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Fix typos with codespell
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
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@@ -125,7 +125,7 @@ MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::str
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ScopePtr sc = element->Compound();
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ERR_FAIL_COND_MSG(sc == nullptr, "failed to read geometry, prevented crash");
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ERR_FAIL_COND_MSG(!HasElement(sc, "Vertices"), "Detected mesh with no vertexes, didn't populate the mesh");
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ERR_FAIL_COND_MSG(!HasElement(sc, "Vertices"), "Detected mesh with no vertices, didn't populate the mesh");
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// must have Mesh elements:
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const ElementPtr Vertices = GetRequiredElement(sc, "Vertices", element);
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@@ -140,7 +140,7 @@ MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::str
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ParseVectorDataArray(m_vertices, Vertices);
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ParseVectorDataArray(m_face_indices, PolygonVertexIndex);
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ERR_FAIL_COND_MSG(m_vertices.empty(), "mesh with no vertexes in FBX file, did you mean to delete it?");
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ERR_FAIL_COND_MSG(m_vertices.empty(), "mesh with no vertices in FBX file, did you mean to delete it?");
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ERR_FAIL_COND_MSG(m_face_indices.empty(), "mesh has no faces, was this intended?");
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// Retrieve layer elements, for all of the mesh
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@@ -278,7 +278,7 @@ MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::str
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}
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}
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// As the algorithm above, this check is useless. Because the first
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// ever vertex is always considered the begining of a polygon.
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// ever vertex is always considered the beginning of a polygon.
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ERR_FAIL_COND_MSG(found_it == false, "Was not possible to find the first vertex of this polygon. FBX file is corrupted.");
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} else {
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@@ -418,7 +418,7 @@ MeshGeometry::MappingData<T> MeshGeometry::resolve_vertex_data_array(
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// parse data into array
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ParseVectorDataArray(tempData.data, GetRequiredElement(source, dataElementName));
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// index array wont always exist
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// index array won't always exist
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const ElementPtr element = GetOptionalElement(source, indexDataElementName);
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if (element) {
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ParseVectorDataArray(tempData.index, element);
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