Merge pull request #12223 from godotengine/subsurface-scattering-ci-test

Update codespell to include many more checks
This commit is contained in:
Thaddeus Crews
2026-08-13 13:03:56 -05:00
committed by GitHub
29 changed files with 99 additions and 78 deletions

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@@ -147,9 +147,9 @@ Understanding caching is also crucial to CPU optimization. If you have an
algorithm (routine) that loads small bits of data from randomly spread out areas
of main memory, this can result in a lot of cache misses, a lot of the time, the
CPU will be waiting around for data instead of doing any work. Instead, if you
can make your data accesses localised, or even better, access memory in a linear
fashion (like a continuous list), then the cache will work optimally and the CPU
will be able to work as fast as possible.
can make your data accesses localized, or even better, access memory in a linear
fashion (like a continuous list), then the cache, and therefore the CPU,
will be able to work as efficiently as possible.
Godot usually takes care of such low-level details for you. For example, the
Server APIs make sure data is optimized for caching already for things like

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@@ -175,9 +175,9 @@ Large worlds may need to be built in tiles that can be loaded on demand as you
move around the world. This can prevent memory use from getting out of hand, and
also limit the processing needed to the local area.
There may also be rendering and physics glitches due to floating point error in
There may also be rendering and physics bugs due to floating-point errors in
large worlds. This can be resolved using :ref:`doc_large_world_coordinates`.
If using large world coordinates is not an option, you may be able to use techniques
such as orienting the world around the player (rather than the other way
around), or shifting the origin periodically to keep things centred around
If using large world coordinates is not an option, other common techniques include
orienting the world around the player (rather than the other way
around), or shifting the origin periodically to keep things centered around
``Vector3(0, 0, 0)``.

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@@ -165,8 +165,8 @@ the changes are applied.
a time to perform precompilation.
- **Reflection Probes**: Enabled when a ReflectionProbe node is placed on the
scene.
- **Separate Specular**: Enabled when using effects like sub-surface scattering
or a compositor effect that relies on sampling the specularity directly off
- **Separate Specular**: Enabled when using effects like subsurface scattering
or a compositor effect that relies on sampling the specularity directly from
the screen.
- **Motion Vectors**: Enabled when using effects such as TAA, FSR2 or a
compositor effect that requires motion vectors (such as motion blur).