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Fix various typos with codespell

Also includes the grammar fix from #76206.

Co-authored-by: Peter Anderson <[email protected]>
Rémi Verschelde há 2 anos atrás
pai
commit
e1075e9c7c

+ 2 - 2
CHANGELOG.md

@@ -912,7 +912,7 @@ See the [release announcement](https://godotengine.org/article/godot-3-4-is-rele
 - Fix reloading `tool` scripts in the editor ([GH-52883](https://github.com/godotengine/godot/pull/52883)).
 - Fix C# bindings generator for default value types ([GH-49702](https://github.com/godotengine/godot/pull/49702)).
 - Ignore paths with invalid chars in `PathWhich` ([GH-50918](https://github.com/godotengine/godot/pull/50918)).
-- Fix `List<T>` marshalling ([GH-53628](https://github.com/godotengine/godot/pull/53628)).
+- Fix `List<T>` marshaling ([GH-53628](https://github.com/godotengine/godot/pull/53628)).
 - Fix `hint_string` for enum arrays ([GH-53638](https://github.com/godotengine/godot/pull/53638)).
 - Keep order for C# exported members ([GH-54199](https://github.com/godotengine/godot/pull/54199)).
 
@@ -1276,7 +1276,7 @@ See the [release announcement](https://godotengine.org/article/godot-3-3-has-arr
 #### Mono (C#)
 
 - [Fix targeting .NETFramework with .NET 5](https://github.com/godotengine/godot/pull/44135).
-- [Fix System.Collections.Generic.List marshalling](https://github.com/godotengine/godot/pull/45029).
+- [Fix System.Collections.Generic.List marshaling](https://github.com/godotengine/godot/pull/45029).
 - [Fix support for Unicode identifiers](https://github.com/godotengine/godot/pull/45310).
 - [Fixes to Mono on WebAssembly](https://github.com/godotengine/godot/pull/44374).
 

+ 1 - 1
doc/classes/Marker2D.xml

@@ -4,7 +4,7 @@
 		Generic 2D position hint for editing.
 	</brief_description>
 	<description>
-		Generic 2D position hint for editing. It's just like a plain [Node2D], but it displays as a cross in the 2D editor at all times. You can set cross' visual size by using the gizmo in the 2D editor while the node is selected.
+		Generic 2D position hint for editing. It's just like a plain [Node2D], but it displays as a cross in the 2D editor at all times. You can set the cross' visual size by using the gizmo in the 2D editor while the node is selected.
 	</description>
 	<tutorials>
 	</tutorials>

+ 1 - 1
editor/gui/editor_run_bar.cpp

@@ -175,7 +175,7 @@ void EditorRunBar::_run_scene(const String &p_scene_path) {
 		}
 
 		if (write_movie_file.is_empty()) {
-			// TODO: Provide options to diretly resolve the issue with a custom dialog.
+			// TODO: Provide options to directly resolve the issue with a custom dialog.
 			EditorNode::get_singleton()->show_accept(TTR("Movie Maker mode is enabled, but no movie file path has been specified.\nA default movie file path can be specified in the project settings under the Editor > Movie Writer category.\nAlternatively, for running single scenes, a `movie_file` string metadata can be added to the root node,\nspecifying the path to a movie file that will be used when recording that scene."), TTR("OK"));
 			return;
 		}

+ 1 - 1
modules/openxr/extensions/openxr_opengl_extension.cpp

@@ -37,7 +37,7 @@
 #include "servers/rendering/rendering_server_globals.h"
 #include "servers/rendering_server.h"
 
-// OpenXR requires us to submit sRGB textures so that it recognises the content
+// OpenXR requires us to submit sRGB textures so that it recognizes the content
 // as being in sRGB color space. We do fall back on "normal" textures but this
 // will likely result in incorrect colors as OpenXR will double the sRGB conversion.
 // All major XR runtimes support sRGB textures.

+ 1 - 1
platform/ios/doc_classes/EditorExportPlatformIOS.xml

@@ -10,7 +10,7 @@
 	</tutorials>
 	<members>
 		<member name="application/app_store_team_id" type="String" setter="" getter="">
-			Apple Team ID, unique 10-character string. To locate your Team ID check "Membership details" section in your Apple developer account dashboard, or "Organisational Unit" of your code signing certificate. See [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate your Team ID[/url].
+			Apple Team ID, unique 10-character string. To locate your Team ID check "Membership details" section in your Apple developer account dashboard, or "Organizational Unit" of your code signing certificate. See [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate your Team ID[/url].
 		</member>
 		<member name="application/bundle_identifier" type="String" setter="" getter="">
 			Unique application identifier in a reverse-DNS format, can only contain alphanumeric characters ([code]A-Z[/code], [code]a-z[/code], and [code]0-9[/code]), hyphens ([code]-[/code]), and periods ([code].[/code]).

+ 1 - 1
platform/macos/doc_classes/EditorExportPlatformMacOS.xml

@@ -46,7 +46,7 @@
 			Official export templates include [code]universal[/code] binaries only.
 		</member>
 		<member name="codesign/apple_team_id" type="String" setter="" getter="">
-			Apple Team ID, unique 10-character string. To locate your Team ID check "Membership details" section in your Apple developer account dashboard, or "Organisational Unit" of your code signing certificate. See [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate your Team ID[/url].
+			Apple Team ID, unique 10-character string. To locate your Team ID check "Membership details" section in your Apple developer account dashboard, or "Organizational Unit" of your code signing certificate. See [url=https://developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate your Team ID[/url].
 		</member>
 		<member name="codesign/certificate_file" type="String" setter="" getter="">
 			PKCS #12 certificate file used to sign [code].app[/code] bundle.