diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/gui/text_edit.cpp | 6 | ||||
-rw-r--r-- | scene/register_scene_types.cpp | 2 |
2 files changed, 4 insertions, 4 deletions
diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp index 324273bfa5..1b8444abf4 100644 --- a/scene/gui/text_edit.cpp +++ b/scene/gui/text_edit.cpp @@ -833,7 +833,7 @@ void TextEdit::_notification(int p_what) { continue; } - // If we've changed colour we are at the start of a new section, therefore we need to go back to the end + // If we've changed color we are at the start of a new section, therefore we need to go back to the end // of the previous section to draw it, we'll also add the character back on. if (color != previous_color) { characters--; @@ -2659,7 +2659,7 @@ void TextEdit::_do_backspace(bool p_word, bool p_all_to_left) { set_caret_line(get_caret_line(caret_idx), false, true, 0, caret_idx); set_caret_column(column, caret_idx == 0, caret_idx); - // Now we can clean up the overlaping caret. + // Now we can clean up the overlapping caret. if (overlapping_caret_index != -1) { backspace(overlapping_caret_index); i++; @@ -6560,7 +6560,7 @@ void TextEdit::_cut_internal(int p_caret) { int indent_level = get_indent_level(cl); double hscroll = get_h_scroll(); - // Check for overlaping carets. + // Check for overlapping carets. // We don't need to worry about selections as that is caught before this entire section. for (int j = i - 1; j >= 0; j--) { if (get_caret_line(caret_edit_order[j]) == cl) { diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index e536aeee51..0f55c7b3b8 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -1184,7 +1184,7 @@ void unregister_scene_types() { ResourceLoader::remove_resource_format_loader(resource_loader_shader_include); resource_loader_shader_include.unref(); - // StandardMaterial3D is not initialised when 3D is disabled, so it shouldn't be cleaned up either + // StandardMaterial3D is not initialized when 3D is disabled, so it shouldn't be cleaned up either #ifndef _3D_DISABLED BaseMaterial3D::finish_shaders(); PhysicalSkyMaterial::cleanup_shader(); |