diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-28 13:38:01 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-28 13:38:01 +0100 |
commit | 491ded18983a4ae963ce9c29e8df5d5680873ccb (patch) | |
tree | bee3b564700934929e13c9d254bf41e5c5b7e0f8 | |
parent | 0bc36c8954328a36295d50dc5f7722c9463f6f5c (diff) |
Minor typo and docs URL fixes
-rw-r--r-- | README.md | 2 | ||||
-rw-r--r-- | core/math/rect2.h | 2 | ||||
-rw-r--r-- | core/math/rect2i.h | 2 | ||||
-rw-r--r-- | doc/classes/EditorPaths.xml | 2 | ||||
-rwxr-xr-x | misc/scripts/codespell.sh | 2 | ||||
-rw-r--r-- | modules/gdscript/tests/scripts/parser/features/string_formatting.gd | 2 | ||||
-rw-r--r-- | modules/multiplayer/scene_replication_interface.cpp | 2 | ||||
-rw-r--r-- | platform/windows/README.md | 2 |
8 files changed, 8 insertions, 8 deletions
@@ -56,7 +56,7 @@ To get started contributing to the project, see the [contributing guide](CONTRIB ## Documentation and demos -The official documentation is hosted on [ReadTheDocs](https://docs.godotengine.org). +The official documentation is hosted on [Read the Docs](https://docs.godotengine.org). It is maintained by the Godot community in its own [GitHub repository](https://github.com/godotengine/godot-docs). The [class reference](https://docs.godotengine.org/en/latest/classes/) diff --git a/core/math/rect2.h b/core/math/rect2.h index 5ae88ae166..6ccb76cd10 100644 --- a/core/math/rect2.h +++ b/core/math/rect2.h @@ -144,7 +144,7 @@ struct _NO_DISCARD_ Rect2 { return size.x > 0.0f && size.y > 0.0f; } - // Returns the instersection between two Rect2s or an empty Rect2 if there is no intersection + // Returns the intersection between two Rect2s or an empty Rect2 if there is no intersection. inline Rect2 intersection(const Rect2 &p_rect) const { Rect2 new_rect = p_rect; diff --git a/core/math/rect2i.h b/core/math/rect2i.h index 0529e9c867..205b2c7198 100644 --- a/core/math/rect2i.h +++ b/core/math/rect2i.h @@ -87,7 +87,7 @@ struct _NO_DISCARD_ Rect2i { return size.x > 0 && size.y > 0; } - // Returns the instersection between two Rect2is or an empty Rect2i if there is no intersection + // Returns the intersection between two Rect2is or an empty Rect2i if there is no intersection. inline Rect2i intersection(const Rect2i &p_rect) const { Rect2i new_rect = p_rect; diff --git a/doc/classes/EditorPaths.xml b/doc/classes/EditorPaths.xml index 929cf767a6..6733212208 100644 --- a/doc/classes/EditorPaths.xml +++ b/doc/classes/EditorPaths.xml @@ -9,7 +9,7 @@ [b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths. </description> <tutorials> - <link title="File paths in Godot projects">https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html</link> + <link title="File paths in Godot projects">$DOCS_URL/tutorials/io/data_paths.html</link> </tutorials> <methods> <method name="get_cache_dir" qualifiers="const"> diff --git a/misc/scripts/codespell.sh b/misc/scripts/codespell.sh index 1268350180..775d193a66 100755 --- a/misc/scripts/codespell.sh +++ b/misc/scripts/codespell.sh @@ -1,6 +1,6 @@ #!/bin/sh SKIP_LIST="./.*,./**/.*,./bin,./thirdparty,*.desktop,*.gen.*,*.po,*.pot,*.rc,./AUTHORS.md,./COPYRIGHT.txt,./DONORS.md," -SKIP_LIST+="./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/project_converter_3_to_4.cpp,./misc/scripts/codespell.sh," +SKIP_LIST+="./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/renames_map_3_to_4.cpp,./misc/scripts/codespell.sh," SKIP_LIST+="./platform/android/java/lib/src/com,./platform/web/node_modules,./platform/web/package-lock.json," IGNORE_LIST="curvelinear,doubleclick,expct,findn,gird,hel,inout,lod,nd,numer,ot,te" diff --git a/modules/gdscript/tests/scripts/parser/features/string_formatting.gd b/modules/gdscript/tests/scripts/parser/features/string_formatting.gd index a91837145d..0815915f04 100644 --- a/modules/gdscript/tests/scripts/parser/features/string_formatting.gd +++ b/modules/gdscript/tests/scripts/parser/features/string_formatting.gd @@ -13,6 +13,6 @@ func test(): print("hello %.02f" % 0.123456 == "hello 0.12") # Dynamic padding: - # <https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_format_string.html#dynamic-padding> + # https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html#dynamic-padding print("hello %*.*f" % [7, 3, 0.123456] == "hello 0.123") print("hello %0*.*f" % [7, 3, 0.123456] == "hello 000.123") diff --git a/modules/multiplayer/scene_replication_interface.cpp b/modules/multiplayer/scene_replication_interface.cpp index c1d45636f1..5889b8f5f9 100644 --- a/modules/multiplayer/scene_replication_interface.cpp +++ b/modules/multiplayer/scene_replication_interface.cpp @@ -311,7 +311,7 @@ bool SceneReplicationInterface::is_rpc_visible(const ObjectID &p_oid, int p_peer if (tnode.remote_peer && uint32_t(p_peer) == tnode.remote_peer) { return true; // RPCs on spawned nodes are always visible to spawner. } else if (spawned_nodes.has(p_oid)) { - // It's a spwaned node we control, this can be fast + // It's a spawned node we control, this can be fast. if (p_peer) { return peers_info.has(p_peer) && peers_info[p_peer].spawn_nodes.has(p_oid); } else { diff --git a/platform/windows/README.md b/platform/windows/README.md index 4c775576fe..bda9ddd924 100644 --- a/platform/windows/README.md +++ b/platform/windows/README.md @@ -11,5 +11,5 @@ used by this platform. - Instructions on building this platform port from source. - [Exporting for Windows](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_windows.html) - Instructions on using the compiled export templates to export a project. -- [Changing application icon for Windows](https://docs.godotengine.org/en/stable/tutorials/export/changing_application_icon_for_windows.html) +- [Changing application icon for Windows](https://docs.godotengine.org/en/latest/tutorials/export/changing_application_icon_for_windows.html) - Instructions on using a custom icon for the exported project executable. |