Expand codespell coverage

This commit is contained in:
Thaddeus Crews
2026-08-14 12:33:49 -05:00
parent e302d9055d
commit 74467d8c2a
7 changed files with 19 additions and 13 deletions

2
.github/labeler.yml vendored
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@@ -43,7 +43,7 @@ platform:android:
- tutorials/editor/using_the_android_editor.rst - tutorials/editor/using_the_android_editor.rst
- tutorials/export/android_gradle_build.rst - tutorials/export/android_gradle_build.rst
- tutorials/export/exporting_for_android.rst - tutorials/export/exporting_for_android.rst
- tutorials/platofrm/android/** - tutorials/platform/android/**
platform:ios: platform:ios:
- changed-files: - changed-files:

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@@ -457,10 +457,10 @@ $(document).ready(() => {
} }
// Hide other sections. // Hide other sections.
menuHeaders.forEach(ot => { menuHeaders.forEach(other => {
if (ot !== it && ot.classList.contains('active')) { if (other !== it && other.classList.contains('active')) {
ot.nextElementSibling.classList.remove('active'); other.nextElementSibling.classList.remove('active');
ot.classList.remove('active'); other.classList.remove('active');
} }
}); });

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@@ -89,12 +89,16 @@ To install SCons, open the command prompt and run the following command:
python -m pip install scons python -m pip install scons
.. codespell:ignore-begin writeable
If you are prompted with the message If you are prompted with the message
``Defaulting to user installation because normal site-packages is not ``Defaulting to user installation because normal site-packages is not
writeable``, you may have to run that command again using elevated writeable``, you may have to run that command again using elevated
permissions. Open a new command prompt as an Administrator then run the command permissions. Open a new command prompt as an Administrator then run the command
again to ensure that SCons is available from the ``PATH``. again to ensure that SCons is available from the ``PATH``.
.. codespell:ignore-end
To check whether you have installed Python and SCons correctly, you can To check whether you have installed Python and SCons correctly, you can
type ``python --version`` and ``scons --version`` into a command prompt type ``python --version`` and ``scons --version`` into a command prompt
(``cmd.exe``). (``cmd.exe``).

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@@ -9,26 +9,21 @@ quiet-level = 3
dictionary = ["_tools/codespell-dict.txt", "-"] dictionary = ["_tools/codespell-dict.txt", "-"]
builtin = ["clear", "rare", "en-GB_to_en-US"] builtin = ["clear", "rare", "en-GB_to_en-US"]
skip = [ skip = [
"_build/*", "_static/css/*",
"_static/*",
"_styleguides/*", "_styleguides/*",
"classes/*", "classes/*",
".github/*",
"tutorials/i18n/locales.rst", "tutorials/i18n/locales.rst",
"AUTHORS.md", "AUTHORS.md",
"LICENSE.txt", "LICENSE.txt",
] ]
ignore-words-list = [ ignore-words-list = [
"dialogue", # Common even in US spelling. "dialogue", # Common even in US spelling.
"doubleclick",
"findn", # Our case-insensitive `find` function. "findn", # Our case-insensitive `find` function.
"implementors",
"inout", # Shader attribute. "inout", # Shader attribute.
"lod", # "Level of Detail". "lod", # "Level of Detail".
"marshalled", # Common spelling in IT. "marshalled", # Common spelling in IT.
"marshalling", # Common spelling in IT. "marshalling", # Common spelling in IT.
"thirdparty", # Prefer as one word. "thirdparty", # Prefer as one word.
"uint", # "Unsigned integer". "uint", # "Unsigned integer".
"writeable", # Part of a Python error message.
] ]
ignore-multiline-regex = "codespell:ignore-begin.*?codespell:ignore-end" ignore-multiline-regex = "codespell:ignore-begin.*?codespell:ignore-end"

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@@ -99,8 +99,12 @@ We have official plugins for the following code editors:
LSP/DAP support LSP/DAP support
--------------- ---------------
.. codespell:ignore-begin implementors
Godot supports the `Language Server Protocol <https://microsoft.github.io/language-server-protocol/>`_ (**LSP**) for code completion and the `Debug Adapter Protocol <https://microsoft.github.io/debug-adapter-protocol/>`_ (**DAP**) for debugging. You can check the `LSP client list <https://microsoft.github.io/language-server-protocol/implementors/tools/>`_ and `DAP client list <https://microsoft.github.io/debug-adapter-protocol/implementors/tools/>`_ to find if your editor supports them. If this is the case, you should be able to take advantage of these features without the need of a custom plugin. Godot supports the `Language Server Protocol <https://microsoft.github.io/language-server-protocol/>`_ (**LSP**) for code completion and the `Debug Adapter Protocol <https://microsoft.github.io/debug-adapter-protocol/>`_ (**DAP**) for debugging. You can check the `LSP client list <https://microsoft.github.io/language-server-protocol/implementors/tools/>`_ and `DAP client list <https://microsoft.github.io/debug-adapter-protocol/implementors/tools/>`_ to find if your editor supports them. If this is the case, you should be able to take advantage of these features without the need of a custom plugin.
.. codespell:ignore-end
To use these protocols, a Godot instance must be running on your current project. You should then configure your editor to communicate to the running adapter ports in Godot, which by default are ``6005`` for **LSP**, and ``6006`` for **DAP**. You can change these ports and other settings in the **Editor Settings**, under the **Network > Language Server** and **Network > Debug Adapter** sections respectively. To use these protocols, a Godot instance must be running on your current project. You should then configure your editor to communicate to the running adapter ports in Godot, which by default are ``6005`` for **LSP**, and ``6006`` for **DAP**. You can change these ports and other settings in the **Editor Settings**, under the **Network > Language Server** and **Network > Debug Adapter** sections respectively.
Below are some configuration steps for specific editors: Below are some configuration steps for specific editors:

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@@ -269,8 +269,8 @@ Animation
.. note:: .. note::
``AnimationNode`` has a reworked process for retrieving the semantic time info. This ensures that time-related ``AnimationNode`` has a reworked process for retrieving the semantic time info. This ensures that time-related
behavior works as expected, but changes the blending behavior. Implementors of the ``_process`` virtual method behavior works as expected, but changes the blending behavior. It's also worth noting that the ``_process`` virtual method
should also note that this method is now deprecated and will be replaced by a new one in the future (`GH-87171`_). is now deprecated and will be replaced by a new one in the future (`GH-87171`_).
More information about the changes to Animation can be found in the More information about the changes to Animation can be found in the
`Migrating Animations from Godot 4.0 to 4.3 <https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3>`__ `Migrating Animations from Godot 4.0 to 4.3 <https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3>`__

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@@ -469,6 +469,8 @@ table to find its new name.
and PathFollow3D's ``set_offset()`` and ``get_offset()`` must be renamed to and PathFollow3D's ``set_offset()`` and ``get_offset()`` must be renamed to
``set_progress()`` and ``get_progress()`` respectively. ``set_progress()`` and ``get_progress()`` respectively.
.. codespell:ignore-begin doubleclick
- AudioServer's ``device`` is now ``output_device``. - AudioServer's ``device`` is now ``output_device``.
- BaseButton's ``group`` is now ``button_group``. - BaseButton's ``group`` is now ``button_group``.
- Camera3D's ``zfar`` is now ``far``. - Camera3D's ``zfar`` is now ``far``.
@@ -500,6 +502,7 @@ table to find its new name.
``Engine.is_editor_hint()`` *method*. This is because it's read-only, and ``Engine.is_editor_hint()`` *method*. This is because it's read-only, and
properties in Godot are not used for read-only values. properties in Godot are not used for read-only values.
.. codespell:ignore-end
**Enums** **Enums**