diff --git a/.github/workflows/build_offline_docs.yml b/.github/workflows/build_offline_docs.yml index e908b4532..4499de52b 100644 --- a/.github/workflows/build_offline_docs.yml +++ b/.github/workflows/build_offline_docs.yml @@ -23,7 +23,6 @@ jobs: - name: Install dependencies run: | sudo pip3 install -r requirements.txt - sudo pip3 install codespell sudo apt update sudo apt install parallel libwebp7 diff --git a/_tools/codespell-ignore.txt b/_tools/codespell-ignore.txt index 5258e0a4d..61c284387 100644 --- a/_tools/codespell-ignore.txt +++ b/_tools/codespell-ignore.txt @@ -6,3 +6,5 @@ raison uint implementors thirdparty +inout +findn diff --git a/contributing/development/compiling/compiling_for_linuxbsd.rst b/contributing/development/compiling/compiling_for_linuxbsd.rst index 444626982..f69d5e930 100644 --- a/contributing/development/compiling/compiling_for_linuxbsd.rst +++ b/contributing/development/compiling/compiling_for_linuxbsd.rst @@ -394,7 +394,7 @@ There are two solutions: - Follow `these instructions `__ to configure, build, and install ``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/libatomic.a``, or create a soft link to ``libatomic_ops`` by command ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure the - latest ``libatomic_ops`` will be used without the need to copy it everytime when it is updated. + latest ``libatomic_ops`` will be used without the need to copy it every time when it is updated. Using mold for faster development --------------------------------- @@ -406,7 +406,7 @@ As of January 2023, mold is not readily available in Linux distribution repositories, so you will have to install its binaries manually. - Download mold binaries from its `releases page `__. -- Extract the ``.tar.gz`` file, then move the extraced folder to a location such as ``.local/share/mold``. +- Extract the ``.tar.gz`` file, then move the extracted folder to a location such as ``.local/share/mold``. - Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment variable. For example, you can add the following line at the end of your ``$HOME/.bash_profile`` file: diff --git a/contributing/development/compiling/compiling_for_windows.rst b/contributing/development/compiling/compiling_for_windows.rst index de852861b..d3ce579b3 100644 --- a/contributing/development/compiling/compiling_for_windows.rst +++ b/contributing/development/compiling/compiling_for_windows.rst @@ -93,7 +93,7 @@ The tutorial will assume from now on that you placed the source code in For Windows Defender, hit the :kbd:`Windows` key, type "Windows Security" then hit :kbd:`Enter`. Click on **Virus & threat protection** on the left - panel. Under **Virus & threat protection settings** click on **Mange Settings** + panel. Under **Virus & threat protection settings** click on **Manage Settings** and scroll down to **Exclusions**. Click **Add or remove exclusions** then add the Godot source folder. diff --git a/contributing/development/compiling/index.rst b/contributing/development/compiling/index.rst index 9758d673c..84742cb00 100644 --- a/contributing/development/compiling/index.rst +++ b/contributing/development/compiling/index.rst @@ -13,7 +13,7 @@ setup compiling the engine for your current platform should be as easy as runnin But you will probably need to use at least some of the available options to configure the build to match your specific needs, be it a custom engine fork, a lightweight build -stripped of extra modules, or an executable targetting engine development. +stripped of extra modules, or an executable targeting engine development. The articles below should help you navigate configuration options available, as well as prerequisites required to compile Godot exactly the way you need. diff --git a/contributing/development/compiling/introduction_to_the_buildsystem.rst b/contributing/development/compiling/introduction_to_the_buildsystem.rst index ba8636dde..e19ed0ba4 100644 --- a/contributing/development/compiling/introduction_to_the_buildsystem.rst +++ b/contributing/development/compiling/introduction_to_the_buildsystem.rst @@ -397,7 +397,7 @@ For the folders accelerated by this option, multiple ``.cpp`` files are compiled in each translation unit, so headers can be shared between multiple files, which can dramatically decrease build times. -To peform an SCU build, use the ``scu_build=yes`` SCons option. +To perform an SCU build, use the ``scu_build=yes`` SCons option. .. note:: When developing a Pull Request using SCU builds, be sure to make a regular build prior to submitting the PR. This is because SCU builds diff --git a/contributing/development/core_and_modules/scripting_development.rst b/contributing/development/core_and_modules/scripting_development.rst index a761a92d4..865189e26 100644 --- a/contributing/development/core_and_modules/scripting_development.rst +++ b/contributing/development/core_and_modules/scripting_development.rst @@ -14,7 +14,7 @@ Annotation guidelines compilation details because these are often inconsistent between annotations Create annotations for modifiers that act on the script or its code. -Addionally, create annotations for behavior that is specific to the Godot +Additionally, create annotations for behavior that is specific to the Godot engine and editor; if the primary purpose is to affect the way that the engine or editor treats or interacts with the script, implement the token as an annotation. diff --git a/tutorials/3d/global_illumination/using_lightmap_gi.rst b/tutorials/3d/global_illumination/using_lightmap_gi.rst index 15fc5c127..37a88c05a 100644 --- a/tutorials/3d/global_illumination/using_lightmap_gi.rst +++ b/tutorials/3d/global_illumination/using_lightmap_gi.rst @@ -400,7 +400,7 @@ but doing so will increase bake times significantly. To combat noise without increasing bake times too much, a denoiser can be used. A denoiser is an algorithm that runs on the final baked lightmap, detects patterns of -noise and softens them while attempting to best preseve detail. +noise and softens them while attempting to best preserve detail. Godot offers two denoising algorithms: JNLM (Non-Local Means with Joint Filtering) diff --git a/tutorials/plugins/editor/inspector_plugins.rst b/tutorials/plugins/editor/inspector_plugins.rst index 717a870ec..0cc4bd8fd 100644 --- a/tutorials/plugins/editor/inspector_plugins.rst +++ b/tutorials/plugins/editor/inspector_plugins.rst @@ -192,7 +192,7 @@ You can display your custom widget in two ways. Use just the default ``add_child method to display it to the right of the property name, and use ``add_child()`` followed by ``set_bottom_editor()`` to position it below the name. -.. FIXME: The second tab has the C# lexer for hightlighting disabled for now, as the provided code causes errors. +.. FIXME: The second tab has the C# lexer for highlighting disabled for now, as the provided code causes errors. .. tabs:: .. code-tab:: gdscript GDScript