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-rw-r--r--README.md2
-rw-r--r--core/math/rect2.h2
-rw-r--r--core/math/rect2i.h2
-rw-r--r--doc/classes/EditorPaths.xml2
-rwxr-xr-xmisc/scripts/codespell.sh2
-rw-r--r--modules/gdscript/tests/scripts/parser/features/string_formatting.gd2
-rw-r--r--modules/multiplayer/scene_replication_interface.cpp2
-rw-r--r--platform/windows/README.md2
8 files changed, 8 insertions, 8 deletions
diff --git a/README.md b/README.md
index f921db4eba..e1cdae2f0e 100644
--- a/README.md
+++ b/README.md
@@ -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.