diff --git a/core/io/remote_filesystem_client.cpp b/core/io/remote_filesystem_client.cpp index f22e442a344..11988104418 100644 --- a/core/io/remote_filesystem_client.cpp +++ b/core/io/remote_filesystem_client.cpp @@ -270,7 +270,7 @@ Error RemoteFilesystemClient::_synchronize_with_server(const String &p_host, int String file = temp_file_cache[i].path; if (temp_file_cache[i].server_modified_time == 0 || server_disconnected) { - // File was removed, or server disconnected before tranferring it. Since it's no longer valid, remove anyway. + // File was removed, or server disconnected before transferring it. Since it's no longer valid, remove anyway. _remove_file(file); continue; } diff --git a/core/math/delaunay_3d.h b/core/math/delaunay_3d.h index 55923e01332..7df8c37e3ca 100644 --- a/core/math/delaunay_3d.h +++ b/core/math/delaunay_3d.h @@ -105,8 +105,8 @@ class Delaunay3D { }; _FORCE_INLINE_ static void circum_sphere_compute(const Vector3 *p_points, Simplex *p_simplex) { - // the only part in the algorithm where there may be precision errors is this one, so ensure that - // we do it as maximum precision as possible + // The only part in the algorithm where there may be precision errors is this one, + // so ensure that we do it with the maximum precision possible. R128 v0_x = p_points[p_simplex->points[0]].x; R128 v0_y = p_points[p_simplex->points[0]].y; @@ -121,7 +121,7 @@ class Delaunay3D { R128 v3_y = p_points[p_simplex->points[3]].y; R128 v3_z = p_points[p_simplex->points[3]].z; - //Create the rows of our "unrolled" 3x3 matrix + // Create the rows of our "unrolled" 3x3 matrix. R128 row1_x = v1_x - v0_x; R128 row1_y = v1_y - v0_y; R128 row1_z = v1_z - v0_z; @@ -138,10 +138,10 @@ class Delaunay3D { R128 sq_lenght2 = row2_x * row2_x + row2_y * row2_y + row2_z * row2_z; R128 sq_lenght3 = row3_x * row3_x + row3_y * row3_y + row3_z * row3_z; - //Compute the determinant of said matrix + // Compute the determinant of said matrix. R128 determinant = row1_x * (row2_y * row3_z - row3_y * row2_z) - row2_x * (row1_y * row3_z - row3_y * row1_z) + row3_x * (row1_y * row2_z - row2_y * row1_z); - // Compute the volume of the tetrahedron, and precompute a scalar quantity for re-use in the formula + // Compute the volume of the tetrahedron, and precompute a scalar quantity for reuse in the formula. R128 volume = determinant / R128(6.f); R128 i12volume = R128(1.f) / (volume * R128(12.f)); @@ -149,8 +149,7 @@ class Delaunay3D { R128 center_y = v0_y + i12volume * (-(row2_x * row3_z - row3_x * row2_z) * sq_lenght1 + (row1_x * row3_z - row3_x * row1_z) * sq_lenght2 - (row1_x * row2_z - row2_x * row1_z) * sq_lenght3); R128 center_z = v0_z + i12volume * ((row2_x * row3_y - row3_x * row2_y) * sq_lenght1 - (row1_x * row3_y - row3_x * row1_y) * sq_lenght2 + (row1_x * row2_y - row2_x * row1_y) * sq_lenght3); - //Once we know the center, the radius is clearly the distance to any vertex - + // Once we know the center, the radius is clearly the distance to any vertex. R128 rel1_x = center_x - v0_x; R128 rel1_y = center_y - v0_y; R128 rel1_z = center_z - v0_z; diff --git a/doc/classes/EditorExportPlugin.xml b/doc/classes/EditorExportPlugin.xml index 5f9e1e36845..fde6307a130 100644 --- a/doc/classes/EditorExportPlugin.xml +++ b/doc/classes/EditorExportPlugin.xml @@ -44,7 +44,7 @@ Customize a scene. If changes are made to it, return the same or a new scene. Otherwise, return [code]null[/code]. If a new scene is returned, it is up to you to dispose of the old one. - Implementing this method is required if [method _begin_customize_resources] returns [code]true[/code]. + Implementing this method is required if [method _begin_customize_scenes] returns [code]true[/code]. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 3c4b8837f81..de667a02e6b 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -809,8 +809,8 @@ Defines how the base size is stretched to fit the resolution of the window or screen. [b]"disabled"[/b]: No stretching happens. One unit in the scene corresponds to one pixel on the screen. In this mode, [member display/window/stretch/aspect] has no effect. Recommended for non-game applications. - [b]"canvas_items"[/b]: The base size specified in width and height in the project settings is stretched to cover the whole screen (taking [member display/window/stretch/aspect] into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts. Recommended for most games that don't use a pixel art aesthetic, although it is possible to use this stretch mode for pixel art games too (especially in 3D). - [b]"viewport"[/b]: The size of the root [Viewport] is set precisely to the base size specified in the Project Settings' Display section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking [member display/window/stretch/aspect] into account). Recommended for games that use a pixel art aesthetic. + [b]"canvas_items"[/b]: The base size specified in width and height in the project settings is stretched to cover the whole screen (taking [member display/window/stretch/aspect] into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts. Recommended for most games that don't use a pixel art esthetic, although it is possible to use this stretch mode for pixel art games too (especially in 3D). + [b]"viewport"[/b]: The size of the root [Viewport] is set precisely to the base size specified in the Project Settings' Display section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking [member display/window/stretch/aspect] into account). Recommended for games that use a pixel art esthetic. @@ -2623,7 +2623,7 @@ Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). - Enabling temporal antialiasing ([member rendering/anti_aliasing/quality/use_taa]) will automatically apply a [code]-0.5[/code] offset to this value, while enabling FXAA ([member rendering/anti_aliasing/quality/screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to this value. If both TAA and FXAA are enbled at the same time, an offset of [code]-0.75[/code] is applied to this value. + Enabling temporal antialiasing ([member rendering/anti_aliasing/quality/use_taa]) will automatically apply a [code]-0.5[/code] offset to this value, while enabling FXAA ([member rendering/anti_aliasing/quality/screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to this value. If both TAA and FXAA are enabled at the same time, an offset of [code]-0.75[/code] is applied to this value. [b]Note:[/b] If [member rendering/scaling_3d/scale] is lower than [code]1.0[/code] (exclusive), [member rendering/textures/default_filters/texture_mipmap_bias] is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]log2(scaling_3d_scale) + mipmap_bias[/code]. [b]Note:[/b] This property is only read when the project starts. To change the mipmap LOD bias at run-time, set [member Viewport.texture_mipmap_bias] instead. diff --git a/doc/classes/RenderSceneBuffersRD.xml b/doc/classes/RenderSceneBuffersRD.xml index 3af5b78fcc8..d40d835d269 100644 --- a/doc/classes/RenderSceneBuffersRD.xml +++ b/doc/classes/RenderSceneBuffersRD.xml @@ -5,7 +5,7 @@ This object manages all 3D rendering buffers for the rendering device based renderers. An instance of this object is created for every viewport that has 3D rendering enabled. - All buffers are organised in [b]contexts[/b]. The default context is called [b]render_buffers[/b] and can contain amongst others the color buffer, depth buffer, velocity buffers, VRS density map and MSAA variants of these buffers. + All buffers are organized in [b]contexts[/b]. The default context is called [b]render_buffers[/b] and can contain amongst others the color buffer, depth buffer, velocity buffers, VRS density map and MSAA variants of these buffers. Buffers are only guaranteed to exist during rendering of the viewport. [b]Note:[/b] this is an internal rendering server object only exposed for GDExtension plugins. diff --git a/doc/classes/StyleBox.xml b/doc/classes/StyleBox.xml index 75fbb03dd67..8ba57766eb4 100644 --- a/doc/classes/StyleBox.xml +++ b/doc/classes/StyleBox.xml @@ -110,7 +110,7 @@ [method get_margin] should be used to fetch this value as consumer instead of reading these properties directly. This is because it correctly respects negative values and the fallback mentioned above. - The left margin for the contents of this style box. Increasing this value reduces the space available to the contents from the left. + The left margin for the contents of this style box. Increasing this value reduces the space available to the contents from the left. Refer to [member content_margin_bottom] for extra considerations. diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 4ed831c2131..3eac11792f9 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -242,7 +242,7 @@ Returns a [Vector2i] array with the positions of all cells containing a tile in the given layer. Tiles may be filtered according to their source ([param source_id]), their atlas coordinates ([param atlas_coords]) or alternative id ([param alternative_tile]). - If a parameter has it's value set to the default one, this parameter is not used to filter a cell. Thus, if all parameters have their respective default value, this method returns the same result as [method get_used_cells]. + If a parameter has its value set to the default one, this parameter is not used to filter a cell. Thus, if all parameters have their respective default value, this method returns the same result as [method get_used_cells]. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. If [param layer] is negative, the layers are accessed from the last one. @@ -316,7 +316,7 @@ - Sets the tile indentifiers for the cell on layer [param layer] at coordinates [param coords]. Each tile of the [TileSet] is identified using three parts: + Sets the tile identifiers for the cell on layer [param layer] at coordinates [param coords]. Each tile of the [TileSet] is identified using three parts: - The source identifier [param source_id] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id], - The atlas coordinates identifier [param atlas_coords] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]). For [TileSetScenesCollectionSource] it should always be [code]Vector2i(0, 0)[/code]), - The alternative tile identifier [param alternative_tile] identifies a tile alternative in the atlas (if the source is a [TileSetAtlasSource]), and the scene for a [TileSetScenesCollectionSource]. diff --git a/doc/classes/TileMapPattern.xml b/doc/classes/TileMapPattern.xml index b1b77208107..1733ecf592d 100644 --- a/doc/classes/TileMapPattern.xml +++ b/doc/classes/TileMapPattern.xml @@ -71,7 +71,7 @@ - Sets the tile indentifiers for the cell at coordinates [param coords]. See [method TileMap.set_cell]. + Sets the tile identifiers for the cell at coordinates [param coords]. See [method TileMap.set_cell]. diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index 1193855d7c9..3cba3d7d116 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -332,7 +332,7 @@ - According to the configured proxies, maps the provided indentifiers to a new set of identifiers. The source ID, atlas coordinates ID and alternative tile ID are returned as a 3 elements Array. + According to the configured proxies, maps the provided identifiers to a new set of identifiers. The source ID, atlas coordinates ID and alternative tile ID are returned as a 3 elements Array. This function first look for matching alternative-level proxies, then coordinates-level proxies, then source-level proxies. If no proxy corresponding to provided identifiers are found, returns the same values the ones used as arguments. diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 9a5e7ed6f64..685a5e113b3 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -337,7 +337,7 @@ Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). - Enabling temporal antialiasing ([member use_taa]) will automatically apply a [code]-0.5[/code] offset to this value, while enabling FXAA ([member screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to this value. If both TAA and FXAA are enbled at the same time, an offset of [code]-0.75[/code] is applied to this value. + Enabling temporal antialiasing ([member use_taa]) will automatically apply a [code]-0.5[/code] offset to this value, while enabling FXAA ([member screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to this value. If both TAA and FXAA are enabled at the same time, an offset of [code]-0.75[/code] is applied to this value. [b]Note:[/b] If [member scaling_3d_scale] is lower than [code]1.0[/code] (exclusive), [member texture_mipmap_bias] is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]log2(scaling_3d_scale) + mipmap_bias[/code]. To control this property on the root viewport, set the [member ProjectSettings.rendering/textures/default_filters/texture_mipmap_bias] project setting. diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp index 0386a05cc28..c1d2009c7c4 100644 --- a/editor/plugins/canvas_item_editor_plugin.cpp +++ b/editor/plugins/canvas_item_editor_plugin.cpp @@ -1289,7 +1289,7 @@ void CanvasItemEditor::_pan_callback(Vector2 p_scroll_vec, Ref p_eve void CanvasItemEditor::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref p_event) { Ref mb = p_event; if (mb.is_valid()) { - // Special behvior for scroll events, as the zoom_by_increment method can smartly end up on powers of two. + // Special behavior for scroll events, as the zoom_by_increment method can smartly end up on powers of two. int increment = p_zoom_factor > 1.0 ? 1 : -1; bool by_integer = mb->is_alt_pressed(); @@ -5079,7 +5079,7 @@ CanvasItemEditor::CanvasItemEditor() { viewport->add_child(controls_vb); - // Add some margin to the left for better aesthetics. + // Add some margin to the left for better esthetics. // This prevents the first button's hover/pressed effect from "touching" the panel's border, // which looks ugly. Control *margin_left = memnew(Control); diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 78805324c9d..ebe98b9ecf1 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -4915,7 +4915,7 @@ void Node3DEditorViewport::update_transform(bool p_shift) { } } -// Perform cleanup after a transform operation is committed or cancelled. +// Perform cleanup after a transform operation is committed or canceled. void Node3DEditorViewport::finish_transform() { spatial_editor->set_local_coords_enabled(_edit.original_local); _edit.mode = TRANSFORM_NONE; @@ -8126,7 +8126,7 @@ Node3DEditor::Node3DEditor() { String sct; - // Add some margin to the left for better aesthetics. + // Add some margin to the left for better esthetics. // This prevents the first button's hover/pressed effect from "touching" the panel's border, // which looks ugly. Control *margin_left = memnew(Control); diff --git a/modules/enet/enet_connection.cpp b/modules/enet/enet_connection.cpp index 0ace89caa56..88aaa006b5b 100644 --- a/modules/enet/enet_connection.cpp +++ b/modules/enet/enet_connection.cpp @@ -142,7 +142,7 @@ ENetConnection::EventType ENetConnection::_parse_event(const ENetEvent &p_event, return EVENT_ERROR; } break; case ENET_EVENT_TYPE_RECEIVE: { - // Packet reveived. + // Packet received. if (p_event.peer->data != nullptr) { Ref pp = Ref((ENetPacketPeer *)p_event.peer->data); r_event.peer = Ref((ENetPacketPeer *)p_event.peer->data); diff --git a/modules/gdscript/language_server/godot_lsp.h b/modules/gdscript/language_server/godot_lsp.h index b9a54cf818a..3782945e070 100644 --- a/modules/gdscript/language_server/godot_lsp.h +++ b/modules/gdscript/language_server/godot_lsp.h @@ -1566,7 +1566,7 @@ struct SignatureHelp { /** * The active signature. If omitted or the value lies outside the * range of `signatures` the value defaults to zero or is ignored if - * `signatures.length === 0`. Whenever possible implementors should + * `signatures.length === 0`. Whenever possible implementers should * make an active decision about the active signature and shouldn't * rely on a default value. * In future version of the protocol this property might become diff --git a/modules/mono/editor/bindings_generator.cpp b/modules/mono/editor/bindings_generator.cpp index bed93cd69e2..583cab6f452 100644 --- a/modules/mono/editor/bindings_generator.cpp +++ b/modules/mono/editor/bindings_generator.cpp @@ -3821,7 +3821,7 @@ void BindingsGenerator::_populate_builtin_type_interfaces() { builtin_types.insert(itype.cname, itype); // Array_@generic - // Re-use Array's itype + // Reuse Array's itype itype.name = "Array_@generic"; itype.cname = itype.name; itype.cs_out = "%5return new %2(%0(%1));"; @@ -3848,7 +3848,7 @@ void BindingsGenerator::_populate_builtin_type_interfaces() { builtin_types.insert(itype.cname, itype); // Dictionary_@generic - // Re-use Dictionary's itype + // Reuse Dictionary's itype itype.name = "Dictionary_@generic"; itype.cname = itype.name; itype.cs_out = "%5return new %2(%0(%1));"; diff --git a/modules/openxr/openxr_api.cpp b/modules/openxr/openxr_api.cpp index 91684b55b9e..9885190cb1c 100644 --- a/modules/openxr/openxr_api.cpp +++ b/modules/openxr/openxr_api.cpp @@ -795,7 +795,7 @@ bool OpenXRAPI::create_swapchains() { Also Godot only creates a swapchain for the main output. OpenXR will require us to create swapchains as the render target for additional viewports if we want to use the layer system - to optimize text rendering and background rendering as OpenXR may choose to re-use the results for reprojection while we're + to optimize text rendering and background rendering as OpenXR may choose to reuse the results for reprojection while we're already rendering the next frame. Finally an area we need to expand upon is that Foveated rendering is only enabled for the swap chain we create, @@ -1668,7 +1668,7 @@ bool OpenXRAPI::process() { } bool OpenXRAPI::acquire_image(OpenXRSwapChainInfo &p_swapchain) { - ERR_FAIL_COND_V(p_swapchain.image_acquired, true); // this was not released when it should be, error out and re-use... + ERR_FAIL_COND_V(p_swapchain.image_acquired, true); // This was not released when it should be, error out and reuse... XrResult result; XrSwapchainImageAcquireInfo swapchain_image_acquire_info = { diff --git a/modules/text_server_adv/text_server_adv.cpp b/modules/text_server_adv/text_server_adv.cpp index 13d8a2c17a4..043a33ab35d 100644 --- a/modules/text_server_adv/text_server_adv.cpp +++ b/modules/text_server_adv/text_server_adv.cpp @@ -4771,7 +4771,7 @@ void TextServerAdvanced::_shaped_text_overrun_trim_to_width(const RID &p_shaped_ if ((trim_pos >= 0 && sd->width > p_width) || enforce_ellipsis) { if (add_ellipsis && (ellipsis_pos > 0 || enforce_ellipsis)) { - // Insert an additional space when cutting word bound for aesthetics. + // Insert an additional space when cutting word bound for esthetics. if (cut_per_word && (ellipsis_pos > 0)) { Glyph gl; gl.count = 1; diff --git a/modules/text_server_fb/text_server_fb.cpp b/modules/text_server_fb/text_server_fb.cpp index dc0a7df81a3..70da5e27827 100644 --- a/modules/text_server_fb/text_server_fb.cpp +++ b/modules/text_server_fb/text_server_fb.cpp @@ -3563,7 +3563,7 @@ void TextServerFallback::_shaped_text_overrun_trim_to_width(const RID &p_shaped_ if ((trim_pos >= 0 && sd->width > p_width) || enforce_ellipsis) { if (add_ellipsis && (ellipsis_pos > 0 || enforce_ellipsis)) { - // Insert an additional space when cutting word bound for aesthetics. + // Insert an additional space when cutting word bound for esthetics. if (cut_per_word && (ellipsis_pos > 0)) { Glyph gl; gl.count = 1; diff --git a/platform/android/java/lib/src/org/godotengine/godot/gl/GLSurfaceView.java b/platform/android/java/lib/src/org/godotengine/godot/gl/GLSurfaceView.java index 8449c08b88d..56397bb2c24 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/gl/GLSurfaceView.java +++ b/platform/android/java/lib/src/org/godotengine/godot/gl/GLSurfaceView.java @@ -867,7 +867,7 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback */ public interface EGLConfigChooser { /** - * Choose a configuration from the list. Implementors typically + * Choose a configuration from the list. Implementers typically * implement this method by calling * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the * EGL specification available from The Khronos Group to learn how to call eglChooseConfig. diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java b/platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java index 185d03fe396..1a25be0460f 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java +++ b/platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java @@ -306,7 +306,7 @@ public class GodotInputHandler implements InputManager.InputDeviceListener { return; } - // Assign first available number. Re-use numbers where possible. + // Assign first available number. Reuse numbers where possible. final int id = assignJoystickIdNumber(deviceId); final Joystick joystick = new Joystick(); diff --git a/platform/macos/doc_classes/EditorExportPlatformMacOS.xml b/platform/macos/doc_classes/EditorExportPlatformMacOS.xml index 6e9c0a0fe7a..c24ff4cb736 100644 --- a/platform/macos/doc_classes/EditorExportPlatformMacOS.xml +++ b/platform/macos/doc_classes/EditorExportPlatformMacOS.xml @@ -63,7 +63,7 @@ Array of the additional command line arguments passed to the code signing tool. - Enable to allow access to contacts in the user's address book, if it's enabled you should also provide usage message in the [code]privacy/address_book_usage_description[/code] option. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_personal-information_addressbook]com.apple.security.personal-information.addressbook[/url]. + Enable to allow access to contacts in the user's address book, if it's enabled you should also provide usage message in the [code]privacy/address_book_usage_description[/code] option. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_personal-information_addressbook]com.apple.security.personal-information.addressbook[/url]. Allows app to use dynamic linker environment variables to inject code. If you are using add-ons with dynamic or self-modifying native code, enable them according to the add-on documentation. See [url=https://developer.apple.com/documentation/bundleresources/entitlements/com_apple_security_cs_allow-dyld-environment-variables]com.apple.security.cs.allow-dyld-environment-variables[/url]. diff --git a/platform/web/js/libs/library_godot_audio.js b/platform/web/js/libs/library_godot_audio.js index 1993d66310f..cc86c810960 100644 --- a/platform/web/js/libs/library_godot_audio.js +++ b/platform/web/js/libs/library_godot_audio.js @@ -88,7 +88,7 @@ const GodotAudio = { GodotAudio.input = GodotAudio.ctx.createMediaStreamSource(stream); callback(GodotAudio.input); } catch (e) { - GodotRuntime.error('Failed creaating input.', e); + GodotRuntime.error('Failed creating input.', e); } } if (navigator.mediaDevices && navigator.mediaDevices.getUserMedia) { diff --git a/platform/web/js/libs/library_godot_display.js b/platform/web/js/libs/library_godot_display.js index 746f858923c..c60e6899f2b 100644 --- a/platform/web/js/libs/library_godot_display.js +++ b/platform/web/js/libs/library_godot_display.js @@ -289,11 +289,11 @@ const GodotDisplayScreen = { const isFullscreen = GodotDisplayScreen.isFullscreen(); const wantsFullWindow = GodotConfig.canvas_resize_policy === 2; const noResize = GodotConfig.canvas_resize_policy === 0; - const wwidth = GodotDisplayScreen.desired_size[0]; - const wheight = GodotDisplayScreen.desired_size[1]; + const dWidth = GodotDisplayScreen.desired_size[0]; + const dHeight = GodotDisplayScreen.desired_size[1]; const canvas = GodotConfig.canvas; - let width = wwidth; - let height = wheight; + let width = dWidth; + let height = dHeight; if (noResize) { // Don't resize canvas, just update GL if needed. if (canvas.width !== width || canvas.height !== height) { diff --git a/scene/3d/lightmap_gi.cpp b/scene/3d/lightmap_gi.cpp index b4df06a83e2..a666dca658f 100644 --- a/scene/3d/lightmap_gi.cpp +++ b/scene/3d/lightmap_gi.cpp @@ -552,7 +552,7 @@ int32_t LightmapGI::_compute_bsp_tree(const Vector &p_points, const Loc // Luckily, because we are using tetrahedrons, we can resort to // less precise but still working ways to generate the separating plane // this will most likely look bad when interpolating, but at least it will not crash. - // and the arctifact will most likely also be very small, so too difficult to notice. + // and the artifact will most likely also be very small, so too difficult to notice. //find the longest axis diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index c0e54e4e2a3..54444b6828d 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -1085,7 +1085,7 @@ void Viewport::enable_canvas_transform_override(bool p_enable) { } } -bool Viewport::is_canvas_transform_override_enbled() const { +bool Viewport::is_canvas_transform_override_enabled() const { ERR_READ_THREAD_GUARD_V(false); return override_canvas_transform; } diff --git a/scene/main/viewport.h b/scene/main/viewport.h index 7cfad421194..a8cb2ec24a0 100644 --- a/scene/main/viewport.h +++ b/scene/main/viewport.h @@ -507,7 +507,7 @@ public: Ref find_world_2d() const; void enable_canvas_transform_override(bool p_enable); - bool is_canvas_transform_override_enbled() const; + bool is_canvas_transform_override_enabled() const; void set_canvas_transform_override(const Transform2D &p_transform); Transform2D get_canvas_transform_override() const; diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp index b9346c0201e..d123f248652 100644 --- a/servers/rendering/renderer_rd/effects/ss_effects.cpp +++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp @@ -1429,7 +1429,7 @@ void SSEffects::screen_space_reflection(Ref p_render_buffe push_constant.camera_z_far = p_projections[v].get_z_far(); push_constant.camera_z_near = p_projections[v].get_z_near(); push_constant.orthogonal = p_projections[v].is_orthogonal(); - push_constant.filter = false; //enabling causes arctifacts + push_constant.filter = false; // Enabling causes artifacts. push_constant.screen_size[0] = p_ssr_buffers.size.x; push_constant.screen_size[1] = p_ssr_buffers.size.y; diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index 964d4d9adf0..19cf73f7f82 100644 --- a/servers/rendering/renderer_rd/environment/gi.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -2215,7 +2215,7 @@ void GI::SDFGI::render_region(Ref p_render_buffers, int p_ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size); RD::get_singleton()->compute_list_add_barrier(compute_list); - //run one pass of fullsize jumpflood to fix up half size arctifacts + //run one pass of fullsize jumpflood to fix up half size artifacts push_constant.half_size = false; push_constant.step_size = 1; diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 7bca1dc3be9..2fe6949e326 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -1435,7 +1435,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo // Note: when rendering stereoscopic (multiview) we are using our combined frustum projection to create // our cluster data. We use reprojection in the shader to adjust for our left/right eye. // This only works as we don't filter our cluster by depth buffer. - // If we ever make this optimisation we should make it optional and only use it in mono. + // If we ever make this optimization we should make it optional and only use it in mono. // What we win by filtering out a few lights, we loose by having to do the work double for stereo. current_cluster_builder->begin(p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, !p_render_data->reflection_probe.is_valid()); } diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 646bdc54368..326f6196898 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -368,7 +368,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende buffers.base_texture = rb->get_internal_texture(i); buffers.depth_texture = rb->get_depth_texture(i); - // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum + // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum. float z_near = p_render_data->scene_data->view_projection[i].get_z_near(); float z_far = p_render_data->scene_data->view_projection[i].get_z_far(); bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal); @@ -391,7 +391,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende buffers.depth_texture = rb->get_depth_texture(i); buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally - // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum + // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum. float z_near = p_render_data->scene_data->view_projection[i].get_z_near(); float z_far = p_render_data->scene_data->view_projection[i].get_z_far(); bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal); @@ -697,7 +697,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_ren copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true); - // Visualise our view frustum to show coverage. + // Visualize our view frustum to show coverage. for (int i = 0; i < p_render_data->render_shadow_count; i++) { RID light = p_render_data->render_shadows[i].light; RID base = light_storage->light_instance_get_base_light(light); diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl index a7da0812df9..4df74b86268 100644 --- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl @@ -36,7 +36,7 @@ void main() { if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing return; } - //do not filter, SSR will generate arctifacts if this is done + //do not filter, SSR will generate artifacts if this is done float divisor = 0.0; vec4 color; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index ba8d9017724..aa90ad6876a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -584,7 +584,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v { vec4 clamp_rect = omni_lights.data[idx].atlas_rect; - //redo shadowmapping, but shrink the model a bit to avoid arctifacts + //redo shadowmapping, but shrink the model a bit to avoid artifacts vec4 splane = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * omni_lights.data[idx].transmittance_bias, 1.0)); float shadow_len = length(splane.xyz); diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index 44b15ee91d3..45bbcf51c4d 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -1970,7 +1970,6 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) { } } - // This is why I didn't re-use Instance::aabb to implement custom AABBs if (p_instance->extra_margin) { new_aabb.grow_by(p_instance->extra_margin); } diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp index 4e1ff07be46..3da69b9c3c8 100644 --- a/servers/rendering/rendering_device.cpp +++ b/servers/rendering/rendering_device.cpp @@ -538,15 +538,15 @@ Error RenderingDevice::_reflect_spirv(const Vector &p_spir if (r_reflection_data.uniforms[set][k].binding == (uint32_t)info.binding) { // Already exists, verify that it's the same type. ERR_FAIL_COND_V_MSG(r_reflection_data.uniforms[set][k].type != info.type, FAILED, - "On shader stage '" + String(shader_stage_names[stage]) + "', uniform '" + binding.name + "' trying to re-use location for set=" + itos(set) + ", binding=" + itos(info.binding) + " with different uniform type."); + "On shader stage '" + String(shader_stage_names[stage]) + "', uniform '" + binding.name + "' trying to reuse location for set=" + itos(set) + ", binding=" + itos(info.binding) + " with different uniform type."); // Also, verify that it's the same size. ERR_FAIL_COND_V_MSG(r_reflection_data.uniforms[set][k].length != info.length, FAILED, - "On shader stage '" + String(shader_stage_names[stage]) + "', uniform '" + binding.name + "' trying to re-use location for set=" + itos(set) + ", binding=" + itos(info.binding) + " with different uniform size."); + "On shader stage '" + String(shader_stage_names[stage]) + "', uniform '" + binding.name + "' trying to reuse location for set=" + itos(set) + ", binding=" + itos(info.binding) + " with different uniform size."); // Also, verify that it has the same writability. ERR_FAIL_COND_V_MSG(r_reflection_data.uniforms[set][k].writable != info.writable, FAILED, - "On shader stage '" + String(shader_stage_names[stage]) + "', uniform '" + binding.name + "' trying to re-use location for set=" + itos(set) + ", binding=" + itos(info.binding) + " with different writability."); + "On shader stage '" + String(shader_stage_names[stage]) + "', uniform '" + binding.name + "' trying to reuse location for set=" + itos(set) + ", binding=" + itos(info.binding) + " with different writability."); // Just append stage mask and return. r_reflection_data.uniforms.write[set].write[k].stages_mask.set_flag(stage_flag); diff --git a/tests/scene/test_text_edit.h b/tests/scene/test_text_edit.h index 345e6172856..8cfb1893709 100644 --- a/tests/scene/test_text_edit.h +++ b/tests/scene/test_text_edit.h @@ -407,7 +407,7 @@ TEST_CASE("[SceneTree][TextEdit] text entry") { CHECK(text_edit->get_selection_to_line() == 1); SIGNAL_CHECK("caret_changed", empty_signal_args); - // insert before should move caret and selecion, and works when not editable. + // Insert before should move caret and selection, and works when not editable. text_edit->set_editable(false); lines_edited_args.remove_at(0); text_edit->insert_line_at(0, "new"); @@ -424,7 +424,7 @@ TEST_CASE("[SceneTree][TextEdit] text entry") { SIGNAL_CHECK_FALSE("text_set"); text_edit->set_editable(true); - // can undo/redo as single action + // Can undo/redo as single action. ((Array)lines_edited_args[0])[0] = 1; ((Array)lines_edited_args[0])[1] = 0; text_edit->undo();