From 3564c16cb851e2c5ae9f75d928e2f501ce5e3d6a Mon Sep 17 00:00:00 2001 From: luz paz Date: Wed, 7 Jul 2021 11:17:32 -0400 Subject: Fix various typos with codespell Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint` --- modules/camera/camera_osx.h | 2 +- modules/camera/camera_osx.mm | 2 +- modules/fbx/fbx_parser/ByteSwapper.h | 2 +- modules/fbx/fbx_parser/FBXDocument.cpp | 2 +- modules/websocket/emws_client.cpp | 2 +- modules/webxr/doc_classes/WebXRInterface.xml | 2 +- 6 files changed, 6 insertions(+), 6 deletions(-) (limited to 'modules') diff --git a/modules/camera/camera_osx.h b/modules/camera/camera_osx.h index 964b7c1edc..84274f0bf6 100644 --- a/modules/camera/camera_osx.h +++ b/modules/camera/camera_osx.h @@ -32,7 +32,7 @@ #define CAMERAOSX_H ///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimize code duplication!!!! -// If you fix something here, make sure you fix it there as wel! +// If you fix something here, make sure you fix it there as well! #include "servers/camera_server.h" diff --git a/modules/camera/camera_osx.mm b/modules/camera/camera_osx.mm index 6bc56add20..4875eb578a 100644 --- a/modules/camera/camera_osx.mm +++ b/modules/camera/camera_osx.mm @@ -29,7 +29,7 @@ /*************************************************************************/ ///@TODO this is a near duplicate of CameraIOS, we should find a way to combine those to minimize code duplication!!!! -// If you fix something here, make sure you fix it there as wel! +// If you fix something here, make sure you fix it there as well! #include "camera_osx.h" #include "servers/camera/camera_feed.h" diff --git a/modules/fbx/fbx_parser/ByteSwapper.h b/modules/fbx/fbx_parser/ByteSwapper.h index 5c16383974..08d38147d5 100644 --- a/modules/fbx/fbx_parser/ByteSwapper.h +++ b/modules/fbx/fbx_parser/ByteSwapper.h @@ -70,7 +70,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ -/** @file Helper class tp perform various byte oder swappings +/** @file Helper class tp perform various byte order swappings (e.g. little to big endian) */ #ifndef BYTE_SWAPPER_H #define BYTE_SWAPPER_H diff --git a/modules/fbx/fbx_parser/FBXDocument.cpp b/modules/fbx/fbx_parser/FBXDocument.cpp index 89c69d2ee8..92c62e68b5 100644 --- a/modules/fbx/fbx_parser/FBXDocument.cpp +++ b/modules/fbx/fbx_parser/FBXDocument.cpp @@ -198,7 +198,7 @@ ObjectPtr LazyObject::LoadObject() { object.reset(new ModelLimbNode(id, element, doc, name)); } else if (strcmp(classtag.c_str(), "IKEffector") && strcmp(classtag.c_str(), "FKEffector")) { - // FK and IK effectors are not supporte + // FK and IK effectors are not supported. object.reset(new Model(id, element, doc, name)); } } else if (!strncmp(obtype, "Material", length)) { diff --git a/modules/websocket/emws_client.cpp b/modules/websocket/emws_client.cpp index 744053b6e2..d3d0066c12 100644 --- a/modules/websocket/emws_client.cpp +++ b/modules/websocket/emws_client.cpp @@ -79,7 +79,7 @@ Error EMWSClient::connect_to_host(String p_host, String p_path, uint16_t p_port, String str = "ws://"; if (p_custom_headers.size()) { - WARN_PRINT_ONCE("Custom headers are not supported in in HTML5 platform."); + WARN_PRINT_ONCE("Custom headers are not supported in HTML5 platform."); } if (p_ssl) { str = "wss://"; diff --git a/modules/webxr/doc_classes/WebXRInterface.xml b/modules/webxr/doc_classes/WebXRInterface.xml index 9b3a063ef5..67b2b866f3 100644 --- a/modules/webxr/doc_classes/WebXRInterface.xml +++ b/modules/webxr/doc_classes/WebXRInterface.xml @@ -88,7 +88,7 @@ - Using [XRController3D] nodes and their [signal XRController3D.button_pressed] and [signal XRController3D.button_released] signals. This is how controllers are typically handled in AR/VR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example. The buttons codes are defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url]. - Using [method Node._unhandled_input] and [InputEventJoypadButton] or [InputEventJoypadMotion]. This works the same as normal joypads, except the [member InputEvent.device] starts at 100, so the left controller is 100 and the right controller is 101, and the button codes are also defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url]. - Using the [signal select], [signal squeeze] and related signals. This method will work for both advanced VR controllers, and non-traditional "controllers" like a tap on the screen, a spoken voice command or a button press on the device itself. The [code]controller_id[/code] passed to these signals is the same id as used in [member XRController3D.controller_id]. - You can use one or all of these methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interations with more advanced devices. + You can use one or all of these methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interactions with more advanced devices. https://www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot -- cgit v1.2.3