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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-23 11:08:55 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-23 11:08:55 +0100 |
commit | 1891d9fdf109920b4bfa73001e6c17cf512f1900 (patch) | |
tree | 97480eaec0d058b25a034f16795a6d11f1f646da /scene/2d | |
parent | 37205964b61c4b6d23379a585591009cbddfa6f3 (diff) | |
parent | 5b1df48c6c62e2ddc6492d4c210b3281f87b4031 (diff) |
Merge pull request #71801 from akien-mga/codespell-en-GB-to-en-US
Convert en_GB spelling to en_US with codespell
Diffstat (limited to 'scene/2d')
-rw-r--r-- | scene/2d/tile_map.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp index 05d28e8a0e..8c5aab4c80 100644 --- a/scene/2d/tile_map.cpp +++ b/scene/2d/tile_map.cpp @@ -2568,7 +2568,7 @@ HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_path(int p_lay } } } - ERR_FAIL_COND_V_MSG(found_bit == TileSet::CELL_NEIGHBOR_MAX, output, vformat("Invalid terrain path, %s is not a neighbouring tile of %s", p_path[i + 1], p_path[i])); + ERR_FAIL_COND_V_MSG(found_bit == TileSet::CELL_NEIGHBOR_MAX, output, vformat("Invalid terrain path, %s is not a neighboring tile of %s", p_path[i + 1], p_path[i])); neighbor_list.push_back(found_bit); } @@ -3220,7 +3220,7 @@ Vector2i TileMap::local_to_map(const Vector2 &p_local_position) const { ret = ret.floor(); } - // Compute the tile offset, and if we might the output for a neighbour top tile + // Compute the tile offset, and if we might the output for a neighbor top tile Vector2 in_tile_pos = raw_pos - ret; bool in_top_left_triangle = (in_tile_pos - Vector2(0.5, 0.0)).cross(Vector2(-0.5, 1.0 / overlapping_ratio - 1)) <= 0; bool in_top_right_triangle = (in_tile_pos - Vector2(0.5, 0.0)).cross(Vector2(0.5, 1.0 / overlapping_ratio - 1)) > 0; @@ -3284,7 +3284,7 @@ Vector2i TileMap::local_to_map(const Vector2 &p_local_position) const { ret = ret.floor(); } - // Compute the tile offset, and if we might the output for a neighbour top tile + // Compute the tile offset, and if we might the output for a neighbor top tile Vector2 in_tile_pos = raw_pos - ret; bool in_top_left_triangle = (in_tile_pos - Vector2(0.0, 0.5)).cross(Vector2(1.0 / overlapping_ratio - 1, -0.5)) > 0; bool in_bottom_left_triangle = (in_tile_pos - Vector2(0.0, 0.5)).cross(Vector2(1.0 / overlapping_ratio - 1, 0.5)) <= 0; |