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Merge pull request #50838 from luzpaz/follow-up-typos
Fix various typos
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commit
d5bd8a704f
@ -935,7 +935,7 @@ void ResourceLoaderBinary::open(FileAccess *p_f, bool p_no_resources, bool p_kee
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// If a UID is found and the path is valid, it will be used, otherwise, it falls back to the path.
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er.path = ResourceUID::get_singleton()->get_id_path(er.uid);
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} else {
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WARN_PRINT(String(res_path + ": In external resouce #" + itos(i) + ", invalid UUID: " + ResourceUID::get_singleton()->id_to_text(er.uid) + " - using text path instead: " + er.path).utf8().get_data());
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WARN_PRINT(String(res_path + ": In external resource #" + itos(i) + ", invalid UUID: " + ResourceUID::get_singleton()->id_to_text(er.uid) + " - using text path instead: " + er.path).utf8().get_data());
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}
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}
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}
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@ -6037,7 +6037,7 @@ RID RenderingDeviceVulkan::render_pipeline_create(RID p_shader, FramebufferForma
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specialization_info.resize(pipeline_stages.size());
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specialization_map_entries.resize(pipeline_stages.size());
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for (int i = 0; i < shader->specialization_constants.size(); i++) {
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//see if overriden
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//see if overridden
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const Shader::SpecializationConstant &sc = shader->specialization_constants[i];
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data_ptr[i] = sc.constant.int_value; //just copy the 32 bits
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@ -6181,7 +6181,7 @@ RID RenderingDeviceVulkan::compute_pipeline_create(RID p_shader, const Vector<Pi
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specialization_constant_data.resize(shader->specialization_constants.size());
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uint32_t *data_ptr = specialization_constant_data.ptrw();
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for (int i = 0; i < shader->specialization_constants.size(); i++) {
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//see if overriden
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//see if overridden
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const Shader::SpecializationConstant &sc = shader->specialization_constants[i];
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data_ptr[i] = sc.constant.int_value; //just copy the 32 bits
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@ -126,7 +126,7 @@ Vector<String> EditorFileSystemDirectory::get_file_deps(int p_idx) const {
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}
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ResourceUID::ID uid = ResourceUID::get_singleton()->text_to_id(dep);
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if (uid != ResourceUID::INVALID_ID) {
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//return proper dependency resoure from uid
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//return proper dependency resource from uid
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if (ResourceUID::get_singleton()->has_id(uid)) {
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dep = ResourceUID::get_singleton()->get_id_path(uid);
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} else {
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@ -1555,7 +1555,7 @@ int EditorNode::_save_external_resources() {
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if (!res->get_path().is_resource_file()) {
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continue;
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}
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//not only check if this resourec is edited, check contained subresources too
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//not only check if this resource is edited, check contained subresources too
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if (_find_edited_resources(res, edited_subresources)) {
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ResourceSaver::save(res->get_path(), res, flg);
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saved++;
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@ -150,7 +150,7 @@ void PluginConfigDialog::_on_required_text_changed(const String &) {
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if (script_edit->get_text().get_extension() != ext) {
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is_valid = false;
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script_validation->set_texture(invalid_icon);
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script_validation->set_tooltip(vformat(TTR("Script extension must match chosen langauge extension (.%s)."), ext));
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script_validation->set_tooltip(vformat(TTR("Script extension must match chosen language extension (.%s)."), ext));
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}
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if (script_edit->get_text().get_basename().is_empty()) {
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is_valid = false;
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@ -160,12 +160,12 @@ bool RenderForwardMobile::free(RID p_rid) {
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/* Render functions */
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RD::DataFormat RenderForwardMobile::_render_buffers_get_color_format() {
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// Using 32bit buffers enables AFBC on mobile devices which should have a definate performance improvement (MALI G710 and newer support this on 64bit RTs)
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// Using 32bit buffers enables AFBC on mobile devices which should have a definite performance improvement (MALI G710 and newer support this on 64bit RTs)
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return RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
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}
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bool RenderForwardMobile::_render_buffers_can_be_storage() {
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// Using 32bit buffers enables AFBC on mobile devices which should have a definate performance improvement (MALI G710 and newer support this on 64bit RTs)
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// Using 32bit buffers enables AFBC on mobile devices which should have a definite performance improvement (MALI G710 and newer support this on 64bit RTs)
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// Doesn't support storage
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return false;
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}
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@ -1214,7 +1214,7 @@ void main() {
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specular_light *= specular * metallic * albedo * 2.0;
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#else
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// scales the specular reflections, needs to be be computed before lighting happens,
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// scales the specular reflections, needs to be computed before lighting happens,
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// but after environment, GI, and reflection probes are added
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// Environment brdf approximation (Lazarov 2013)
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// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
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@ -981,7 +981,7 @@ void main() {
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specular_light *= specular * metallic * albedo * 2.0;
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#else
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// scales the specular reflections, needs to be be computed before lighting happens,
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// scales the specular reflections, needs to be computed before lighting happens,
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// but after environment, GI, and reflection probes are added
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// Environment brdf approximation (Lazarov 2013)
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// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
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