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Style: Apply fixes from codespell
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@@ -670,7 +670,7 @@ typedef void (*GDExtensionInterfaceMemFree)(void *p_ptr);
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*
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* Logs an error to Godot's built-in debugger and to the OS terminal.
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*
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* @param p_description The code trigging the error.
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* @param p_description The code triggering the error.
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* @param p_function The function name where the error occurred.
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* @param p_file The file where the error occurred.
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* @param p_line The line where the error occurred.
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@@ -684,7 +684,7 @@ typedef void (*GDExtensionInterfacePrintError)(const char *p_description, const
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*
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* Logs an error with a message to Godot's built-in debugger and to the OS terminal.
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*
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* @param p_description The code trigging the error.
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* @param p_description The code triggering the error.
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* @param p_message The message to show along with the error.
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* @param p_function The function name where the error occurred.
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* @param p_file The file where the error occurred.
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@@ -699,7 +699,7 @@ typedef void (*GDExtensionInterfacePrintErrorWithMessage)(const char *p_descript
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*
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* Logs a warning to Godot's built-in debugger and to the OS terminal.
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*
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* @param p_description The code trigging the warning.
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* @param p_description The code triggering the warning.
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* @param p_function The function name where the warning occurred.
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* @param p_file The file where the warning occurred.
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* @param p_line The line where the warning occurred.
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@@ -713,7 +713,7 @@ typedef void (*GDExtensionInterfacePrintWarning)(const char *p_description, cons
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*
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* Logs a warning with a message to Godot's built-in debugger and to the OS terminal.
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*
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* @param p_description The code trigging the warning.
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* @param p_description The code triggering the warning.
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* @param p_message The message to show along with the warning.
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* @param p_function The function name where the warning occurred.
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* @param p_file The file where the warning occurred.
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@@ -728,7 +728,7 @@ typedef void (*GDExtensionInterfacePrintWarningWithMessage)(const char *p_descri
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*
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* Logs a script error to Godot's built-in debugger and to the OS terminal.
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*
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* @param p_description The code trigging the error.
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* @param p_description The code triggering the error.
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* @param p_function The function name where the error occurred.
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* @param p_file The file where the error occurred.
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* @param p_line The line where the error occurred.
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@@ -742,7 +742,7 @@ typedef void (*GDExtensionInterfacePrintScriptError)(const char *p_description,
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*
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* Logs a script error with a message to Godot's built-in debugger and to the OS terminal.
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*
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* @param p_description The code trigging the error.
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* @param p_description The code triggering the error.
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* @param p_message The message to show along with the error.
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* @param p_function The function name where the error occurred.
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* @param p_file The file where the error occurred.
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@@ -88,7 +88,7 @@
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The strength of the anisotropy effect. This is multiplied by [member anisotropy_flowmap]'s alpha channel if a texture is defined there and the texture contains an alpha channel.
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</member>
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<member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of the specular blob and aligns it to tangent space. This is useful for brushed aluminium and hair reflections.
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If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of the specular blob and aligns it to tangent space. This is useful for brushed aluminum and hair reflections.
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[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh does not contain tangents, the anisotropy effect will appear broken.
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[b]Note:[/b] Material anisotropy should not to be confused with anisotropic texture filtering, which can be enabled by setting [member texture_filter] to [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC].
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</member>
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@@ -1194,7 +1194,7 @@
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Duplicate the node's script (including the ancestor's script, if combined with [constant DUPLICATE_USE_INSTANTIATION]).
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</constant>
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<constant name="DUPLICATE_USE_INSTANTIATION" value="8" enum="DuplicateFlags">
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Duplicate using [method PackedScene.instantiate]. If the node comes from a scene saved on disk, re-uses [method PackedScene.instantiate] as the base for the duplicated node and its children.
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Duplicate using [method PackedScene.instantiate]. If the node comes from a scene saved on disk, reuses [method PackedScene.instantiate] as the base for the duplicated node and its children.
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</constant>
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<constant name="INTERNAL_MODE_DISABLED" value="0" enum="InternalMode">
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The node will not be internal.
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@@ -89,7 +89,7 @@
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[/codeblocks]
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Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
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[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]
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[b]Note:[/b] Tweens are not designed to be re-used and trying to do so results in an undefined behavior. Create a new Tween for each animation and every time you replay an animation from start. Keep in mind that Tweens start immediately, so only create a Tween when you want to start animating.
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[b]Note:[/b] Tweens are not designed to be reused and trying to do so results in an undefined behavior. Create a new Tween for each animation and every time you replay an animation from start. Keep in mind that Tweens start immediately, so only create a Tween when you want to start animating.
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[b]Note:[/b] The tween is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the tween (or [method Node._physics_process] depending on the value passed to [method set_process_mode]).
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</description>
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<tutorials>
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@@ -3,6 +3,6 @@ SKIP_LIST="./.*,./**/.*,./bin,./thirdparty,*.desktop,*.gen.*,*.po,*.pot,*.rc,./A
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SKIP_LIST+="./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/renames_map_3_to_4.cpp,./misc/scripts/codespell.sh,"
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SKIP_LIST+="./platform/android/java/lib/src/com,./platform/web/node_modules,./platform/web/package-lock.json,"
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IGNORE_LIST="breaked,checkin,curvelinear,doubleclick,expct,findn,gird,hel,inout,labelin,lod,mis,nd,numer,ot,outin,pointin,requestor,te,textin,thirdparty,vai"
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IGNORE_LIST="breaked,checkin,curvelinear,doubleclick,expct,findn,gird,hel,inout,labelin,lod,mis,nd,numer,ot,outin,pointin,reduct,requestor,te,textin,thirdparty,vai"
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codespell -w -q 3 -S "${SKIP_LIST}" -L "${IGNORE_LIST}" --builtin "clear,rare,en-GB_to_en-US"
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@@ -1749,7 +1749,7 @@ void GDScriptByteCodeGenerator::end_block() {
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void GDScriptByteCodeGenerator::clean_temporaries() {
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List<int>::Element *E = temporaries_pending_clear.front();
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while (E) {
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// The temporary may have been re-used as something else than an object
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// The temporary may have been reused as something else than an object
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// since it was added to the list. In that case, there's no need to clear it.
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int slot_idx = E->get();
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const StackSlot &slot = temporaries[slot_idx];
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@@ -4700,7 +4700,7 @@ void DisplayServerX11::process_events() {
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XSync(x11_display, False);
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XGetWindowAttributes(x11_display, wd.x11_window, &xwa);
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// Set focus when menu window is re-used.
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// Set focus when menu window is reused.
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// RevertToPointerRoot is used to make sure we don't lose all focus in case
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// a subwindow and its parent are both destroyed.
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if ((xwa.map_state == IsViewable) && !wd.no_focus && !wd.is_popup && _window_focus_check()) {
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@@ -357,7 +357,7 @@ void LineBuilder::build() {
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}
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if (!is_intersecting) {
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// In this case the joint is too corrupted to be re-used,
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// In this case the joint is too corrupted to be reused,
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// start again the strip with fallback points
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strip_begin(pos_up0, pos_down0, color1, uvx1);
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}
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@@ -532,7 +532,7 @@ void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const
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if (body2) {
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rel_pos2 = pos2 - body2->get_global_transform().origin;
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}
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//this jacobian entry could be re-used for all iterations
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//this jacobian entry could be reused for all iterations
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Vector3 vel1 = s->get_linear_velocity() + (s->get_angular_velocity()).cross(rel_pos1); // * mPos);
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Vector3 vel2;
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@@ -125,7 +125,7 @@ Ref<AudioEffectInstance> AudioEffectRecord::instantiate() {
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ins.instantiate();
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ins->is_recording = false;
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//Re-using the buffer size calculations from audio_effect_delay.cpp
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//Reusing the buffer size calculations from audio_effect_delay.cpp
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float ring_buffer_max_size = IO_BUFFER_SIZE_MS;
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ring_buffer_max_size /= 1000.0; //convert to seconds
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ring_buffer_max_size *= AudioServer::get_singleton()->get_mix_rate();
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@@ -468,7 +468,7 @@ static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vect
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real_t tested_len = is_best_result ? rd->best_result.len : len;
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for (; result_index < prev_result_count - 1; ++result_index) {
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if (tested_len > rd->other_results[result_index].len) {
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// Re-using a previous result.
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// Reusing a previous result.
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rd->result_count--;
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break;
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}
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@@ -96,7 +96,7 @@ void GodotPinJoint3D::solve(real_t p_step) {
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Vector3 rel_pos1 = pivotAInW - A->get_transform().origin;
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Vector3 rel_pos2 = pivotBInW - B->get_transform().origin;
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//this jacobian entry could be re-used for all iterations
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//this jacobian entry could be reused for all iterations
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Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1);
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Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2);
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@@ -192,7 +192,7 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
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// Now define our subpasses
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Vector<RD::FramebufferPass> passes;
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// Define our base pass, we'll be re-using this
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// Define our base pass, we'll be reusing this
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RD::FramebufferPass pass;
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pass.color_attachments.push_back(0);
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pass.depth_attachment = 1;
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@@ -300,7 +300,7 @@ RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_
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Vector<RD::FramebufferPass> passes;
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RD::FramebufferPass pass;
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// re-using the same attachments
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// reusing the same attachments
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pass.color_attachments.push_back(0);
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pass.depth_attachment = 1;
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