validate_property(PropertyInfo &property) const {
 		} else {
 			Node *bnode = _get_base_node();
 			if (bnode) {
-				property.hint_string = bnode->get_path(); //convert to loong string
+				property.hint_string = bnode->get_path(); //convert to long string
 			}
 		}
 	}

+ 3 - 3
modules/websocket/websocket_multiplayer_peer.cpp

@@ -53,7 +53,7 @@ int WebSocketMultiplayerPeer::_gen_unique_id() const {
 				(uint32_t)((uint64_t)this), hash); //rely on aslr heap
 		hash = hash_djb2_one_32(
 				(uint32_t)((uint64_t)&hash), hash); //rely on aslr stack
-		hash = hash & 0x7FFFFFFF; // make it compatible with unsigned, since negatie id is used for exclusion
+		hash = hash & 0x7FFFFFFF; // make it compatible with unsigned, since negative id is used for exclusion
 	}
 
 	return hash;
@@ -186,7 +186,7 @@ void WebSocketMultiplayerPeer::_send_add(int32_t p_peer_id) {
 	for (Map<int, Ref<WebSocketPeer>>::Element *E = _peer_map.front(); E; E = E->next()) {
 		int32_t id = E->key();
 		if (p_peer_id == id) {
-			continue; // Skip the newwly added peer (already confirmed)
+			continue; // Skip the newly added peer (already confirmed)
 		}
 
 		// Send new peer to others
@@ -314,7 +314,7 @@ void WebSocketMultiplayerPeer::_process_multiplayer(Ref<WebSocketPeer> p_peer, u
 				_peer_map.erase(id);
 				emit_signal("peer_disconnected", id);
 				break;
-			case SYS_ID: // Helo, server assigned ID
+			case SYS_ID: // Hello, server assigned ID
 				_peer_id = id;
 				break;
 			default:

+ 1 - 1
platform/windows/crash_handler_windows.cpp

@@ -36,7 +36,7 @@
 
 #ifdef CRASH_HANDLER_EXCEPTION
 
-// Backtrace code code based on: https://stackoverflow.com/questions/6205981/windows-c-stack-trace-from-a-running-app
+// Backtrace code based on: https://stackoverflow.com/questions/6205981/windows-c-stack-trace-from-a-running-app
 
 #include <algorithm>
 #include <iterator>

+ 3 - 3
platform/windows/display_server_windows.cpp

@@ -1253,12 +1253,12 @@ void DisplayServerWindows::GetMaskBitmaps(HBITMAP hSourceBitmap, COLORREF clrTra
 	HBITMAP hOldAndMaskBitmap = (HBITMAP)SelectObject(hAndMaskDC, hAndMaskBitmap);
 	HBITMAP hOldXorMaskBitmap = (HBITMAP)SelectObject(hXorMaskDC, hXorMaskBitmap);
 
-	// Assign the monochrome AND mask bitmap pixels so that a pixels of the source bitmap
+	// Assign the monochrome AND mask bitmap pixels so that the pixels of the source bitmap
 	// with 'clrTransparent' will be white pixels of the monochrome bitmap
 	SetBkColor(hMainDC, clrTransparent);
 	BitBlt(hAndMaskDC, 0, 0, bm.bmWidth, bm.bmHeight, hMainDC, 0, 0, SRCCOPY);
 
-	// Assign the color XOR mask bitmap pixels so that a pixels of the source bitmap
+	// Assign the color XOR mask bitmap pixels so that the pixels of the source bitmap
 	// with 'clrTransparent' will be black and rest the pixels same as corresponding
 	// pixels of the source bitmap
 	SetBkColor(hXorMaskDC, RGB(0, 0, 0));
@@ -2305,7 +2305,7 @@ LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARA
 			mm->set_alt(alt_mem);
 
 			if ((tablet_get_current_driver() == "wintab") && wintab_available && windows[window_id].wtctx) {
-				// Note: WinTab sends both WT_PACKET and WM_xBUTTONDOWN/UP/MOUSEMOVE events, use mouse 1/0 pressure only when last_pressure was not update recently.
+				// Note: WinTab sends both WT_PACKET and WM_xBUTTONDOWN/UP/MOUSEMOVE events, use mouse 1/0 pressure only when last_pressure was not updated recently.
 				if (windows[window_id].last_pressure_update < 10) {
 					windows[window_id].last_pressure_update++;
 				} else {

+ 1 - 1
platform/windows/os_windows.cpp

@@ -334,7 +334,7 @@ OS::TimeZoneInfo OS_Windows::get_time_zone_info() const {
 	}
 
 	// Bias value returned by GetTimeZoneInformation is inverted of what we expect
-	// For example on GMT-3 GetTimeZoneInformation return a Bias of 180, so invert the value to get -180
+	// For example, on GMT-3 GetTimeZoneInformation return a Bias of 180, so invert the value to get -180
 	ret.bias = -info.Bias;
 	return ret;
 }

+ 4 - 4
scene/2d/line_builder.cpp

@@ -375,7 +375,7 @@ void LineBuilder::build() {
 			}
 
 			if (intersection_result != SEGMENT_INTERSECT) {
-				// In this case the joint is too corrputed to be re-used,
+				// In this case the joint is too corrupted to be re-used,
 				// start again the strip with fallback points
 				strip_begin(pos_up0, pos_down0, color1, uvx1);
 			}
@@ -485,7 +485,7 @@ void LineBuilder::strip_add_tri(Vector2 up, Orientation orientation) {
 
 	if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
 		// UVs are just one slice of the texture all along
-		// (otherwise we can't share the bottom vertice)
+		// (otherwise we can't share the bottom vertex)
 		uvs.push_back(uvs[_last_index[opposite_orientation]]);
 	}
 
@@ -520,7 +520,7 @@ void LineBuilder::strip_add_arc(Vector2 center, float angle_delta, Orientation o
 		strip_add_tri(rpos, orientation);
 	}
 
-	// Last arc vertice
+	// Last arc vertex
 	rpos = center + Vector2(Math::cos(end_angle), Math::sin(end_angle)) * radius;
 	strip_add_tri(rpos, orientation);
 }
@@ -569,7 +569,7 @@ void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Col
 		}
 	}
 
-	// Last arc vertice
+	// Last arc vertex
 	Vector2 sc = Vector2(Math::cos(end_angle), Math::sin(end_angle));
 	rpos = center + sc * radius;
 	vertices.push_back(rpos);

+ 2 - 2
scene/2d/physics_body_2d.cpp

@@ -411,13 +411,13 @@ void RigidBody2D::_direct_state_changed(Object *p_state) {
 			}
 		}
 
-		//process remotions
+		//process removals
 
 		for (int i = 0; i < toremove_count; i++) {
 			_body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
 		}
 
-		//process aditions
+		//process additions
 
 		for (int i = 0; i < toadd_count; i++) {
 			_body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape);

+ 1 - 1
scene/2d/skeleton_2d.cpp

@@ -184,7 +184,7 @@ void Skeleton2D::_update_bone_setup() {
 	bone_setup_dirty = false;
 	RS::get_singleton()->skeleton_allocate_data(skeleton, bones.size(), true);
 
-	bones.sort(); //sorty so they are always in the same order/index
+	bones.sort(); //sorting so that they are always in the same order/index
 
 	for (int i = 0; i < bones.size(); i++) {
 		bones.write[i].rest_inverse = bones[i].bone->get_skeleton_rest().affine_inverse(); //bind pose

+ 2 - 2
scene/3d/area_3d.cpp

@@ -211,7 +211,7 @@ void Area3D::_clear_monitoring() {
 			Object *obj = ObjectDB::get_instance(E->key());
 			Node *node = Object::cast_to<Node>(obj);
 
-			if (!node) { //node may have been deleted in previous frame or at other legiminate point
+			if (!node) { //node may have been deleted in previous frame or at other legitimate point
 				continue;
 			}
 			//ERR_CONTINUE(!node);
@@ -240,7 +240,7 @@ void Area3D::_clear_monitoring() {
 			Object *obj = ObjectDB::get_instance(E->key());
 			Node *node = Object::cast_to<Node>(obj);
 
-			if (!node) { //node may have been deleted in previous frame or at other legiminate point
+			if (!node) { //node may have been deleted in previous frame or at other legitimate point
 				continue;
 			}
 			//ERR_CONTINUE(!node);

+ 5 - 5
scene/3d/baked_lightmap.cpp

@@ -449,7 +449,7 @@ int32_t BakedLightmap::_compute_bsp_tree(const Vector<Vector3> &p_points, const
 		ERR_FAIL_COND_V(p_simplex_indices.size() <= 1, 0); //should not happen, this is a bug
 
 		// Failed to separate the tetrahedrons using planes
-		// this means Delaunay borked at some point.
+		// this means Delaunay broke at some point.
 		// Luckily, because we are using tetrahedrons, we can resort to
 		// less precise but still working ways to generate the separating plane
 		// this will most likely look bad when interpolating, but at least it will not crash.
@@ -511,7 +511,7 @@ int32_t BakedLightmap::_compute_bsp_tree(const Vector<Vector3> &p_points, const
 	node.plane = best_plane;
 
 	if (indices_under.size() == 0) {
-		//noting to do here
+		//nothing to do here
 		node.under = BSPNode::EMPTY_LEAF;
 	} else if (indices_under.size() == 1) {
 		node.under = -(indices_under[0] + 1);
@@ -520,7 +520,7 @@ int32_t BakedLightmap::_compute_bsp_tree(const Vector<Vector3> &p_points, const
 	}
 
 	if (indices_over.size() == 0) {
-		//noting to do here
+		//nothing to do here
 		node.over = BSPNode::EMPTY_LEAF;
 	} else if (indices_over.size() == 1) {
 		node.over = -(indices_over[0] + 1);
@@ -660,7 +660,7 @@ BakedLightmap::BakeError BakedLightmap::bake(Node *p_from_node, String p_image_d
 		}
 		// create mesh data for insert
 
-		//get the base material textures, help compute altlas size and bounds
+		//get the base material textures, help compute atlas size and bounds
 		for (int m_i = 0; m_i < meshes_found.size(); m_i++) {
 			if (p_bake_step) {
 				float p = (float)(m_i) / meshes_found.size();
@@ -974,7 +974,7 @@ BakedLightmap::BakeError BakedLightmap::bake(Node *p_from_node, String p_image_d
 		for (int i = 0; i < lightmapper->get_bake_texture_count(); i++) {
 			images.push_back(lightmapper->get_bake_texture(i));
 		}
-		//we assume they are all the same, so lets create a large one for saving
+		//we assume they are all the same, so let's create a large one for saving
 		Ref<Image> large_image;
 		large_image.instance();
 

+ 2 - 2
scene/3d/camera_3d.cpp

@@ -102,7 +102,7 @@ void Camera3D::_update_camera() {
 void Camera3D::_notification(int p_what) {
 	switch (p_what) {
 		case NOTIFICATION_ENTER_WORLD: {
-			// Needs to track the Viewport  because it's needed on NOTIFICATION_EXIT_WORLD
+			// Needs to track the Viewport because it's needed on NOTIFICATION_EXIT_WORLD
 			// and Spatial will handle it first, including clearing its reference to the Viewport,
 			// therefore making it impossible to subclasses to access it
 			viewport = get_viewport();
@@ -715,7 +715,7 @@ void ClippedCamera3D::_notification(int p_what) {
 
 		Vector3 ray_from = parent_plane.project(cam_pos);
 
-		clip_offset = 0; //reset by defau;t
+		clip_offset = 0; //reset by default
 
 		{ //check if points changed
 			Vector<Vector3> local_points = get_near_plane_points();

+ 1 - 1
scene/3d/gpu_particles_3d.cpp

@@ -348,7 +348,7 @@ void GPUParticles3D::_notification(int p_what) {
 		}
 	}
 
-	// Use internal process when emitting and one_shot are on so that when
+	// Use internal process when emitting and one_shot is on so that when
 	// the shot ends the editor can properly update
 	if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
 		if (one_shot && !is_emitting()) {

+ 1 - 1
scene/3d/node_3d.cpp

@@ -48,7 +48,7 @@
     a) If above is invalid, don't keep invalidating upwards
  2) If a node sets a GLOBAL, it is converted to LOCAL (and forces validation of everything pending below)
 
- drawback: setting/reading globals is useful and used very very often, and using affine inverses is slow
+ drawback: setting/reading globals is useful and used very often, and using affine inverses is slow
 
 ---
 

+ 2 - 2
scene/3d/physics_body_3d.cpp

@@ -416,13 +416,13 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
 			}
 		}
 
-		//process remotions
+		//process removals
 
 		for (int i = 0; i < toremove_count; i++) {
 			_body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
 		}
 
-		//process aditions
+		//process additions
 
 		for (int i = 0; i < toadd_count; i++) {
 			_body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape);

+ 2 - 2
scene/3d/ray_cast_3d.cpp

@@ -428,10 +428,10 @@ void RayCast3D::_update_debug_shape_material(bool p_check_collision) {
 
 	if (p_check_collision) {
 		if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
-			// If base color is already quite reddish, hightlight collision with green color
+			// If base color is already quite reddish, highlight collision with green color
 			color = Color(0.0, 1.0, 0.0, color.a);
 		} else {
-			// Else, hightlight collision with red color
+			// Else, highlight collision with red color
 			color = Color(1.0, 0, 0, color.a);
 		}
 	}

+ 1 - 1
scene/3d/skeleton_ik_3d.cpp

@@ -120,7 +120,7 @@ bool FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain
 
 		if (p_force_simple_chain) {
 			// NOTE:
-			//	This is an "hack" that force to create only one tip per chain since the solver of multi tip (end effector)
+			//	This is a "hack" that force to create only one tip per chain since the solver of multi tip (end effector)
 			//	is not yet created.
 			//	Remove this code when this is done
 			break;

+ 1 - 1
scene/3d/sprite_3d.cpp

@@ -692,7 +692,7 @@ void AnimatedSprite3D::_draw() {
 
 	Ref<Texture2D> texture = frames->get_frame(animation, frame);
 	if (!texture.is_valid()) {
-		return; //no texuture no life
+		return; //no texture no life
 	}
 	Vector2 tsize = texture->get_size();
 	if (tsize.x == 0 || tsize.y == 0) {

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

@@ -563,7 +563,7 @@ void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const
 			b2invmass);
 
 	// FIXME: rel_vel assignment here is overwritten by the following assignment.
-	// What seems to be intended in the next next assignment is: rel_vel = normal.dot(rel_vel);
+	// What seems to be intended in the next assignment is: rel_vel = normal.dot(rel_vel);
 	// Investigate why.
 	real_t rel_vel = jac.getRelativeVelocity(
 			s->get_linear_velocity(),

+ 2 - 2
scene/3d/voxelizer.cpp

@@ -151,7 +151,7 @@ void Voxelizer::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, co
 				Vector2 uv;
 				Vector3 lnormal;
 				get_uv_and_normal(intersection, p_vtx, p_uv, p_normal, uv, lnormal);
-				if (lnormal == Vector3()) { //just in case normal as nor provided
+				if (lnormal == Vector3()) { //just in case normal is not provided
 					lnormal = normal;
 				}
 
@@ -183,7 +183,7 @@ void Voxelizer::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, co
 			Vector3 lnormal;
 			Vector2 uv;
 			get_uv_and_normal(inters, p_vtx, p_uv, p_normal, uv, normal);
-			if (lnormal == Vector3()) { //just in case normal as nor provided
+			if (lnormal == Vector3()) { //just in case normal is not provided
 				lnormal = normal;
 			}
 

+ 4 - 4
scene/animation/animation_player.cpp

@@ -605,7 +605,7 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float
 				}
 
 				if (p_seeked) {
-					//find whathever should be playing
+					//find whatever should be playing
 					int idx = a->track_find_key(i, p_time);
 					if (idx < 0) {
 						continue;
@@ -634,7 +634,7 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float
 
 						nc->audio_playing = true;
 						playing_caches.insert(nc);
-						if (len && end_ofs > 0) { //force a end at a time
+						if (len && end_ofs > 0) { //force an end at a time
 							nc->audio_len = len - start_ofs - end_ofs;
 						} else {
 							nc->audio_len = 0;
@@ -665,7 +665,7 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float
 
 							nc->audio_playing = true;
 							playing_caches.insert(nc);
-							if (len && end_ofs > 0) { //force a end at a time
+							if (len && end_ofs > 0) { //force an end at a time
 								nc->audio_len = len - start_ofs - end_ofs;
 							} else {
 								nc->audio_len = 0;
@@ -1343,7 +1343,7 @@ void AnimationPlayer::_stop_playing_caches() {
 }
 
 void AnimationPlayer::_node_removed(Node *p_node) {
-	clear_caches(); // nodes contained here ar being removed, clear the caches
+	clear_caches(); // nodes contained here are being removed, clear the caches
 }
 
 void AnimationPlayer::clear_caches() {

+ 3 - 3
scene/animation/animation_tree.cpp

@@ -1009,7 +1009,7 @@ void AnimationTree::_process_graph(float p_delta) {
 						TrackCacheAudio *t = static_cast<TrackCacheAudio *>(track);
 
 						if (seeked) {
-							//find whathever should be playing
+							//find whatever should be playing
 							int idx = a->track_find_key(i, time);
 							if (idx < 0) {
 								continue;
@@ -1038,7 +1038,7 @@ void AnimationTree::_process_graph(float p_delta) {
 
 								t->playing = true;
 								playing_caches.insert(t);
-								if (len && end_ofs > 0) { //force a end at a time
+								if (len && end_ofs > 0) { //force an end at a time
 									t->len = len - start_ofs - end_ofs;
 								} else {
 									t->len = 0;
@@ -1069,7 +1069,7 @@ void AnimationTree::_process_graph(float p_delta) {
 
 									t->playing = true;
 									playing_caches.insert(t);
-									if (len && end_ofs > 0) { //force a end at a time
+									if (len && end_ofs > 0) { //force an end at a time
 										t->len = len - start_ofs - end_ofs;
 									} else {
 										t->len = 0;

+ 1 - 1
scene/animation/tween.cpp

@@ -1115,7 +1115,7 @@ real_t Tween::tell() const {
 
 	// For each interpolation...
 	for (const List<InterpolateData>::Element *E = interpolates.front(); E; E = E->next()) {
-		// Get the data and figure out if it's position is further along than the previous ones
+		// Get the data and figure out if its position is further along than the previous ones
 		const InterpolateData &data = E->get();
 		if (data.elapsed > pos) {
 			// Save it if so

+ 1 - 1
scene/audio/audio_stream_player.cpp

@@ -171,7 +171,7 @@ void AudioStreamPlayer::set_stream(Ref<AudioStream> p_stream) {
 
 	if (active.is_set() && stream_playback.is_valid() && !stream_paused) {
 		//changing streams out of the blue is not a great idea, but at least
-		//lets try to somehow avoid a click
+		//let's try to somehow avoid a click
 
 		AudioFrame *buffer = fadeout_buffer.ptrw();
 		int buffer_size = fadeout_buffer.size();

+ 1 - 1
scene/debugger/scene_debugger.cpp

@@ -487,7 +487,7 @@ void LiveEditor::_send_tree() {
 	}
 
 	Array arr;
-	// Encoded as a flat list depth fist.
+	// Encoded as a flat list depth first.
 	SceneDebuggerTree tree(scene_tree->root);
 	tree.serialize(arr);
 	EngineDebugger::get_singleton()->send_message("scene:scene_tree", arr);

+ 2 - 2
scene/gui/control.cpp

@@ -584,7 +584,7 @@ void Control::_notification(int p_notification) {
 
 		} break;
 		case NOTIFICATION_MOVED_IN_PARENT: {
-			// some parents need to know the order of the childrens to draw (like TabContainer)
+			// some parents need to know the order of the children to draw (like TabContainer)
 			// update if necessary
 			if (data.parent) {
 				data.parent->update();
@@ -1782,7 +1782,7 @@ void Control::add_theme_icon_override(const StringName &p_name, const Ref<Textur
 		data.icon_override[p_name]->disconnect("changed", callable_mp(this, &Control::_override_changed));
 	}
 
-	// clear if "null" is passed instead of a icon
+	// clear if "null" is passed instead of an icon
 	if (p_icon.is_null()) {
 		data.icon_override.erase(p_name);
 	} else {

+ 1 - 1
scene/gui/item_list.cpp

@@ -768,7 +768,7 @@ void ItemList::_gui_input(const Ref<InputEvent> &p_event) {
 				}
 			}
 		} else if (p_event->is_action("ui_accept")) {
-			search_string = ""; //any mousepress cance
+			search_string = ""; //any mousepress cancels
 
 			if (current >= 0 && current < items.size()) {
 				emit_signal("item_activated", current);

+ 2 - 2
scene/gui/line_edit.cpp

@@ -809,7 +809,7 @@ void LineEdit::_notification(int p_what) {
 					}
 				} else {
 					{
-						// IME intermidiet text range.
+						// IME intermediate text range.
 						Vector<Vector2> sel = TS->shaped_text_get_selection(text_rid, cursor_pos, cursor_pos + ime_text.length());
 						for (int i = 0; i < sel.size(); i++) {
 							Rect2 rect = Rect2(sel[i].x + ofs.x, ofs.y, sel[i].y - sel[i].x, text_height);
@@ -1436,7 +1436,7 @@ void LineEdit::set_cursor_position(int p_pos) {
 		ofs_max -= r_icon->get_width();
 	}
 
-	// Note: Use too coordinates to fit IME input range.
+	// Note: Use two coordinates to fit IME input range.
 	Vector2i primary_catret_offset = get_cursor_pixel_pos();
 
 	if (MIN(primary_catret_offset.x, primary_catret_offset.y) <= x_ofs) {

+ 1 - 1
scene/gui/popup_menu.cpp

@@ -222,7 +222,7 @@ void PopupMenu::_activate_submenu(int p_over) {
 
 	submenu_popup->set_close_on_parent_focus(false);
 	submenu_popup->set_position(submenu_pos);
-	submenu_popup->set_as_minsize(); // Shrink the popup size to it's contents.
+	submenu_popup->set_as_minsize(); // Shrink the popup size to its contents.
 	submenu_popup->popup();
 
 	// Set autohide areas

+ 6 - 6
scene/gui/text_edit.cpp

@@ -808,7 +808,7 @@ void TextEdit::_notification(int p_what) {
 			// Get the highlighted words.
 			String highlighted_text = get_selection_text();
 
-			// Check if highlighted words contains only whitespaces (tabs or spaces).
+			// Check if highlighted words contain only whitespaces (tabs or spaces).
 			bool only_whitespaces_highlighted = highlighted_text.strip_edges() == String();
 
 			int cursor_wrap_index = get_cursor_wrap_index();
@@ -1057,7 +1057,7 @@ void TextEdit::_notification(int p_what) {
 					}
 
 					if (str.length() == 0) {
-						// Draw line background if empty as we won't loop at at all.
+						// Draw line background if empty as we won't loop at all.
 						if (line == cursor.line && cursor_wrap_index == line_wrap_index && highlight_current_line) {
 							if (rtl) {
 								RenderingServer::get_singleton()->canvas_item_add_rect(ci, Rect2(size.width - ofs_x - xmargin_end, ofs_y, xmargin_end, row_height), cache.current_line_color);
@@ -1442,7 +1442,7 @@ void TextEdit::_notification(int p_what) {
 							}
 						} else {
 							{
-								// IME intermidiet text range.
+								// IME Intermediate text range.
 								Vector<Vector2> sel = TS->shaped_text_get_selection(rid, cursor.column, cursor.column + ime_text.length());
 								for (int j = 0; j < sel.size(); j++) {
 									Rect2 rect = Rect2(sel[j].x + char_margin + ofs_x, ofs_y, sel[j].y - sel[j].x, text_height);
@@ -2009,7 +2009,7 @@ void TextEdit::indent_selected_lines_right() {
 			// We don't really care where selection is - we just need to know indentation level at the beginning of the line.
 			int left = _find_first_non_whitespace_column_of_line(line_text);
 			int spaces_to_add = _calculate_spaces_till_next_right_indent(left);
-			// Since we will add this much spaces we want move whole selection and cursor by this much.
+			// Since we will add these many spaces, we want to move the whole selection and cursor by this much.
 			selection_offset = spaces_to_add;
 			for (int j = 0; j < spaces_to_add; j++) {
 				line_text = ' ' + line_text;
@@ -2034,7 +2034,7 @@ void TextEdit::indent_selected_lines_left() {
 	int end_line;
 
 	// Moving cursor and selection after unindenting can get tricky because
-	// changing content of line can move cursor and selection on it's own (if new line ends before previous position of either),
+	// changing content of line can move cursor and selection on its own (if new line ends before previous position of either),
 	// therefore we just remember initial values and at the end of the operation offset them by number of removed characters.
 	int removed_characters = 0;
 	int initial_selection_end_column = selection.to_column;
@@ -2454,7 +2454,7 @@ void TextEdit::_move_cursor_to_line_start(bool p_select) {
 		row_start_col += rows[i].length();
 	}
 	if (cursor.column == row_start_col || wi == 0) {
-		// Compute whitespace symbols seq length.
+		// Compute whitespace symbols sequence length.
 		int current_line_whitespace_len = 0;
 		while (current_line_whitespace_len < text[cursor.line].length()) {
 			char32_t c = text[cursor.line][current_line_whitespace_len];

+ 1 - 1
scene/main/http_request.cpp

@@ -335,7 +335,7 @@ bool HTTPRequest::_update_connection() {
 
 				call_deferred("_request_done", RESULT_CHUNKED_BODY_SIZE_MISMATCH, response_code, response_headers, PackedByteArray());
 				return true;
-				// Request migh have been done
+				// Request might have been done
 			} else {
 				// Did not request yet, do request
 

+ 4 - 4
scene/main/node.cpp

@@ -428,7 +428,7 @@ void Node::set_process_mode(ProcessMode p_mode) {
 	_propagate_process_owner(data.process_owner, pause_notification);
 #ifdef TOOLS_ENABLED
 	// This is required for the editor to update the visibility of disabled nodes
-	// Its very expensive during runtime to change, so editor-only
+	// It's very expensive during runtime to change, so editor-only
 	if (Engine::get_singleton()->is_editor_hint()) {
 		get_tree()->emit_signal("tree_process_mode_changed");
 	}
@@ -1130,7 +1130,7 @@ String increase_numeric_string(const String &s) {
 
 void Node::_generate_serial_child_name(const Node *p_child, StringName &name) const {
 	if (name == StringName()) {
-		//no name and a new nade is needed, create one.
+		//no name and a new name is needed, create one.
 
 		name = p_child->get_class();
 		// Adjust casing according to project setting. The current type name is expected to be in PascalCase.
@@ -1156,7 +1156,7 @@ void Node::_generate_serial_child_name(const Node *p_child, StringName &name) co
 		bool exists = false;
 
 		for (int i = 0; i < cc; i++) {
-			if (children_ptr[i] == p_child) { //exclude self in renaming if its already a child
+			if (children_ptr[i] == p_child) { //exclude self in renaming if it's already a child
 				continue;
 			}
 			if (children_ptr[i]->data.name == name) {
@@ -1945,7 +1945,7 @@ void Node::set_editable_instance(Node *p_node, bool p_editable) {
 	if (!p_editable) {
 		p_node->data.editable_instance = false;
 		// Avoid this flag being needlessly saved;
-		// also give more visual feedback if editable children is re-enabled
+		// also give more visual feedback if editable children are re-enabled
 		set_display_folded(false);
 	} else {
 		p_node->data.editable_instance = true;

+ 4 - 4
scene/main/viewport.cpp

@@ -2201,7 +2201,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
 				embedder = this;
 				viewport_pos = mpos;
 			} else {
-				//not an embeder, but may be a subwindow of an embedder
+				//not an embedder, but may be a subwindow of an embedder
 				Window *w = Object::cast_to<Window>(this);
 				if (w) {
 					if (w->is_embedded()) {
@@ -2393,7 +2393,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
 		//keyboard focus
 		//if (from && p_event->is_pressed() && !p_event->get_alt() && !p_event->get_metakey() && !p_event->key->get_command()) {
 		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());
 
 		if (from && p_event->is_pressed()) {
@@ -2672,7 +2672,7 @@ void Viewport::_post_gui_grab_click_focus() {
 				Ref<InputEventMouseButton> mb;
 				mb.instance();
 
-				//send unclic
+				//send unclick
 
 				mb->set_position(click);
 				mb->set_button_index(i + 1);
@@ -2690,7 +2690,7 @@ void Viewport::_post_gui_grab_click_focus() {
 				Ref<InputEventMouseButton> mb;
 				mb.instance();
 
-				//send clic
+				//send click
 
 				mb->set_position(click);
 				mb->set_button_index(i + 1);

+ 2 - 2
scene/resources/animation.cpp

@@ -2738,7 +2738,7 @@ bool Animation::_transform_track_optimize_key(const TKey<TransformKey> &t0, cons
 			real_t d = Geometry3D::get_closest_point_to_segment(v1, s).distance_to(v1);
 
 			if (d > pd.length() * p_alowed_linear_err) {
-				return false; //beyond allowed error for colinearity
+				return false; //beyond allowed error for collinearity
 			}
 
 			if (p_norm != Vector3() && Math::acos(pd.normalized().dot(p_norm)) > p_alowed_angular_err) {
@@ -2828,7 +2828,7 @@ bool Animation::_transform_track_optimize_key(const TKey<TransformKey> &t0, cons
 			real_t d = Geometry3D::get_closest_point_to_segment(v1, s).distance_to(v1);
 
 			if (d > pd.length() * p_alowed_linear_err) {
-				return false; //beyond allowed error for colinearity
+				return false; //beyond allowed error for collinearity
 			}
 
 			t[2] = (d1 - d0) / (d2 - d0);

+ 1 - 1
scene/resources/bit_map.cpp

@@ -285,7 +285,7 @@ Vector<Vector2> BitMap::_march_square(const Rect2i &rect, const Point2i &start)
 				+---+---+
 				| 4 |   |
 				+---+---+
-				this normally go RIGHT, but if its coming from RIGHT, it should go LEFT
+				this normally go RIGHT, but if it's coming from RIGHT, it should go LEFT
 				*/
 				if (case6s.has(Point2i(curx, cury))) {
 					//found, so we go left, and delete from case6s;

+ 2 - 2
scene/resources/material.cpp

@@ -1703,7 +1703,7 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
 		property.usage = PROPERTY_USAGE_NOEDITOR;
 	}
 
-	// you can only enable anti-aliasing (in mataerials) on alpha scissor and alpha hash
+	// you can only enable anti-aliasing (in materials) on alpha scissor and alpha hash
 	const bool can_select_aa = (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH);
 	// alpha anti aliasiasing is only enabled when you can select aa
 	const bool alpha_aa_enabled = (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) && can_select_aa;
@@ -1722,7 +1722,7 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
 		property.usage = 0;
 	}
 
-	// we cant choose an antialiasing mode if alpha isnt possible
+	// we can't choose an antialiasing mode if alpha isn't possible
 	if (property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
 		property.usage = 0;
 	}

+ 1 - 1
scene/resources/particles_material.cpp

@@ -1075,7 +1075,7 @@ ParticlesMaterial::SubEmitterMode ParticlesMaterial::get_sub_emitter_mode() cons
 
 void ParticlesMaterial::set_sub_emitter_frequency(float p_frequency) {
 	sub_emitter_frequency = p_frequency;
-	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_frequency, 1.0 / p_frequency); //pas delta instead of frequency, since its easier to compute
+	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_frequency, 1.0 / p_frequency); //pass delta instead of frequency, since its easier to compute
 }
 float ParticlesMaterial::get_sub_emitter_frequency() const {
 	return sub_emitter_frequency;

+ 2 - 2
scene/resources/polygon_path_finder.cpp

@@ -77,7 +77,7 @@ void PolygonPathFinder::setup(const Vector<Vector2> &p_points, const Vector<int>
 	outside_point.x += 20.451 + Math::randf() * 10.2039;
 	outside_point.y += 21.193 + Math::randf() * 12.5412;
 
-	//insert edges (which are also connetions)
+	//insert edges (which are also connections)
 
 	for (int i = 0; i < p_connections.size(); i += 2) {
 		Edge e(p_connections[i], p_connections[i + 1]);
@@ -335,7 +335,7 @@ Vector<Vector2> PolygonPathFinder::find_path(const Vector2 &p_from, const Vector
 				//oh this was visited already, can we win the cost?
 
 				if (p.distance > distance) {
-					p.prev = least_cost_point; //reasign previous
+					p.prev = least_cost_point; //reassign previous
 					p.distance = distance;
 				}
 			} else {

+ 1 - 1
scene/resources/resource_format_text.cpp

@@ -1321,7 +1321,7 @@ String ResourceFormatLoaderText::get_resource_type(const String &p_path) const {
 
 	FileAccess *f = FileAccess::open(p_path, FileAccess::READ);
 	if (!f) {
-		return ""; //could not rwead
+		return ""; //could not read
 	}
 
 	ResourceLoaderText loader;