Merge pull request #63281 from luzpaz/typos
This commit is contained in:
commit
35d7b94a54
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@ -23,7 +23,7 @@
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Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code.
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</member>
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<member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath("")">
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The path to the [Node] used to evaluate an [Expression] if one is not explictly specified internally.
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The path to the [Node] used to evaluate an [Expression] if one is not explicitly specified internally.
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</member>
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<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false">
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Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
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@ -38,7 +38,7 @@
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If [code]true[/code], the [AnimationTree] will be processing.
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</member>
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<member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(".")">
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The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explictly specified internally.
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The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explicitly specified internally.
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</member>
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<member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath("")">
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The path to the [AnimationPlayer] used for animating.
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@ -47,7 +47,7 @@
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<argument index="0" name="image" type="Image" />
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<description>
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Replaces the texture's data with a new [Image]. This will re-allocate new memory for the texture.
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If you want to update the image, but don't need to change its paramters (format, size), use [method update] instead for better performance.
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If you want to update the image, but don't need to change its parameters (format, size), use [method update] instead for better performance.
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</description>
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</method>
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<method name="set_size_override">
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@ -22,7 +22,7 @@
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<method name="clear_users">
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<return type="void" />
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<description>
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Clear all objects that are considred baked within this [LightmapGIData].
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Clear all objects that are considered baked within this [LightmapGIData].
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</description>
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</method>
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<method name="get_user_count" qualifiers="const">
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@ -68,7 +68,7 @@
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<return type="void" />
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<argument index="0" name="writer" type="MovieWriter" />
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<description>
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Adds a writer to be usable by the engine. The supported file extensions can be set by overridding [method _handles_file].
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Adds a writer to be usable by the engine. The supported file extensions can be set by overriding [method _handles_file].
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[b]Note:[/b] [method add_writer] must be called early enough in the engine initialization to work, as movie writing is designed to start at the same time as the rest of the engine.
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</description>
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</method>
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@ -18,7 +18,7 @@
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<argument index="1" name="at_front" type="bool" default="false" />
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<description>
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Registers a new [ResourceFormatLoader]. The ResourceLoader will use the ResourceFormatLoader as described in [method load].
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This method is performed implictly for ResourceFormatLoaders written in GDScript (see [ResourceFormatLoader] for more information).
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This method is performed implicitly for ResourceFormatLoaders written in GDScript (see [ResourceFormatLoader] for more information).
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</description>
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</method>
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<method name="exists">
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@ -16,7 +16,7 @@
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<argument index="1" name="at_front" type="bool" default="false" />
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<description>
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Registers a new [ResourceFormatSaver]. The ResourceSaver will use the ResourceFormatSaver as described in [method save].
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This method is performed implictly for ResourceFormatSavers written in GDScript (see [ResourceFormatSaver] for more information).
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This method is performed implicitly for ResourceFormatSavers written in GDScript (see [ResourceFormatSaver] for more information).
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</description>
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</method>
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<method name="get_recognized_extensions">
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@ -272,7 +272,7 @@ bool EditorExportPlatform::fill_log_messages(RichTextLabel *p_log, Error p_err)
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} else {
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p_log->add_image(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("StatusSuccess"), SNAME("EditorIcons")), 16 * EDSCALE, 16 * EDSCALE, Color(1.0, 1.0, 1.0), INLINE_ALIGNMENT_CENTER);
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p_log->add_text(" ");
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p_log->add_text(TTR("Completed sucessfully."));
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p_log->add_text(TTR("Completed successfully."));
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if (msg_count > 0) {
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has_messages = true;
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}
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@ -89,7 +89,7 @@ void PostImportPluginSkeletonRestFixer::internal_process(InternalImportCategory
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}
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}
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// Complement Rotation track for compatibility between defference rests.
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// Complement Rotation track for compatibility between different rests.
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{
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TypedArray<Node> nodes = p_base_scene->find_children("*", "AnimationPlayer");
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while (nodes.size()) {
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@ -100,7 +100,7 @@ void PostImportPluginSkeletonRestFixer::internal_process(InternalImportCategory
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Ref<Animation> anim = ap->get_animation(name);
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int track_len = anim->get_track_count();
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// Detect does the animetion have skeleton's TRS track.
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// Detect does the animation have skeleton's TRS track.
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String track_path;
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bool found_skeleton = false;
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for (int i = 0; i < track_len; i++) {
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@ -3212,7 +3212,7 @@ void TileMapEditorTerrainsPlugin::_update_tiles_list() {
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terrains_tile_list->set_item_metadata(item_index, list_metadata_dict);
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item_index = terrains_tile_list->add_icon_item(main_vbox_container->get_theme_icon(SNAME("TerrainPath"), SNAME("EditorIcons")));
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terrains_tile_list->set_item_tooltip(item_index, TTR("Path mode: paints a terrain, thens connects it to the previous tile painted withing the same stroke."));
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terrains_tile_list->set_item_tooltip(item_index, TTR("Path mode: paints a terrain, thens connects it to the previous tile painted within the same stroke."));
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list_metadata_dict = Dictionary();
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list_metadata_dict["type"] = SELECTED_TYPE_PATH;
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terrains_tile_list->set_item_metadata(item_index, list_metadata_dict);
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@ -2209,7 +2209,7 @@ bool ProjectConverter3To4::test_array_names() {
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// Callable is special class, to which normal classes may be renamed
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if (!ClassDB::class_exists(StringName(new_class)) && new_class != "Callable") {
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ERR_PRINT(String("Class `") + new_class + "` doesn't exists in Godot 4.0, so cannot be used in convertion.");
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ERR_PRINT(String("Class `") + new_class + "` doesn't exists in Godot 4.0, so cannot be used in conversion.");
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valid = false; // This probably should be only a warning, but not 100% sure - this would need to be added to CI
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}
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current_index++;
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@ -2295,7 +2295,7 @@ bool ProjectConverter3To4::test_array_names() {
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}
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// Validate in one array if names don't do cyclic renames `Node` -> `Node2D` | `Node2D` -> `2DNode`
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// Also checks if in name contains spaces at the end or beggining
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// Also checks if in name contains spaces at the end or beginning
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bool ProjectConverter3To4::test_single_array(const char *array[][2], bool ignore_second_check) {
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bool valid = true;
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int current_index = 0;
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@ -130,7 +130,7 @@ public:
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}
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String to_string() const {
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return vformat("Constraint {pos:%s, bit:%d, terrain:%d, priotity:%d}", base_cell_coords, bit, terrain, priority);
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return vformat("Constraint {pos:%s, bit:%d, terrain:%d, priority:%d}", base_cell_coords, bit, terrain, priority);
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}
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Vector2i get_base_cell_coords() const {
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@ -74,7 +74,7 @@ void TextLine::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_flags", "flags"), &TextLine::set_flags);
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ClassDB::bind_method(D_METHOD("get_flags"), &TextLine::get_flags);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "flags", PROPERTY_HINT_FLAGS, "Kashida Justification,Word Justication,Trim Edge Spaces After Justication,Justify Only After Last Tab,Constrain Ellipsis"), "set_flags", "get_flags");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "flags", PROPERTY_HINT_FLAGS, "Kashida Justification,Word Justification,Trim Edge Spaces After Justification,Justify Only After Last Tab,Constrain Ellipsis"), "set_flags", "get_flags");
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ClassDB::bind_method(D_METHOD("set_text_overrun_behavior", "overrun_behavior"), &TextLine::set_text_overrun_behavior);
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ClassDB::bind_method(D_METHOD("get_text_overrun_behavior"), &TextLine::get_text_overrun_behavior);
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@ -77,12 +77,12 @@ void TextParagraph::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_break_flags", "flags"), &TextParagraph::set_break_flags);
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ClassDB::bind_method(D_METHOD("get_break_flags"), &TextParagraph::get_break_flags);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "break_flags", PROPERTY_HINT_FLAGS, "Mandatory,Word Bouns,Grapheme Bound,Adaptive"), "set_break_flags", "get_break_flags");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "break_flags", PROPERTY_HINT_FLAGS, "Mandatory,Word Bound,Grapheme Bound,Adaptive"), "set_break_flags", "get_break_flags");
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ClassDB::bind_method(D_METHOD("set_justification_flags", "flags"), &TextParagraph::set_justification_flags);
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ClassDB::bind_method(D_METHOD("get_justification_flags"), &TextParagraph::get_justification_flags);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "justification_flags", PROPERTY_HINT_FLAGS, "Kashida Justification,Word Justication,Trim Edge Spaces After Justication,Justify Only After Last Tab,Constrain Ellipsis"), "set_justification_flags", "get_justification_flags");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "justification_flags", PROPERTY_HINT_FLAGS, "Kashida Justification,Word Justification,Trim Edge Spaces After Justification,Justify Only After Last Tab,Constrain Ellipsis"), "set_justification_flags", "get_justification_flags");
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ClassDB::bind_method(D_METHOD("set_text_overrun_behavior", "overrun_behavior"), &TextParagraph::set_text_overrun_behavior);
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ClassDB::bind_method(D_METHOD("get_text_overrun_behavior"), &TextParagraph::get_text_overrun_behavior);
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@ -95,7 +95,7 @@ void VRS::create_vrs_texture(const int p_base_width, const int p_base_height, co
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// TODO find a way to skip this if VRS is not supported, but we don't have access to VulkanContext here, even though we're in vulkan.. hmmm
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// TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we
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// obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistantly set when creating
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// obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating
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// our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size
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// of the VRS buffer to supply.
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Size2i texel_size = Size2i(16, 16);
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@ -3710,7 +3710,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
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// Now compute the contents of our buffers.
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
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// Render each eye seperately.
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// Render each eye separately.
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// We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference..
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// setup our push constant
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@ -659,7 +659,7 @@ void main() {
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if (sc_use_vrs) {
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ivec2 vrs_pos;
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// Currenty we use a 16x16 texel, possibly some day make this configurable.
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// Currently we use a 16x16 texel, possibly some day make this configurable.
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if (sc_half_res) {
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vrs_pos = pos >> 3;
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} else {
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@ -189,7 +189,7 @@ vec3 sample_catmull_rom_9(sampler2D stex, vec2 uv, vec2 resolution) {
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// Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
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// License: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
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// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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// We're going to sample a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
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// location [1, 1] in the grid, where [0, 0] is the top left corner.
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vec2 sample_pos = uv * resolution;
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