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authorRémi Verschelde <rverschelde@gmail.com>2019-02-13 09:23:29 +0100
committerRémi Verschelde <rverschelde@gmail.com>2019-02-13 09:23:29 +0100
commit5fc86026ca097f97335ab01383170245d42b0640 (patch)
treef51aec7d41f9e0018375177756f0b9e4276ef610 /scene/main
parent55ca2a7c88503d0f07785ab9215809b02027f858 (diff)
Fix typos with codespell
Using codespell 1.14.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang doubleclick lod nd numer que te unselect EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
Diffstat (limited to 'scene/main')
-rw-r--r--scene/main/viewport.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index c66814d115..cad29f13bf 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -239,7 +239,7 @@ void Viewport::_collision_object_input_event(CollisionObject *p_object, Camera *
ObjectID id = p_object->get_instance_id();
if (p_discard_empty_motion) {
- //avoid sending the event unnecesarily if nothing really changed in the context
+ //avoid sending the event unnecessarily if nothing really changed in the context
Ref<InputEventMouseMotion> mm = p_input_event;
if (mm.is_valid() && object_transform == physics_last_object_transform && camera_transform == physics_last_camera_transform && physics_last_id == id) {
return; //discarded
@@ -425,7 +425,7 @@ void Viewport::_notification(int p_what) {
bool discard_empty_motion = false;
{ // if no motion event exists, create a new one. This is necessary because objects or camera may have moved.
- // while this extra event is sent, it is checked if both camera and last object and last ID did not move. If nothing changed, the event is discarded to avoid flooding with unnecesary motion events every frame
+ // while this extra event is sent, it is checked if both camera and last object and last ID did not move. If nothing changed, the event is discarded to avoid flooding with unnecessary motion events every frame
bool has_mouse_motion = false;
for (List<Ref<InputEvent> >::Element *E = physics_picking_events.front(); E; E = E->next()) {
Ref<InputEventMouseMotion> mm = E->get();