Remove word duplicates in comments and strings, and fix casing and punctuation
This commit is contained in:
parent
3abb32671e
commit
13e82094ee
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@ -1093,7 +1093,7 @@ Error ProjectSettings::save_custom(const String &p_path, const CustomMap &p_cust
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} else if (p_path.ends_with(".binary")) {
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return _save_settings_binary(p_path, save_props, p_custom, save_features);
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} else {
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ERR_FAIL_V_MSG(ERR_FILE_UNRECOGNIZED, "Unknown config file format: " + p_path + ".");
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ERR_FAIL_V_MSG(ERR_FILE_UNRECOGNIZED, "Unknown config file format: " + p_path);
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}
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}
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@ -431,7 +431,7 @@ void GDExtension::_register_extension_class_internal(GDExtensionClassLibraryPtr
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//inheriting from engine class
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}
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} else {
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ERR_FAIL_MSG("Attempt to register an extension class '" + String(class_name) + "' using non-existing parent class '" + String(parent_class_name) + "'");
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ERR_FAIL_MSG("Attempt to register an extension class '" + String(class_name) + "' using non-existing parent class '" + String(parent_class_name) + "'.");
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}
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#ifdef TOOLS_ENABLED
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@ -685,7 +685,7 @@ void Basis::set_euler(const Vector3 &p_euler, EulerOrder p_order) {
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*this = zmat * ymat * xmat;
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} break;
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default: {
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ERR_FAIL_MSG("Invalid order parameter for set_euler(vec3,order)");
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ERR_FAIL_MSG("Invalid Euler order parameter.");
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}
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}
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}
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@ -76,7 +76,7 @@ public:
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}
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//this is used by script languages that keep a reference counter of their own
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//you can make make Ref<> not die when it reaches zero, so deleting the reference
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//you can make Ref<> not die when it reaches zero, so deleting the reference
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//depends entirely from the script
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virtual void refcount_incremented() {}
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@ -551,7 +551,7 @@ void WorkerThreadPool::wait_for_group_task_completion(GroupID p_group) {
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Group **groupp = groups.getptr(p_group);
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task_mutex.unlock();
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if (!groupp) {
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ERR_FAIL_MSG("Invalid Group ID");
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ERR_FAIL_MSG("Invalid Group ID.");
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}
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{
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@ -1536,7 +1536,7 @@ String String::num(double p_num, int p_decimals) {
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fmt[5] = 'f';
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fmt[6] = 0;
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}
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// if we want to convert a double with as much decimal places as as
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// if we want to convert a double with as much decimal places as
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// DBL_MAX or DBL_MIN then we would theoretically need a buffer of at least
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// DBL_MAX_10_EXP + 2 for DBL_MAX and DBL_MAX_10_EXP + 4 for DBL_MIN.
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// BUT those values where still giving me exceptions, so I tested from
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@ -270,7 +270,7 @@ public:
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if (THREAD_SAFE) {
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spin_lock.unlock();
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}
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ERR_FAIL_MSG("Attempted to free an uninitialized or invalid RID");
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ERR_FAIL_MSG("Attempted to free an uninitialized or invalid RID.");
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} else if (unlikely(validator_chunks[idx_chunk][idx_element] != validator)) {
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if (THREAD_SAFE) {
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spin_lock.unlock();
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@ -661,7 +661,7 @@ public:
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VariantInternal::clear(r_ret);
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}
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static void ptr_construct(void *base, const void **p_args) {
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ERR_FAIL_MSG("can't ptrcall nil constructor");
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ERR_FAIL_MSG("Cannot ptrcall nil constructor");
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}
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static int get_argument_count() {
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@ -1860,7 +1860,7 @@ void RenderingDeviceDriverD3D12::command_pipeline_barrier(
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VectorView<RDD::BufferBarrier> p_buffer_barriers,
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VectorView<RDD::TextureBarrier> p_texture_barriers) {
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if (p_src_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT) && p_dst_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT)) {
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// Looks like the intent is a a full barrier.
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// Looks like the intent is a full barrier.
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// In the resource barriers world, we can force a full barrier by discarding some resource, as per
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// https://microsoft.github.io/DirectX-Specs/d3d/D3D12EnhancedBarriers.html#synchronous-copy-discard-and-resolve.
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const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id;
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@ -219,7 +219,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
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glGenBuffers(1, &s->vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
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// If we have an uncompressed surface that contains normals, but not tangents, we need to differentiate the array
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// from a compressed array in the shader. To do so, we allow the the normal to read 4 components out of the buffer
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// from a compressed array in the shader. To do so, we allow the normal to read 4 components out of the buffer
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// But only give it 2 components per normal. So essentially, each vertex reads the next normal in normal.zw.
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// This allows us to avoid adding a shader permutation, and avoid passing dummy tangents. Since the stride is kept small
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// this should still be a net win for bandwidth.
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@ -1588,7 +1588,7 @@ Ref<Shortcut> ED_GET_SHORTCUT(const String &p_path) {
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Ref<Shortcut> sc = EditorSettings::get_singleton()->get_shortcut(p_path);
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ERR_FAIL_COND_V_MSG(!sc.is_valid(), sc, "Used ED_GET_SHORTCUT with invalid shortcut: " + p_path + ".");
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ERR_FAIL_COND_V_MSG(!sc.is_valid(), sc, "Used ED_GET_SHORTCUT with invalid shortcut: " + p_path);
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return sc;
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}
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@ -1597,7 +1597,7 @@ void ED_SHORTCUT_OVERRIDE(const String &p_path, const String &p_feature, Key p_k
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ERR_FAIL_NULL_MSG(EditorSettings::get_singleton(), "EditorSettings not instantiated yet.");
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Ref<Shortcut> sc = EditorSettings::get_singleton()->get_shortcut(p_path);
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ERR_FAIL_COND_MSG(!sc.is_valid(), "Used ED_SHORTCUT_OVERRIDE with invalid shortcut: " + p_path + ".");
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ERR_FAIL_COND_MSG(!sc.is_valid(), "Used ED_SHORTCUT_OVERRIDE with invalid shortcut: " + p_path);
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PackedInt32Array arr;
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arr.push_back((int32_t)p_keycode);
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@ -1609,7 +1609,7 @@ void ED_SHORTCUT_OVERRIDE_ARRAY(const String &p_path, const String &p_feature, c
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ERR_FAIL_NULL_MSG(EditorSettings::get_singleton(), "EditorSettings not instantiated yet.");
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Ref<Shortcut> sc = EditorSettings::get_singleton()->get_shortcut(p_path);
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ERR_FAIL_COND_MSG(!sc.is_valid(), "Used ED_SHORTCUT_OVERRIDE_ARRAY with invalid shortcut: " + p_path + ".");
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ERR_FAIL_COND_MSG(!sc.is_valid(), "Used ED_SHORTCUT_OVERRIDE_ARRAY with invalid shortcut: " + p_path);
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// Only add the override if the OS supports the provided feature.
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if (!OS::get_singleton()->has_feature(p_feature)) {
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@ -767,7 +767,7 @@ bool SceneTreeEditor::_item_matches_all_terms(TreeItem *p_item, PackedStringArra
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// Filter by Type.
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String type = get_node(p_item->get_metadata(0))->get_class();
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bool term_in_inherited_class = false;
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// Every Node is is a Node, duh!
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// Every Node is a Node, duh!
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while (type != "Node") {
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if (type.to_lower().contains(argument)) {
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term_in_inherited_class = true;
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@ -200,7 +200,7 @@ struct LocationLink {
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/**
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* The range that should be selected and revealed when this link is being followed, e.g the name of a function.
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* Must be contained by the the `targetRange`. See also `DocumentSymbol#range`
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* Must be contained by the `targetRange`. See also `DocumentSymbol#range`
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*/
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Range targetSelectionRange;
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};
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@ -292,7 +292,7 @@ ReplicationEditor::ReplicationEditor() {
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vb->add_child(tree);
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drop_label = memnew(Label);
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drop_label->set_text(TTR("Add properties using the options above, or\ndrag them them from the inspector and drop them here."));
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drop_label->set_text(TTR("Add properties using the options above, or\ndrag them from the inspector and drop them here."));
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drop_label->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
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drop_label->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
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tree->add_child(drop_label);
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@ -421,7 +421,7 @@ Error SceneReplicationInterface::_update_spawn_visibility(int p_peer, const Obje
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// Check visibility for each peers.
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for (const KeyValue<int, PeerInfo> &E : peers_info) {
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if (is_visible) {
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// This is fast, since the the object is visible to everyone, we don't need to check each peer.
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// This is fast, since the object is visible to everyone, we don't need to check each peer.
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if (E.value.spawn_nodes.has(p_oid)) {
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// Already spawned.
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continue;
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@ -1666,7 +1666,7 @@ void TileMapLayer::_internal_update() {
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Vector<Vector2i> to_delete;
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for (SelfList<CellData> *cell_data_list_element = dirty.cell_list.first(); cell_data_list_element; cell_data_list_element = cell_data_list_element->next()) {
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CellData &cell_data = *cell_data_list_element->self();
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// Select the the cell from tile_map if it is invalid.
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// Select the cell from tile_map if it is invalid.
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if (cell_data.cell.source_id == TileSet::INVALID_SOURCE) {
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to_delete.push_back(cell_data.coords);
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}
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@ -229,7 +229,7 @@ void TextEdit::Text::invalidate_cache(int p_line, int p_column, bool p_text_chan
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}
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text.write[p_line].height = height;
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// If this line has shrunk, this may no longer the the tallest line.
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// If this line has shrunk, this may no longer the tallest line.
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if (old_height == line_height && height < line_height) {
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_calculate_line_height();
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} else {
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@ -241,7 +241,7 @@ void TextEdit::Text::invalidate_cache(int p_line, int p_column, bool p_text_chan
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int line_width = get_line_width(p_line);
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text.write[p_line].width = line_width;
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// If this line has shrunk, this may no longer the the longest line.
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// If this line has shrunk, this may no longer the longest line.
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if (old_width == max_width && line_width < max_width) {
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_calculate_max_line_width();
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} else if (!is_hidden(p_line)) {
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@ -731,7 +731,7 @@ void TextEdit::_notification(int p_what) {
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// Draw the minimap.
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// Add visual feedback when dragging or hovering the the visible area rectangle.
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// Add visual feedback when dragging or hovering the visible area rectangle.
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float viewport_alpha;
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if (dragging_minimap) {
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viewport_alpha = 0.25;
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@ -281,16 +281,16 @@ void SkeletonModification2DTwoBoneIK::update_joint_one_bone2d_cache() {
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if (stack->skeleton->has_node(joint_one_bone2d_node)) {
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Node *node = stack->skeleton->get_node(joint_one_bone2d_node);
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ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
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"Cannot update update joint one Bone2D cache: node is this modification's skeleton or cannot be found!");
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"Cannot update joint one Bone2D cache: node is this modification's skeleton or cannot be found!");
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ERR_FAIL_COND_MSG(!node->is_inside_tree(),
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"Cannot update update joint one Bone2D cache: node is not in the scene tree!");
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"Cannot update joint one Bone2D cache: node is not in the scene tree!");
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joint_one_bone2d_node_cache = node->get_instance_id();
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Bone2D *bone = Object::cast_to<Bone2D>(node);
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if (bone) {
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joint_one_bone_idx = bone->get_index_in_skeleton();
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} else {
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ERR_FAIL_MSG("update joint one Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
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ERR_FAIL_MSG("Update joint one Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
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}
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}
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}
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@ -309,16 +309,16 @@ void SkeletonModification2DTwoBoneIK::update_joint_two_bone2d_cache() {
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if (stack->skeleton->has_node(joint_two_bone2d_node)) {
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Node *node = stack->skeleton->get_node(joint_two_bone2d_node);
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ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
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"Cannot update update joint two Bone2D cache: node is this modification's skeleton or cannot be found!");
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"Cannot update joint two Bone2D cache: node is this modification's skeleton or cannot be found!");
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ERR_FAIL_COND_MSG(!node->is_inside_tree(),
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"Cannot update update joint two Bone2D cache: node is not in scene tree!");
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"Cannot update joint two Bone2D cache: node is not in scene tree!");
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joint_two_bone2d_node_cache = node->get_instance_id();
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Bone2D *bone = Object::cast_to<Bone2D>(node);
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if (bone) {
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joint_two_bone_idx = bone->get_index_in_skeleton();
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} else {
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ERR_FAIL_MSG("update joint two Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
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ERR_FAIL_MSG("Update joint two Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
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}
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}
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}
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@ -374,7 +374,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
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if (new_surface.vertex_data.size()) {
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// If we have an uncompressed surface that contains normals, but not tangents, we need to differentiate the array
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// from a compressed array in the shader. To do so, we allow the the normal to read 4 components out of the buffer
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// from a compressed array in the shader. To do so, we allow the normal to read 4 components out of the buffer
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// But only give it 2 components per normal. So essentially, each vertex reads the next normal in normal.zw.
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// This allows us to avoid adding a shader permutation, and avoid passing dummy tangents. Since the stride is kept small
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// this should still be a net win for bandwidth.
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@ -3782,12 +3782,12 @@ void RenderingDevice::draw_list_draw(DrawListID p_list, bool p_use_indices, uint
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#ifdef DEBUG_ENABLED
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if (dl->state.sets[i].pipeline_expected_format != dl->state.sets[i].uniform_set_format) {
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if (dl->state.sets[i].uniform_set_format == 0) {
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ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline");
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ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline.");
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} else if (uniform_set_owner.owns(dl->state.sets[i].uniform_set)) {
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UniformSet *us = uniform_set_owner.get_or_null(dl->state.sets[i].uniform_set);
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ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + "):\n" + _shader_uniform_debug(us->shader_id, us->shader_set) + "\nare not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(dl->state.pipeline_shader));
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} else {
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ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(dl->state.pipeline_shader));
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ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(dl->state.pipeline_shader));
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}
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}
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#endif
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@ -4173,12 +4173,12 @@ void RenderingDevice::compute_list_dispatch(ComputeListID p_list, uint32_t p_x_g
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#ifdef DEBUG_ENABLED
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if (cl->state.sets[i].pipeline_expected_format != cl->state.sets[i].uniform_set_format) {
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if (cl->state.sets[i].uniform_set_format == 0) {
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ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline");
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ERR_FAIL_MSG("Uniforms were never supplied for set (" + itos(i) + ") at the time of drawing, which are required by the pipeline.");
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} else if (uniform_set_owner.owns(cl->state.sets[i].uniform_set)) {
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UniformSet *us = uniform_set_owner.get_or_null(cl->state.sets[i].uniform_set);
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ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + "):\n" + _shader_uniform_debug(us->shader_id, us->shader_set) + "\nare not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
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} else {
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ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
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ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
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}
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}
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#endif
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@ -4271,7 +4271,7 @@ void RenderingDevice::compute_list_dispatch_indirect(ComputeListID p_list, RID p
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UniformSet *us = uniform_set_owner.get_or_null(cl->state.sets[i].uniform_set);
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ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + "):\n" + _shader_uniform_debug(us->shader_id, us->shader_set) + "\nare not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
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} else {
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ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
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ERR_FAIL_MSG("Uniforms supplied for set (" + itos(i) + ", which was just freed) are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:\n" + _shader_uniform_debug(cl->state.pipeline_shader));
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}
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}
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#endif
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