Fix typos with codespell

Using codespell 1.16.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
This commit is contained in:
Rémi Verschelde
2019-12-06 22:07:59 +01:00
parent 628beb5d67
commit e23ee5b081
8 changed files with 14 additions and 14 deletions

View File

@@ -143,7 +143,7 @@ code,
.wy-menu-vertical p.caption {
color: var(--navbar-heading-color);
/* Improves the apperance of uppercase text */
/* Improves the appearance of uppercase text */
letter-spacing: 0.75px;
}

View File

@@ -25,8 +25,8 @@ required:
.. seealso:: For a general overview of SCons usage for Godot, see
:ref:`doc_introduction_to_the_buildsystem`.
Distro-specific oneliners
^^^^^^^^^^^^^^^^^^^^^^^^^
Distro-specific one-liners
^^^^^^^^^^^^^^^^^^^^^^^^^^
+------------------+-----------------------------------------------------------------------------------------------------------+
| **Alpine Linux** | :: |
| | |

View File

@@ -192,12 +192,12 @@ function in your script:
The documentation of each class in the :ref:`Class Reference <toc-class-ref>`
shows the notifications it can receive. However, in most cases GDScript
provides simpler overrideable functions.
provides simpler overridable functions.
Overrideable functions
----------------------
Overridable functions
---------------------
Such overrideable functions, which are described as
Such overridable functions, which are described as
follows, can be applied to nodes:
.. tabs::

View File

@@ -48,7 +48,7 @@ either? Let's see an example:
# such, preloading the value here actually does not benefit anyone.
#
# 3. Because the user exports the value, if this script stored on
# a node in a scene file, the scene instantation code will overwrite the
# a node in a scene file, the scene instantiation code will overwrite the
# preloaded initial value anyway (wasting it). It's usually better to
# provide null, empty, or otherwise invalid default values for exports.
#

View File

@@ -6,7 +6,7 @@ Overview of debugging tools
Introduction
------------
When developing your game, you want to test your game and debug when problems occurr. Godot provides several debugging options and
When developing your game, you want to test your game and debug when problems occur. Godot provides several debugging options and
tools which aid your debugging process. There are the debug dropdown options, Script editor debug options, debug project settings,
and the debugger.
@@ -80,7 +80,7 @@ Settings
++++++++
These are some general settings such as printing the current FPS to the Output panel, the
maximum ammount of functions when profiling and others.
maximum amount of functions when profiling and others.
GDScript
++++++++

View File

@@ -104,7 +104,7 @@ directly, and only for a specific control, by using the override API in
l.AddColorOverride("fontColor", new Color(1.0f, 1.0f, 1.0f));
In the inline help of Godot (in the script tab) you can check which theme options
are overrideable, or check the :ref:`Control <class_Control>` class reference.
are overridable, or check the :ref:`Control <class_Control>` class reference.
Customizing a control
---------------------

View File

@@ -180,7 +180,7 @@ The reason is that some sections of a curve (specifically, corners) may require
Additionally, if both control points were ``0, 0`` (remember they are relative vectors), the Bezier curve would just be a straight line (so drawing a high amount of points would be wasteful).
Before drawing Bezier curves, *tesselation* is required. This is often done with a recursive or divide and conquer function that splits the curve until the curvature amount becomes less than a certain threshold.
Before drawing Bezier curves, *tessellation* is required. This is often done with a recursive or divide and conquer function that splits the curve until the curvature amount becomes less than a certain threshold.
The *Curve* classes provide this via the
:ref:`Curve2D.tessellate() <class_Curve2D_method_tessellate>` function (which receives optional ``stages`` of recursion and angle ``tolerance`` arguments). This way, drawing something based on a curve is easier.

View File

@@ -106,7 +106,7 @@ To summerize:
- The :ref:`ARVRCamera <class_ARVRCamera>` node is offset on the Y axis by the user's height.
- If the VR system supports room tracking, then the :ref:`ARVRCamera <class_ARVRCamera>` node may be offset on the X and Z axises as the player moves.
- If the VR system supports room tracking, then the :ref:`ARVRCamera <class_ARVRCamera>` node may be offset on the X and Z axes as the player moves.
- The :ref:`ARVRController <class_ARVRController>` nodes represent the VR controllers and handle all of the input from the VR controllers.
@@ -697,7 +697,7 @@ over the last thirty ``_physics_process`` calls. While this is not perfect, it g
``_physics_process_directional_movement`` function step-by-step explanation
"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
First this function gets the axises for the trackpad and the joystick and assigns them to :ref:`Vector2 <class_Vector2>` variables called ``trackpad_vector`` and ``joystick_vector`` respectively.
First this function gets the axes for the trackpad and the joystick and assigns them to :ref:`Vector2 <class_Vector2>` variables called ``trackpad_vector`` and ``joystick_vector`` respectively.
.. note:: You may need to remap the joystick and/or touchpad index values depending on your VR headset and controller. The inputs in this tutorial are the index values of a
Windows Mixed Reality headset.