From 3e04a31149fc72515ae4ddfcb490c26c5f4767e4 Mon Sep 17 00:00:00 2001 From: Max Hilbrunner Date: Wed, 21 Aug 2024 14:03:14 +0200 Subject: [PATCH] 3.x spellchecker fixes --- _tools/codespell-ignore.txt | 2 ++ tutorials/rendering/jitter_stutter.rst | 2 +- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/_tools/codespell-ignore.txt b/_tools/codespell-ignore.txt index 96d10c690..afd220b7e 100644 --- a/_tools/codespell-ignore.txt +++ b/_tools/codespell-ignore.txt @@ -5,3 +5,5 @@ que raison uint subtile +implementors +thirdparty diff --git a/tutorials/rendering/jitter_stutter.rst b/tutorials/rendering/jitter_stutter.rst index cdee49ef1..ab7de84f8 100644 --- a/tutorials/rendering/jitter_stutter.rst +++ b/tutorials/rendering/jitter_stutter.rst @@ -155,7 +155,7 @@ default ``60``, or set ``Engine.physics_fps`` at run-time in a script. Values that are a multiple of the monitor refresh rate (typically ``60``) work best when physics interpolation is disabled, as they will avoid jitter. This means values such as ``120``, ``180`` and ``240`` are good starting -points. As a bonus, higher physics FPSes make tunneling and physics unstability +points. As a bonus, higher physics FPSes make tunneling and physics instability issues less likely to occur. The downside of increasing physics FPS is that CPU usage will increase, which