Fix various typos with codespell

Using 2.2.6.dev180+ge3a2cfbd.
This commit is contained in:
Rémi Verschelde 2023-09-12 08:54:18 +02:00
parent 6a007c7512
commit 5c43e4c1ef
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GPG Key ID: C3336907360768E1
12 changed files with 22 additions and 22 deletions

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@ -1858,16 +1858,16 @@
[b]Note:[/b] This flag is implemented only on macOS.
</constant>
<constant name="VSYNC_DISABLED" value="0" enum="VSyncMode">
No vertical synchronization, which means the engine will display frames as fast as possible (tearing may be visible). Framerate is unlimited (nonwithstanding [member Engine.max_fps]).
No vertical synchronization, which means the engine will display frames as fast as possible (tearing may be visible). Framerate is unlimited (notwithstanding [member Engine.max_fps]).
</constant>
<constant name="VSYNC_ENABLED" value="1" enum="VSyncMode">
Default vertical synchronization mode, the image is displayed only on vertical blanking intervals (no tearing is visible). Framerate is limited by the monitor refresh rate (nonwithstanding [member Engine.max_fps]).
Default vertical synchronization mode, the image is displayed only on vertical blanking intervals (no tearing is visible). Framerate is limited by the monitor refresh rate (notwithstanding [member Engine.max_fps]).
</constant>
<constant name="VSYNC_ADAPTIVE" value="2" enum="VSyncMode">
Behaves like [constant VSYNC_DISABLED] when the framerate drops below the screen's refresh rate to reduce stuttering (tearing may be visible). Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is limited by the monitor refresh rate (nonwithstanding [member Engine.max_fps]). Behaves like [constant VSYNC_ENABLED] when using the Compatibility rendering method.
Behaves like [constant VSYNC_DISABLED] when the framerate drops below the screen's refresh rate to reduce stuttering (tearing may be visible). Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is limited by the monitor refresh rate (notwithstanding [member Engine.max_fps]). Behaves like [constant VSYNC_ENABLED] when using the Compatibility rendering method.
</constant>
<constant name="VSYNC_MAILBOX" value="3" enum="VSyncMode">
Displays the most recent image in the queue on vertical blanking intervals, while rendering to the other images (no tearing is visible). Framerate is unlimited (nonwithstanding [member Engine.max_fps]).
Displays the most recent image in the queue on vertical blanking intervals, while rendering to the other images (no tearing is visible). Framerate is unlimited (notwithstanding [member Engine.max_fps]).
Although not guaranteed, the images can be rendered as fast as possible, which may reduce input lag (also called "Fast" V-Sync mode). [constant VSYNC_MAILBOX] works best when at least twice as many frames as the display refresh rate are rendered. Behaves like [constant VSYNC_ENABLED] when using the Compatibility rendering method.
</constant>
<constant name="DISPLAY_HANDLE" value="0" enum="HandleType">

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@ -4957,7 +4957,7 @@ void Node3DEditorViewport::update_transform_numeric() {
apply_transform(motion, extra);
}
// Perform cleanup after a transform operation is committed or cancelled.
// Perform cleanup after a transform operation is committed or canceled.
void Node3DEditorViewport::finish_transform() {
_edit.mode = TRANSFORM_NONE;
_edit.instant = false;

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@ -1,4 +1,4 @@
func test():
var unconvertable := 1
var typed: Array[Object] = [unconvertable]
var unconvertible := 1
var typed: Array[Object] = [unconvertible]
print('not ok')

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@ -289,7 +289,7 @@ private:
bool on_state_loss_pending();
bool on_state_exiting();
// convencience
// convenience
void copy_string_to_char_buffer(const String p_string, char *p_buffer, int p_buffer_len);
public:

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@ -49,11 +49,11 @@ void GPUParticles2D::set_emitting(bool p_emitting) {
// Last cycle ended.
active = true;
time = 0;
signal_cancled = false;
signal_canceled = false;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
} else {
signal_cancled = true;
signal_canceled = true;
}
set_process_internal(true);
} else if (!p_emitting) {
@ -429,7 +429,7 @@ void GPUParticles2D::restart() {
emitting = true;
active = true;
signal_cancled = false;
signal_canceled = false;
time = 0;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
@ -701,7 +701,7 @@ void GPUParticles2D::_notification(int p_what) {
}
}
if (time > active_time) {
if (active && !signal_cancled) {
if (active && !signal_canceled) {
emit_signal(SceneStringNames::get_singleton()->finished);
}
active = false;

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@ -49,7 +49,7 @@ private:
bool emitting = false;
bool active = false;
bool signal_cancled = false;
bool signal_canceled = false;
bool one_shot = false;
int amount = 0;
double lifetime = 0.0;

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@ -48,11 +48,11 @@ void GPUParticles3D::set_emitting(bool p_emitting) {
// Last cycle ended.
active = true;
time = 0;
signal_cancled = false;
signal_canceled = false;
emission_time = lifetime;
active_time = lifetime * (2 - explosiveness_ratio);
} else {
signal_cancled = true;
signal_canceled = true;
}
set_process_internal(true);
} else if (!p_emitting) {
@ -397,7 +397,7 @@ void GPUParticles3D::restart() {
emitting = true;
active = true;
signal_cancled = false;
signal_canceled = false;
time = 0;
emission_time = lifetime * (1 - explosiveness_ratio);
active_time = lifetime * (2 - explosiveness_ratio);
@ -465,7 +465,7 @@ void GPUParticles3D::_notification(int p_what) {
}
}
if (time > active_time) {
if (active && !signal_cancled) {
if (active && !signal_canceled) {
emit_signal(SceneStringNames::get_singleton()->finished);
}
active = false;

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@ -62,7 +62,7 @@ private:
bool emitting = false;
bool active = false;
bool signal_cancled = false;
bool signal_canceled = false;
bool one_shot = false;
int amount = 0;
double lifetime = 0.0;

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@ -968,7 +968,7 @@ int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_o
int gl_size = TS->shaped_text_get_glyph_count(rid);
Vector2 gloff = off;
// Draw oulines and shadow.
// Draw outlines and shadow.
int processed_glyphs_ol = r_processed_glyphs;
for (int i = 0; i < gl_size; i++) {
Item *it = _get_item_at_pos(it_from, it_to, glyphs[i].start);

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@ -4484,7 +4484,7 @@ struct AnimationCompressionDataState {
void commit_temp_packets() {
if (temp_packets.size() == 0) {
return; //nohing to do
return; // Nothing to do.
}
//#define DEBUG_PACKET_PUSH
#ifdef DEBUG_PACKET_PUSH

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@ -212,7 +212,7 @@ void ThemeOwner::get_theme_type_dependencies(const Node *p_for_node, const Strin
type_variation = for_w->get_theme_type_variation();
}
// If we are looking for dependencies of the current class (or a variantion of it), check themes from the context.
// If we are looking for dependencies of the current class (or a variation of it), check themes from the context.
if (p_theme_type == StringName() || p_theme_type == type_name || p_theme_type == type_variation) {
ThemeContext *global_context = _get_active_owner_context();
for (const Ref<Theme> &theme : global_context->get_themes()) {

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@ -294,7 +294,7 @@ TEST_CASE("[ShaderPreprocessor] Concatenation sorting network") {
CHECK_SHADER_EQ(result, expected);
}
TEST_CASE("[ShaderPreprocessor] Undefined behaviour") {
TEST_CASE("[ShaderPreprocessor] Undefined behavior") {
// None of these are valid concatenation, nor valid shader code.
// Don't care about results, just make sure there's no crash.
const String filename("somefile.gdshader");