Fix some typos with codespell -w

This commit is contained in:
Rémi Verschelde
2016-02-10 23:34:39 +01:00
parent 8aa74133bf
commit f7a1ae45de
17 changed files with 20 additions and 20 deletions

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@@ -336,7 +336,7 @@ that will remain unused.
Keyframing IK
~~~~~~~~~~~~~
When editing IK chains, is is not neccesary to select the whole chain to
When editing IK chains, is is not necessary to select the whole chain to
add keyframes. Selecting the endpoint of the chain and inserting a
keyframe will automatically insert keyframes until the chain base too.
This makes the task of animating extremities much simpler.

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@@ -98,7 +98,7 @@ but will be soon.
Customizing a Control
---------------------
If only a few controls need to be skinned. It is often not neccesary to
If only a few controls need to be skinned. It is often not necessary to
create a new theme. Controls offer their theme options as special kind
of properties. If checked, overriding will take place:

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@@ -127,7 +127,7 @@ high linear velocity and then stop as they fade.
Initial Angle
-------------
Determines the intial angle of the particle (in degress). This parameter
Determines the initial angle of the particle (in degress). This parameter
is mostly useful randomized.
.. image:: /img/paranim11.gif
@@ -135,7 +135,7 @@ is mostly useful randomized.
Initial & Final Size
--------------------
Determines the intial and final scales of the particle.
Determines the initial and final scales of the particle.
.. image:: /img/paranim12.gif
@@ -147,7 +147,7 @@ transparency.
Phases must provide an offset value from 0 to 1, and alays in
ascending order. For example, a color will begin at offset 0 and end
in offset 1, but 4 colors might use diferent offsets, such as 0, 0.2,
in offset 1, but 4 colors might use different offsets, such as 0, 0.2,
0.8 and 1.0 for the different phases:
.. image:: /img/particlecolorphases.png

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@@ -183,7 +183,7 @@ CollisionObject2D derived node
By itself it does nothing, but when created as a child of the above
mentioned nodes, it adds collision shapes to them. Any amount of
CollisionShape2D children can be created, meaning the parent object will
simply have mroe collision shapes. When added/deleted/moved/edited, it
simply have more collision shapes. When added/deleted/moved/edited, it
updates the list of shapes in the parent node.
At run time, though, this node does not exist (can't be accessed with

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@@ -73,7 +73,7 @@ visuals:
In the above image, the second sphere (top right) is using the same
source for texscreen() as the first one below, so the first one
"dissapears", or is not visible.
"disappears", or is not visible.
To correct this, a
:ref:`BackBufferCopy <class_BackBufferCopy>`

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@@ -135,7 +135,7 @@ Painting Your World
With all set, make sure the TileMap node is selected. A red grid will
appear on screen, allowing to paint on it with the selected tile on the
left pallete.
left palette.
.. image:: /img/tile_example6.png

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@@ -87,7 +87,7 @@ These are the base colors for the material.
- Specular color is the color of the reflected light and responsible
for shines. It is affected by the specular exponent.
- Emission is the color of the light generated within the material
(althought it will not lit anything else around unless baking). This
(although it will not lit anything else around unless baking). This
color is constant.
- Specular Exponent (or "Shininess"/"Intensity" in some 3D DCCs) is the
way light is reflected. If the value is high, light is reflected

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@@ -68,7 +68,7 @@ of light with a single texture? There are two alternatives, the first
one is to use DPSM (Dual Paraboloid Shadow Mapping). This technique is
fast, but it requires DISCARD to be used (which makes it not very usable
on mobile). DPSM can also look rather bad if the geometry is not
tesselated enough, so more vertices might be neccesary if it doesnt'r
tesselated enough, so more vertices might be necessary if it doesnt'r
look tight. The second option is to simply not use a shadow map, and use
a shadow cubemap. This is faster, but requires six passes to render all
directions and is not supported on the current (GLES2) renderer.
@@ -126,7 +126,7 @@ Z-Offset. This improves things a lot:
.. image:: /img/shadow_offset_2.png
But it's not quite perfect, self shadowing did not dissapear completely.
But it's not quite perfect, self shadowing did not disappear completely.
So close to perfection but still not there.. so in a turn of greed you
increase the Z-Offset even more!

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@@ -93,7 +93,7 @@ ensures that the same asset can be re-imported in another computer.
The usual approach to this, when using a VCS such as Subversion,
Perforce or GIT, is to create the project in a subfolder, so both it and
the source assets can be commited to a same repository. For example:
the source assets can be committed to a same repository. For example:
Repository layout:

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@@ -21,7 +21,7 @@ Implementation
Godot stores resources to disk. Anything, from a script, to a scene or a
PNG image is a resource to the engine. If a resource contains properties
that referece other resources on disk, the path to that resource is
that reference other resources on disk, the path to that resource is
included. If it has sub-resources that are built-in, the resource is
saved in a single file together with all the bundled sub-resources. For
example, a font resource is often saved with the character textures

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@@ -63,7 +63,7 @@ boundary.
Like any class that inherits from :ref:`CanvasItem <class_CanvasItem>`
(Control does), a :ref:`CanvasItem._draw() <class_CanvasItem__draw>`
callback will be received at the begining and every time the control
callback will be received at the beginning and every time the control
needs to be redrawn (programmer needs to call
:ref:`CanvasItem.update() <class_CanvasItem_update>`
to enqueue the CanvasItem for redraw). If the control is not visible

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@@ -7,7 +7,7 @@ Introduction
------------
Scene Singletons are very useful things, as they represent a very common
use case, but it's not clear at the begining where their value is.
use case, but it's not clear at the beginning where their value is.
The scene system is very useful, but by itself it has a few drawbacks: